The Galactic Civil War - Custom Campaign

By Undeadguy, in Star Wars: Armada

1 hour ago, Undeadguy said:

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.

This might be a good way to get the flotilla titles into the game. It's rather unlikely that a GR75 would qualify without some help, as you mentioned somewhere earlier.

2 minutes ago, rasproteus said:

This might be a good way to get the flotilla titles into the game. It's rather unlikely that a GR75 would qualify without some help, as you mentioned somewhere earlier.

Yea it will also help get Jendon, Norra, Rhymer, and a few others in the game.

I'll figure out the points and ask you guys what you think.

2 hours ago, Undeadguy said:

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.

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.

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

What about limiting it to large squads with rogue (the ones with only one per stand, meaning only the original ones from the rogue pack and lambda are able, and no one wants to spend XP to rogue on a lambda)

19 minutes ago, Visovics said:

What about limiting it to large squads with rogue (the ones with only one per stand, meaning only the original ones from the rogue pack and lambda are able, and no one wants to spend XP to rogue on a lambda)

Makes sense for things like Decimators and YT-2400. I'll make some edits.

Anyone else game to make this six player on vassal?

Updated the rules with squads which do not count towards your squadron count. Excluded Lambda because they are transport shuttles. Thematic reason only. Can reverse if people want it.

Added a ship swapping that let's you get another ship variant. So you can have a Vic I and upgrade it to a Vic II for 12 points, without having to buy a Vic II for 85. You can also go from a Vic II to Vic I for the same cost. You do not get a refund.

Added a passive XP bonus. Earn 3 XP to disperse among your fleet. This is to help flotillas and bombers earn XP at the same pace as the rest of your fleet, but you could also keep upgrading a single unit it you want. 1 XP per ship/squad allowed in this way.

Added a stock pile for each ship yard. This holds all upgrades not in use and you can accumulate upgrades in this fashion.

Edited by Undeadguy
1 hour ago, Undeadguy said:

Updated the rules with squads which do not count towards your squadron count. Excluded Lambda because they are transport shuttles. Thematic reason only. Can reverse if people want it.

The only reason I mention the lambda is because it was a single squad in the base, never really meant for him to count :P

On 03/01/2018 at 11:17 PM, Undeadguy said:

The following squadrons do not count towards the squadron limit.

  • HWK-290, YT-1300, YT-2400, Scurrg H-6 Bomber, Aggressor Assault Fighter, YV-666, Firespray-31, JumpMaster 5000, VT-49 Decimator, Lancer-Class Pursuit Craft, and VCX-100 Freighter.

I'm assuming Gauntlets also fall into this category now or not?

12 hours ago, Visovics said:

I'm assuming Gauntlets also fall into this category now or not?

Yes now that we have seen what they can do.

Is Strategic Advisor considered "unique enough" to have only one per faction, lost if destroyed, status?

On 1/15/2018 at 11:24 AM, Undeadguy said:

Updated the rules...

Has the pass mechanic been altered at now that there are pass mechanics tied to upgrades? If this is redundant im sorry, its tired and im late.... or something like that.

8 hours ago, BrobaFett said:

Has the pass mechanic been altered at now that there are pass mechanics tied to upgrades? If this is redundant im sorry, its tired and im late.... or something like that.

I think we can do away with the pass mechanic for right now. Might shoehorn it in after we see the impact of these new upgrades, and has been said before, a smaller fleet will always get rolled by a larger one so there's no point trying to balance it.

17 hours ago, rasproteus said:

Is Strategic Advisor considered "unique enough" to have only one per faction, lost if destroyed, status?

I was thinking of it being the only "generic unique" and have it limit 1 per fleet, instead of 1 per faction. And you can purchase is even if it is destroyed.

It's not a named character, so thematically it doesn't fit the unique rules.

39 minutes ago, Undeadguy said:

I was thinking of it being the only "generic unique" and have it limit 1 per fleet, instead of 1 per faction. And you can purchase is even if it is destroyed.

It's not a named character, so thematically it doesn't fit the unique rules.

I take it the same doesn't apply to fleet commands?

Which means I guess first player to buy one denies it to the other side? So only one of all the fleets across both factions can have IF?

Edited by GhostofNobodyInParticular

Double.

Edited by GhostofNobodyInParticular
36 minutes ago, GhostofNobodyInParticular said:

I take it the same doesn't apply to fleet commands?

