The Galactic Civil War - Custom Campaign

By Undeadguy, in Star Wars: Armada

9 minutes ago, Visovics said:

Is there a limit to added/removed keywords for a squad using the XP or not?

As many times as you want. Build your own super squadron!

1 minute ago, Undeadguy said:

As many times as you want. Build your own super squadron!

and no limit of how big a fleet can be? SO A SLOANE VT-49 SPAM WITHOUT ROGUE, HEAVY AND WITH BOMBER ADDED AS WELL AS SOME SPEED AND AN EXTRA BLUE AS WELL IS POSSIBLE? HOLY CRAP

Just now, Visovics said:

and no limit of how big a fleet can be? SO A SLOANE VT-49 SPAM WITHOUT ROGUE, HEAVY AND WITH BOMBER ADDED AS WELL AS SOME SPEED AND AN EXTRA BLUE AS WELL IS POSSIBLE? HOLY CRAP

Yea you can do that, but that means earning at least 14 XP per Decimator. Not impossible, but still difficult. And your opponent will be leveling squadrons at the same time.

2 hours ago, Visovics said:

and no limit of how big a fleet can be? SO A SLOANE VT-49 SPAM WITHOUT ROGUE, HEAVY AND WITH BOMBER ADDED AS WELL AS SOME SPEED AND AN EXTRA BLUE AS WELL IS POSSIBLE? HOLY CRAP

Possible but not probable.

You may be thinking of this in terms of a normal armada game about how OP that would be. But you need to realize how incredibly difficult to get to that point would be and once there how fragile it actually is. There are no do overs or respawning in Undeadguys campaign... so that super decimator you created... it can die once and only once and then its gone. 14 XP represents 14 enemy kills without dying in return. Quite the accomplishment. And you can bet peanuts to hobos its going to be target numero uno.

It made me chuckle to think of Star Wars characters in a campaign like that...

How did Luke fair?

Freaking amazing! Swooped in and delivered the final blow to bring down that ISD winning me the game!

So how are you going to use Luke next game?

Next game? Luke was absolutely MURDERED after blowing up that ISD. But I shall give him a heros funeral...

10 minutes ago, PartyPotato said:

Possible but not probable.

You may be thinking of this in terms of a normal armada game about how OP that would be. But you need to realize how incredibly difficult to get to that point would be and once there how fragile it actually is. There are no do overs or respawning in Undeadguys campaign... so that super decimator you created... it can die once and only once and then its gone. 14 XP represents 14 enemy kills without dying in return. Quite the accomplishment. And you can bet peanuts to hobos its going to be target numero uno.

It made me chuckle to think of Star Wars characters in a campaign like that...

How did Luke fair?

Freaking amazing! Swooped in and delivered the final blow to bring down that ISD winning me the game!

So how are you going to use Luke next game?

Next game? Luke was absolutely MURDERED after blowing up that ISD. But I shall give him a heros funeral...

I think this is the fine balancing act that will make the game fun. Do you cash in for a quick boost or do you hold out to get a huge upgrade, but your opponent knows how much XP it has and can devote more resources to destroy it. RS, PDR, and WAB will be vital in dealing with super squadrons.

I love it!

A couple of questions:

1) I assume that when you win a battle at a shipyard, but have not dealt the 15 damage to said shipyard (which I take it is represented by the station?) it becomes yours?

2) If each ship can only hold squads up to its limit, does that mean that you can only have as many squads in your fleet as your squad value? So the fleet we saw recently with 2 GR-75s, 2 AFMKIIs and 18 Z-95s isn't allowed?

Edit: two more questions:
1) You can just move to any sector after leaving the exit planet of the current sector? You don't need to move to an adjacent sector?

2) Can you build new shipyards?

Thanks!

Edited by GhostofNobodyInParticular
33 minutes ago, GhostofNobodyInParticular said:

I love it!

A couple of questions:

1) I assume that when you win a battle at a shipyard, but have not dealt the 15 damage to said shipyard (which I take it is represented by the station?) it becomes yours?

2) If each ship can only hold squads up to its limit, does that mean that you can only have as many squads in your fleet as your squad value? So the fleet we saw recently with 2 GR-75s, 2 AFMKIIs and 18 Z-95s isn't allowed?

Edit: two more questions:
1) You can just move to any sector after leaving the exit planet of the current sector? You don't need to move to an adjacent sector?

2) Can you build new shipyards?

Thanks!

