The Galactic Civil War - Custom Campaign

By Undeadguy, in Star Wars: Armada

How about this:

A fleet may have as many non-rogue squadrons as is supported by its sum of Squadron ratings. In addition, it may also have 1 squadron with the Rogue rating per capital ship in the fleet.

8 minutes ago, GhostofNobodyInParticular said:

I won't be available today, unfortunately. Tomorrow and Thursday I have VWC/Fleet Patrol games after 7. Friday after 7 I'll be free, and tomorrow between probably 3 and 7. All times in PM GMT.

Don't have to be free for games to get started is what I am saying, I think we will probably have at least 2 -3 turns before we actually see combat, since it takes a full turn to warp sectors and we are at least 2 sectors apart. What I am saying is while we are busy playing other games, lets get some of the travel and stuff sorted here?

24 minutes ago, BrobaFett said:

Don't have to be free for games to get started is what I am saying, I think we will probably have at least 2 -3 turns before we actually see combat, since it takes a full turn to warp sectors and we are at least 2 sectors apart. What I am saying is while we are busy playing other games, lets get some of the travel and stuff sorted here?

I know. I won't be available for set up and moving for today, at least. Tomorrow I will be.

Ok.... sooo you guys fleets then? Maybe by tomorrow fleets in and figure we start our first day?

Also, @Undeadguy maybe warranting a clean thread in the OP section so we can spam it without having it climb to the top of the page on the main thread?

2 minutes ago, BrobaFett said:

Ok.... sooo you guys fleets then? Maybe by tomorrow fleets in and figure we start our first day?

Also, @Undeadguy maybe warranting a clean thread in the OP section so we can spam it without having it climb to the top of the page on the main thread?

Can't we use the already there thread? Also, fleets are hidden :P until moment of engagement obviously

Just now, Visovics said:

Can't we use the already there thread? Also, fleets are hidden :P until moment of engagement obviously

There is a thread there? hah ok yeah sure.

And yes, but we cant START until they are ready. You don't have to show ME your fleet, you just need to have it so we can go :)

1 minute ago, BrobaFett said:

There is a thread there? hah ok yeah sure.

And yes, but we cant START until they are ready. You don't have to show ME your fleet, you just need to have it so we can go :)

ah, sorry had misunderstood :) we got fleets ready!

To the top again!

I don't know how it's done in standard CC - do you generally do a turn every week? More?

9 hours ago, rasproteus said:

To the top again!

I don't know how it's done in standard CC - do you generally do a turn every week? More?

It varies, but the Vassal one I did was once every 2 weeks we had the planning session, and then 2 weeks to get our games in. If we finished earlier, we moved the next planning session forward.

From what I gather, RL campaigns are normally weekly, but bi-weekly is not unknown.

I've been diagnosed with Influenza A, so sorry I haven't been responding to you guys. 3 days of headaches makes it hurt to think straight.

We will get started once I feel better. In the mean time, send your fleets to me via PM and I'll get my spreadsheets going.

Terrible news about the Flu! No worries Undeadguy. Will send them over, but in the meantime feel better.

I have a question about the map, will planets be connected by pathways or will fleets be able to travel to any planet during the movement phase? Can mining bases be destroyed or seized by the opponent?

57 minutes ago, RavenGear said:

I have a question about the map, will planets be connected by pathways or will fleets be able to travel to any planet during the movement phase? Can mining bases be destroyed or seized by the opponent?

There are sector exits that allow you to move between sectors. So first you move to the planet that is labelled as the exit, and the next round you can move to any planet in the adjacent sector. And you may travel to any planet within a sector.

New edits:

Independent squads - the new name of squads that don't count to your squad limit. Much easier to type out too. Added the rule that limits them to 1/3 of your fleet value not including any normal squads.

Madnalorian squad is considered an Independent squad.

"Generic" uniques that are limited 1 per fleet and can be purchased multiple times. I may have forgot a few.

Updated

Mining bases are 10RP to encourage infrastructure and to have quick turn around time on the investment.

Finalized all edits. Any new edits will again be in red.

Would love to see a PDF of this canpaign that you can print out. :-)

Are Spinals reduced in cost at all? All the other dice adding modifications are cheaper

4 minutes ago, MandalorianMoose said:

Are Spinals reduced in cost at all? All the other dice adding modifications are cheaper

7 points

6 minutes ago, Undeadguy said:

7 points

In that case I have 2 more points left over! The world is my oyster! The galaxy is mine!

Lord Vader has dealt a crippling blow to the Rebel fleet, inflicting heavy losses and forcing a full retreat of all surviving ships. Vader's Fist, along with the contingent of Gladiators on loan from Admiral Thrawn, destroyed two hammerheads, a cr90, a bomber command center flotilla, three X-wings, and one Y-wing. Dominator proved a fearsome artillery piece, eliminating 3 ships on its own, while Vader's flagship swatted the flotilla at long range. Imperial casualties were minor, losing only two interceptors and two tie fighters. The gladiators and surviving fighters (3 of each) will be returned to the command of Thrawn immediately.

On 1/4/2018 at 2:45 AM, Nostromoid said:

I really like the idea of uneven fleets. I think there's a lot to build on with the mechanic of trying to maneuver your powerful fleets into positions where the enemy only has a weak force, or trying to chase down an enemy that is wounded.



Uneven fleets sound like a cool idea in practice, but if the CC has taught us anything locally it's that a 400pt fleet has almost no chance against a 500pt fleet, so one player goes seal-clubbin' while the other has very little fun. In practice, the games barely even happen because the disadvantaged fleet (should) just deploy and run away in such a manner that combat is minimized. So, very little Armada is actually going to be played, since any game setup with significant asymmetry between the fleets will likely just be an exercise in wasting everyone's time and seeing how very few combat dice can be rolled before Hyper Escape (or Round 6, whichever comes first). Robust satisfying games will only happen when both sides feel they have an even (read: fair) force present at the battle.

