The Galactic Civil War - Custom Campaign

By Undeadguy, in Star Wars: Armada

20 hours ago, PartyPotato said:

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

Well the games do no end at 6 rounds, and you win by destroying all of your opponents stuff or forcing them to retreat. Last man standing. It always bothered me how games just end at round 6 when there are still ships on both sides.

I think the best solution is to limit flotillas to 3 per fleet, and if you merge fleets, any left over flotillas form their own fleet. I'll also have to change how flotillas gain experience since you'll never get titles with the current rules.

4 hours ago, Jabby said:

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

So you'd play with 2 players? I suppose you could.

29 minutes ago, Undeadguy said:

Well the games do no end at 6 rounds, and you win by destroying all of your opponents stuff or forcing them to retreat. Last man standing. It always bothered me how games just end at round 6 when there are still ships on both sides.

I didn't see this in the rules you posted. This has the potential to really unbalance the game. Having played a fair number of last man standing games when I was starting out, it also has a tendency to get quite boring.

Also, consider that you can bring something like this:

Example 1

Faction: Galactic Empire
Points: 398/400

Commander: Admiral Sloane

Assault Objective: Station Assault
Defense Objective: Fighter Ambush
Navigation Objective: Superior Positions

[ flagship ] Quasar Fire I-class Cruiser-Carrier (54 points)
- Admiral Sloane ( 24 points)
- Flight Controllers ( 6 points)
- Expanded Hangar Bay ( 5 points)
= 89 total ship cost

Quasar Fire I-class Cruiser-Carrier (54 points)
- Flight Controllers ( 6 points)
- Expanded Hangar Bay ( 5 points)
= 65 total ship cost

Quasar Fire I-class Cruiser-Carrier (54 points)
- Flight Controllers ( 6 points)
- Expanded Hangar Bay ( 5 points)
= 65 total ship cost

1 Dengar ( 20 points)
1 Colonel Jendon ( 20 points)
1 "Howlrunner" ( 16 points)
1 "Mauler" Mithel ( 15 points)
1 Valen Rudor ( 13 points)
1 Soontir Fel ( 18 points)
1 Maarek Steele ( 21 points)
7 TIE Fighter Squadrons ( 56 points)

It's got 179 points of squadrons to clear whatever fighter screen you have and then unlimited turns of bombing damage until it finishes you off. I put it together in a few minutes as an example, but with some refinement it could probably be even scarier.

What happens when there are only non combat ships on either side?

25 minutes ago, rasproteus said:

I didn't see this in the rules you posted. This has the potential to really unbalance the game. Having played a fair number of last man standing games when I was starting out, it also has a tendency to get quite boring.

It appears I forgot to add that when I first wrote it up.

25 minutes ago, rasproteus said:

What happens when there are only non combat ships on either side?

I have not considered this. I'll have to think about it.

26 minutes ago, rasproteus said:

Faction: Galactic Empire
Points: 398/400

Commander: Admiral Sloane

Assault Objective: Station Assault
Defense Objective: Fighter Ambush
Navigation Objective: Superior Positions

[ flagship ] Quasar Fire I-class Cruiser-Carrier (54 points)
- Admiral Sloane ( 24 points)
- Flight Controllers ( 6 points)
- Expanded Hangar Bay ( 5 points)
= 89 total ship cost

Quasar Fire I-class Cruiser-Carrier (54 points)
- Flight Controllers ( 6 points)
- Expanded Hangar Bay ( 5 points)
= 65 total ship cost

Quasar Fire I-class Cruiser-Carrier (54 points)
- Flight Controllers ( 6 points)
- Expanded Hangar Bay ( 5 points)
= 65 total ship cost

1 Dengar ( 20 points)
1 Colonel Jendon ( 20 points)
1 "Howlrunner" ( 16 points)
1 "Mauler" Mithel ( 15 points)
1 Valen Rudor ( 13 points)
1 Soontir Fel ( 18 points)
1 Maarek Steele ( 21 points)
7 TIE Fighter Squadrons ( 56 points)

It's got 179 points of squadrons to clear whatever fighter screen you have and then unlimited turns of bombing damage until it finishes you off. I put it together in a few minutes as an example, but with some refinement it could probably be even scarier.

I think players should be allowed to play whatever they want, but also consider how difficult it will be to get all of those aces. How will someone be getting Dengar and Jendon when the Jumpmaster and Lambda are quite poor at attacking squads? Will an entire team let one player amass all the quality aces for a single fleet that is supported by 3 Quasars? You're also going to be devoting a lot of RP to build 3 Quasars, and with a 1 round turn around, you'll be at a disadvantage for at least 2 rounds. Not to mention how squishy those ships are if you get out activated.

I think for the most part, fleet construction is balanced. If a player somehow makes a powerful fleet, it's going to be a product of player skill and strategy instead of an exploit of the rules. Even if you swap the Quasars for ISDs, the same questions remain. Who does this player have so many aces? Why did the opponent let 3 ISDs get made?

If both players have non-combat ships, then both must retreat with all ships? No need for extra rules, unless both are extremely stubborn trying to ram the other to death, otherwise they WILL retreat. The player that ends with the ship that will lose that ram-fest (so the flotilla with less hull) should be retreating unless he plans on losing. Also, never both sides won’t have ships that can’t shoot, since only rebels have a ship with no battery. :D

17 hours ago, Visovics said:

If both players have non-combat ships, then both must retreat with all ships? No need for extra rules, unless both are extremely stubborn trying to ram the other to death, otherwise they WILL retreat. The player that ends with the ship that will lose that ram-fest (so the flotilla with less hull) should be retreating unless he plans on losing. Also, never both sides won’t have ships that can’t shoot, since only rebels have a ship with no battery. :D

Or have the game end when there are no forces at Range 5 of each other. Player who scored more points wins and the loser must retreat. This prevents players from Relay delay, which takes away power form flotillas, while also forcing engagement.