  1. The shipyard will be destroyed if you table your opponent.
  2. Correct, you can't spam a bunch of fighters. It's both a thematic and mechanical choice. It represents ships carrying their squads into battle, but also prevents someone from taking 1 GR-75 and 20 Y-Wings and calling it a fleet. Since the 1/3 squad rule isn't applied, I needed another way to limit squadrons.
  3. Currently you must move to an adjacent sector. Once I get the map, I'll have to determine how movement is done. It's pretty linear right now. 3x3 tug of war more or less.
  4. You cannot build shipyards. Since the victory condition is to destroy all the shipyards, being able to construct them would prolong the game.
1 hour ago, Undeadguy said:
  1. The shipyard will be destroyed if you table your opponent.
  2. Correct, you can't spam a bunch of fighters. It's both a thematic and mechanical choice. It represents ships carrying their squads into battle, but also prevents someone from taking 1 GR-75 and 20 Y-Wings and calling it a fleet. Since the 1/3 squad rule isn't applied, I needed another way to limit squadrons.
  3. Currently you must move to an adjacent sector. Once I get the map, I'll have to determine how movement is done. It's pretty linear right now. 3x3 tug of war more or less.
  4. You cannot build shipyards. Since the victory condition is to destroy all the shipyards, being able to construct them would prolong the game.

You should work on a way to allow Rebs to get around the squadron value rule since most reb fighters have independent hyperdrives

its always erked me that Imps and Rebs are held to the same squadron allotment rule... I understand that it is more balanced but I prefer things fitting the theme

2 minutes ago, TheToad said:

You should work on a way to allow Rebs to get around the squadron value rule since most reb fighters have independent hyperdrives

its always erked me that Imps and Rebs are held to the same squadron allotment rule... I understand that it is more balanced but I prefer things fitting the theme

Most Imperial squads we have also have hyper drives too. Thematically, those hyperdrives are not as powerful as ship hyperdrives, and thus cannot travel as far.

Gotta find a balance somewhere :P

Question:

Maneuver

  • When a friendly ship resolves a Maneuver Command, you may exhaust this card to give +1 yaw to any joint

Does this stack with Nav Teams? I know that Madine does not, so I figured I'd ask.

Edit:

Are squadon max values always equal to 1/3 of the fleet value? So a 200-point fleet gets 67 points for squadrons?

Edit 2:

Task Force titles: not unique - can the be equipped in multiple fleets? If not, are they lost if such a fleet is destroyed entirely?

Edited by rasproteus
50 minutes ago, rasproteus said:

Maneuver

  • When a friendly ship resolves a Maneuver Command, you may exhaust this card to give +1 yaw to any joint

Does this stack with Nav Teams? I know that Madine does not, so I figured I'd ask.

I'm gunna go with no because it stays consistent with previous rulings.

50 minutes ago, rasproteus said:

Are squadon max values always equal to 1/3 of the fleet value? So a 200-point fleet gets 67 points for squadrons?

No, you are only limited by your total squad value.

51 minutes ago, rasproteus said:

Task Force titles: not unique - can the be equipped in multiple fleets? If not, are they lost if such a fleet is destroyed entirely?

These are not unique, so they are not removed from the game. They can be in multiple fleets and are friendly to each other, so you can trigger them from ally ships.

Broba and I played a test skirmish yesterday. All I can say is WOW, second player being able to go last in a round at will is super powerful. Particularly when you have a single, high-powered activation. I'm not sure how I feel about it. I understand the desire to counter activation spam and first last, but it might go too far in the other direction.

10 minutes ago, rasproteus said:

Broba and I played a test skirmish yesterday. All I can say is WOW, second player being able to go last in a round at will is super powerful. Particularly when you have a single, high-powered activation. I'm not sure how I feel about it. I understand the desire to counter activation spam and first last, but it might go too far in the other direction.

Soft version: whatever ship activated last in one round, cannot activate 1st in the next round.

25 minutes ago, rasproteus said:

Broba and I played a test skirmish yesterday. All I can say is WOW, second player being able to go last in a round at will is super powerful. Particularly when you have a single, high-powered activation. I'm not sure how I feel about it. I understand the desire to counter activation spam and first last, but it might go too far in the other direction.

The issue comes up at higher ship counts. You might play a game where one person has 7 or 8 ships, and the other has 3. And honestly, it's no different than first player having a powerful activation going first.

What point value did you play at?

26 minutes ago, Green Knight said:

Soft version: whatever ship activated last in one round, cannot activate 1st in the next round.

10 minutes ago, Undeadguy said:

The issue comes up at higher ship counts. You might play a game where one person has 7 or 8 ships, and the other has 3. And honestly, it's no different than first player having a powerful activation going first.

What point value did you play at?

200. It was a AF2/GR75 vs. ISD1.

Shouldn't we address the root issue - limit the number of flotillas in a fleet somehow?

2 hours ago, rasproteus said:

200. It was a AF2/GR75 vs. ISD1.

Shouldn't we address the root issue - limit the number of flotillas in a fleet somehow?

Simple house rule: max flotillas = number of non-flotilla ships.

27 minutes ago, Green Knight said:

Simple house rule: max flotillas = number of non-flotilla ships.