Despite it's simplicities, the CC does a pretty good job of recognizing this, and minimizes book-keeping while maximizing the time participants get to spend playing Armada. This set of rules, while more nuanced and realistic, will certainly leave players spending far more time with book-keeping activities and less time rolling dice. Which isn't necessarily a bad thing, but personally when I want that sort of itch scratched I prefer to bust out Twilight Imperium, Eclipse, Forbidden Stars, or one of the other excellent "4X" style of games, all of which make combat fast, simple, abstract affairs so that the expansion, movement, building, and other "book-keeping" aspects remain at the forefront of the gaming experience.

1 hour ago, AllWingsStandyingBy said:



Uneven fleets sound like a cool idea in practice, but if the CC has taught us anything locally it's that a 400pt fleet has almost no chance against a 500pt fleet, so one player goes seal-clubbin' while the other has very little fun. In practice, the games barely even happen because the disadvantaged fleet (should) just deploy and run away in such a manner that combat is minimized. So, very little Armada is actually going to be played, since any game setup with significant asymmetry between the fleets will likely just be an exercise in wasting everyone's time and seeing how very few combat dice can be rolled before Hyper Escape (or Round 6, whichever comes first). Robust satisfying games will only happen when both sides feel they have an even (read: fair) force present at the battle.

Despite it's simplicities, the CC does a pretty good job of recognizing this, and minimizes book-keeping while maximizing the time participants get to spend playing Armada. This set of rules, while more nuanced and realistic, will certainly leave players spending far more time with book-keeping activities and less time rolling dice. Which isn't necessarily a bad thing, but personally when I want that sort of itch scratched I prefer to bust out Twilight Imperium, Eclipse, Forbidden Stars, or one of the other excellent "4X" style of games, all of which make combat fast, simple, abstract affairs so that the expansion, movement, building, and other "book-keeping" aspects remain at the forefront of the gaming experience.

I’ll admit that it’s a lot of information to keep track of, but with an awesome Campaign Manager like @Undeadguy to keep track of the global stuff, and a super nifty excel spreadsheet he made for us to track our individual fleets with, its much more manageable than I would have thought. Plus with the added complexity of the system, you get even more drawn in to the overarching story of your fleet.

Uneven games can be one sided, but they don’t have to be with clever play- and when you get that win DESPITE being 150+ points down, it makes the victory that much sweeter

3 hours ago, AllWingsStandyingBy said:



Uneven fleets sound like a cool idea in practice, but if the CC has taught us anything locally it's that a 400pt fleet has almost no chance against a 500pt fleet, so one player goes seal-clubbin' while the other has very little fun. In practice, the games barely even happen because the disadvantaged fleet (should) just deploy and run away in such a manner that combat is minimized. So, very little Armada is actually going to be played, since any game setup with significant asymmetry between the fleets will likely just be an exercise in wasting everyone's time and seeing how very few combat dice can be rolled before Hyper Escape (or Round 6, whichever comes first). Robust satisfying games will only happen when both sides feel they have an even (read: fair) force present at the battle.

Despite it's simplicities, the CC does a pretty good job of recognizing this, and minimizes book-keeping while maximizing the time participants get to spend playing Armada. This set of rules, while more nuanced and realistic, will certainly leave players spending far more time with book-keeping activities and less time rolling dice. Which isn't necessarily a bad thing, but personally when I want that sort of itch scratched I prefer to bust out Twilight Imperium, Eclipse, Forbidden Stars, or one of the other excellent "4X" style of games, all of which make combat fast, simple, abstract affairs so that the expansion, movement, building, and other "book-keeping" aspects remain at the forefront of the gaming experience.

Uneven fleets are alright. We have already had a few blow outs but the players recover because they generate a lot of resources to rebound. Allowing players to play with up to 1000 points per battle also reduce the disparity. 400 vs 500 is a 20% difference. 900 vs 1000 is 10%. Larger battles also increase losses on both sides, while also mitigating the effect a loss has on the over all performance of the fleet. It's not perfect, but it's been working quite well. Capturing ships also allows for huge swing plays which can drive the game towards conclusion.

I've done my best to prevent games where players are seriously outmatched, like 2v1, but they will still happen.

There is very little book keeping for the players. I do the majority of it. It's rather simple, but very tedious taking in fleet purchases and move orders. But Excel has allowed me to speed up the process.

Here is the list of documents needed to play:

  1. The map
    1. You only need 2 maps per team. There are 3 sectors. 2 home and 1 contested, which is the battle ground for most of the game. Each round players submit move orders for their fleet, and without a GM, players will exchange the moves and update the map accordingly. The second map contains all the hidden information such as bases and fleets. With Excel, you can copy/paste this stuff easily.
  2. Fleet list
    1. I made a really nice fleet list in Excel with all the fields you will need to track XP, special upgrades, flag ship, points, etc.. All the works really.
  3. Resources generated
    1. This is super easy. Shipyards make 50 RP, and mining bases make 10. Multiply appropriately to figure out what you have. Record any excess after you purchase things.

That's it. The map is the "hardest" of the 3, but it's no different than CC really.

What adds complexity is all the small rule additions and most of those are combat or fleet build related, both of which are the exciting part of the game so players will want to spend more time on those.

Any other criticism is appreciated. I've already changed a ton of things since the start and I'm willing to change more going forward.

Holy flying workload, Batman!

(Nicely done, OP!)