40 minutes ago, Undeadguy said:

Or have the game end when there are no forces at Range 5 of each other. Player who scored more points wins and the loser must retreat. This prevents players from Relay delay, which takes away power form flotillas, while also forcing engagement.

After end of turn 6. Don't want the game to end too soon, either.

37 minutes ago, rasproteus said:

After end of turn 6. Don't want the game to end too soon, either.

Yea I realized that after I wrote it up haha the game would end after round 1.

Not shure if this is balanced, but it absolutely would be thematic!

Let all flottillias make a forced retreat if there is no allied battleship arround?!

Edited by Rocco79

As long as we're on the subject, shouldn't my xwings be able to hyperspace themselves into the battle, rather than be launched by a capital ship?

11 minutes ago, rasproteus said:

As long as we're on the subject, shouldn't my xwings be able to hyperspace themselves into the battle, rather than be launched by a capital ship?

Nearly all the squadrons in Armada have hyperdrives, but they are not equivalent of ships, thus they travel shorter distances. Since the final map will be the galaxy, it's not thematic for squadrons to travel between battles. They will need to be transported on ships to each location.

It also allows for simplified deployment, which is the real intention here.

Then when legion comes out we can make the Ultimate game with land (Legion), Air(Xwing), and space(Armada) battles. The ultra Campaign.

29 minutes ago, Fallenwolf15 said:

Then when legion comes out we can make the Ultimate game with land (Legion), Air(Xwing), and space(Armada) battles. The ultra Campaign.

I plan on incorporating Legion, but since I don't play X-Wing, I don't know how or what to do about it.

I think it would be cool to use xwing for raids for extra resources or Create a way to unlock unique characters with it. Like save the VIP and then you can use them in your fleet if you spend the points for them. They are locked until then.

@Undeadguy

Do you think that increasing a squadrons AS armament would also increase their counter dice? If not, would you let someone choose to "add the Counter keyword another time" instead of the AS dice - basically choose one or the other when spending Vet tokens?

1 minute ago, rasproteus said:

@Undeadguy

Do you think that increasing a squadrons AS armament would also increase their counter dice? If not, would you let someone choose to "add the Counter keyword another time" instead of the AS dice - basically choose one or the other when spending Vet tokens?

Counter is a keyword for squadrons, and by spending 3 tokens you can add Counter, which comes in increments of 1.

1 hour ago, Undeadguy said:

Counter is a keyword for squadrons, and by spending 3 tokens you can add Counter, which comes in increments of 1.

Another question: what happens to disabled ships at the end of the battle? Are they destroyed if you lose and repaired if you win? Or is it assumed that if they survive to the end that they fix their hyperdrive and make an escape back to a shipyard?

2 minutes ago, rasproteus said:

Another question: what happens to disabled ships at the end of the battle? Are they destroyed if you lose and repaired if you win? Or is it assumed that if they survive to the end that they fix their hyperdrive and make an escape back to a shipyard?

  • If a disabled ship survives a battle, it must be taken to a shipyard to be repaired. Until it is repaired, it’s hull value is reduced by half rounded down. Give the ship a scarred token to represent this.

If I reveal a squadron command and my bombers destroy the enemy ship, who gets a vet token? The ship, the squadron delivering the finishing blow, or both?

1 hour ago, rasproteus said:

If I reveal a squadron command and my bombers destroy the enemy ship, who gets a vet token? The ship, the squadron delivering the finishing blow, or both?

The squadron landed the killing blow so it would be them.

6 hours ago, Fallenwolf15 said:

The squadron landed the killing blow so it would be them.

But... I TOLD him to do that...

strawberry.jpg

8 hours ago, rasproteus said:

If I reveal a squadron command and my bombers destroy the enemy ship, who gets a vet token? The ship, the squadron delivering the finishing blow, or both?

Which ever squadron killed the ship.

1 hour ago, Undeadguy said:

Which ever squadron killed the ship.

I went to the CC rulebook and found that -- I probably should have started there. Since Veteran Tokens seem like they're MUCH more important in GCW, would you consider awarding XP to the carrier ship as well? It would be hard for a title like Pursuant to make an appearance if it has to rely on its own ship batteries to get XP.

Different question - can I "upgrade" ships without losing my XP? For example, if I wanted to take my MC80 Command variant and turn it into an Assault sometime in the future?

What about if squadrons with Rogue could ignore a ships squadron value and hyperspace out by themselves? It is just a suggestion, but if I am correct most ships with Rogue have larger hyperdrives and fuel reserves.

3 hours ago, rasproteus said:

I went to the CC rulebook and found that -- I probably should have started there. Since Veteran Tokens seem like they're MUCH more important in GCW, would you consider awarding XP to the carrier ship as well? It would be hard for a title like Pursuant to make an appearance if it has to rely on its own ship batteries to get XP.

There might be a way to introduce a passive XP system. Something like splitting 3 XP among your forces when you win a battle, on top of whatever you earn.

3 hours ago, rasproteus said:

Different question - can I "upgrade" ships without losing my XP? For example, if I wanted to take my MC80 Command variant and turn it into an Assault sometime in the future?

This is a good idea. Allowing your ships to swap between either variant, but I think this would be based off of RP instead of XP, since rearranging the crew and equipment on a ship takes resources.

2 hours ago, Varyag said:

What about if squadrons with Rogue could ignore a ships squadron value and hyperspace out by themselves? It is just a suggestion, but if I am correct most ships with Rogue have larger hyperdrives and fuel reserves.

I've considered it, but the XP rule could allow you to gain Rogue and bypass the squadron rules.