I think that's reasonable. There's a rather large difference between an ISD plus 5 transports and a CR90 swarm.

2 hours ago, rasproteus said:

200. It was a AF2/GR75 vs. ISD1.

Shouldn't we address the root issue - limit the number of flotillas in a fleet somehow?

Well it is an attempt to remove some power from flotillas, but it's also a way to allow smaller fleets to compete against larger ones. But I'd also expect much smaller fleets to retreat.

Could do a hard limit on flotillas. Max 2 or 3 per fleet? Then remove the second player has last rule.

Just thinking out loud now.

  1. Limiting the amount of flotillas per fleet will bring the activation count down. It will also reduce the total amount of squads you can amass in the early game, which is probably good.
  2. Having a selection of 5 objectives per fleet was intended to reduce the power objectives have for second player, and to compensate the second player can always have last activation. The new officers in wave 7 might balance the activation game.
  3. Small fleets are at a huge disadvantage if they run into a fleet with 100+ points on them. Perhaps have a split rule depending on the point differential. If both fleets are within 150 points, the last ship to activate cannot be the first ship to activate next round, and if the difference is over 150, the second player gets to go last?
  4. Allowing the second player to go last means players can devote more points into their ships instead of running as many ships as possible.

Is there anything that can make a fleet suffering a 100-point deficit competitive? Is making a significantly smaller fleet competitive in a battle worth spending time on?

A smaller force could attempt to delay a larger force, or perhaps execute a hit and run on a valuable asset, but I think the ideal situation is one where the larger force has overallocated resources to the battle that could have been better spent elsewhere.

If I'm largely outmatched in one system, then I can hopefully expect that my other forces will have a small to moderate advantage in their battles.

As far as the calculus remains balanced between number of activations and quality of activations, I'm good.

Currently, I'm vaguely unsettled by the pressure to increase the number of activations in my tournament fleets, but I'm not proposing drastic action. I think that it's reasonable to limit it to the number of combat ships for now and see how it plays out. Some of the new upgrades in the pipeline may address the issue.

3 hours ago, Undeadguy said:

Well it is an attempt to remove some power from flotillas, but it's also a way to allow smaller fleets to compete against larger ones. But I'd also expect much smaller fleets to retreat.

Could do a hard limit on flotillas. Max 2 or 3 per fleet? Then remove the second player has last rule.

Just thinking out loud now.

  1. Limiting the amount of flotillas per fleet will bring the activation count down. It will also reduce the total amount of squads you can amass in the early game, which is probably good.
  2. Having a selection of 5 objectives per fleet was intended to reduce the power objectives have for second player, and to compensate the second player can always have last activation. The new officers in wave 7 might balance the activation game.
  3. Small fleets are at a huge disadvantage if they run into a fleet with 100+ points on them. Perhaps have a split rule depending on the point differential. If both fleets are within 150 points, the last ship to activate cannot be the first ship to activate next round, and if the difference is over 150, the second player gets to go last?
  4. Allowing the second player to go last means players can devote more points into their ships instead of running as many ships as possible.

Wouldn't making flotillas not count as ships for purposes of tabling solve the flotilla problem?

1 hour ago, PartyPotato said:

Wouldn't making flotillas not count as ships for purposes of tabling solve the flotilla problem?

I suppose there are two separate issues at play. I certainly don't have an issue with the last flotilla carrying MW or the VIP struggling to survive by itself. The one with Adar commanding squadrons from the other side of the map is irritating. I'm not sure adjusting the latter is worth the loss of the former.

37 minutes ago, rasproteus said:

I suppose there are two separate issues at play. I certainly don't have an issue with the last flotilla carrying MW or the VIP struggling to survive by itself. The one with Adar commanding squadrons from the other side of the map is irritating. I'm not sure adjusting the latter is worth the loss of the former.

But it also works to counter flotillas that are there just for activation padding in masses for a big ship. Like BTvenger with 7 flotillas. Taking out BTvenger means tabling the opponent, instead of also having to chase through 7 flotillas that were only there to make BTvenger activate last

1 hour ago, Visovics said:

But it also works to counter flotillas that are there just for activation padding in masses for a big ship. Like BTvenger with 7 flotillas. Taking out BTvenger means tabling the opponent, instead of also having to chase through 7 flotillas that were only there to make BTvenger activate last

Yeah, it just strikes me as a little drastic. If the consensus is that activation padding with transports is a serious issue (and I'm not at all sure that it is), then I'd prefer a more nuanced way of discouraging it.

Limit the number of flotillas in a fleet, or points spent on them? 25% wouldn't be a terrible number. Limits you to four naked Gozantis, or five naked Medium Transports. Unless you want to go for a specific number, to make it fair - then, three or four should suffice. The most Medium Transports I've ever taken in a list without the specific intent of activation padding is three.

Could you play this with a 1x3 rather than 3x3 map?