Which means I guess first player to buy one denies it to the other side? So only one of all the fleets across both factions can have IF?

Maybe we should look at any unique that isn't a named character, title, or squadron and decide which are reasonable to have in more than one fleet (Grav Well, Shields To Max, Strategic Officer)?

What happens to damage after a battle? Is it removed?

1 hour ago, GhostofNobodyInParticular said:

I take it the same doesn't apply to fleet commands?

Which means I guess first player to buy one denies it to the other side? So only one of all the fleets across both factions can have IF?

Limit one per fleet. Same for the Interdictor upgrades. I did not anticipate this issue haha

I'll update the rules to reflect single fleet upgrades.

5 minutes ago, Jabby said:

What happens to damage after a battle? Is it removed?

Yes, but if a ship is disabled it must go to a shipyard to be repaired, else you'll have a significant debuff.

Just now, Undeadguy said:

Yes, but if a ship is disabled it must go to a shipyard to be repaired, else you'll have a significant debuff.

Ah, ok. Cant wait for legion rules. Im gonna get armada after legion so this will be great

Edited by Jabby
On 1/21/2018 at 2:10 PM, Undeadguy said:

Yes now that we have seen what they can do.

One LAST question regarding rogues. Because fighters have been tied to ships we didn't have a point cap, but now it doesn't appear there is anything stopping me from running, say, a naked CR90b and 10 YT-2400's. Is there a cap for these rogues?

21 minutes ago, BrobaFett said:

One LAST question regarding rogues. Because fighters have been tied to ships we didn't have a point cap, but now it doesn't appear there is anything stopping me from running, say, a naked CR90b and 10 YT-2400's. Is there a cap for these rogues?

If you really want to. You will be stuck on wait times for ships to build though, and AA will be quite effective.

Would you guys want a cap on Rogues? This was one of the first issues I noticed when I wrote the rules.

But its, expected damage wise, 8 unbraceable damage to ships every turn. And expected 20 damage to squads. Vs generics like this, a huge rogue spam turn 1 could be horrifically imbalanced.

Maybe all we need is a gentlemans agreement that we won't do this? Or maybe we need to limit the points to like this, "Rogues that do not count against squadron value cannot make up more than 1/3rd of the total fleet points, not including other squadrons, rounded up. If ships are destroyed that alter the total points to the point that rogues amount for more than 33% of fleet value they do not have to be removed, but no more rogues can be added until the fleet total allows for sufficient space."

So if you want to take 150pts in ships, you can take 50pts in rogues. Puts you right at the 200pt fleet cap to start out, and scales up but doesn't put us in a situation where someone can simply create a squadron behemoth with 40 rogues and one ship running away.

Edited by BrobaFett
3 minutes ago, BrobaFett said:

But its, expected damage wise, 8 unbraceable damage to ships every turn. And expected 20 damage to squads. Vs generics like this, a huge rogue spam turn 1 could be horrifically imbalanced.

Maybe all we need is a gentlemans agreement that we won't do this? Or maybe we need to limit the points to like this, "Rogues that do not count against squadron value cannot make up more than 1/3rd of the total fleet points, not including other squadrons, rounded up. If ships are destroyed that alter the total points to the point that rogues amount for more than 33% of fleet value they do not have to be removed, but no more rogues can be added until the fleet total allows for sufficient space."

So if you want to take 150pts in ships, you can take 50pts in rogues. Puts you right at the 200pt fleet cap to start out, and scales up but doesn't put us in a situation where someone can simply create a squadron behemoth with 40 rogues and one ship running away.

I think 1/3 of total ship points on rogues sounds reasonable

Hey Imperials, @Visovics @GhostofNobodyInParticular @MandalorianMoose, we are just about done with lists. If we finished up today, would you all be able to get something started so we can start soon? Maybe today, tomorrow, day after? What kinda time frame are you looking at? These early 200pt battles are quick quick, and it's likely that not all of us will be battling each turn, and some turns may not even have combat at all, especially early on while we are moving out of our home sectors.

2 minutes ago, BrobaFett said:

Hey Imperials, @Visovics @GhostofNobodyInParticular @MandalorianMoose, we are just about done with lists. If we finished up today, would you all be able to get something started so we can start soon? Maybe today, tomorrow, day after? What kinda time frame are you looking at? These early 200pt battles are quick quick, and it's likely that not all of us will be battling each turn, and some turns may not even have combat at all, especially early on while we are moving out of our home sectors.

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.