Adopting Runewars Rules for new CC Armada Campaign

By jcshep19, in Runewars Miniatures Game

Hey guys,

Posting this here since given my pulse on the Runewars forums so far there’s a fair amount of SW Armada players here and I figured what I’m proposing would be more warmly accepted here.

Looking at starting up a new Correlian Conflict now that Wave VII is out, and was thinking about including a few new homebrew rules. As of right now the only other homebrew rules are: 1. Every ship must have a Title, and the new one to try is 2: Every ship must have a ship “captain” in the officer slot, starting with uniques, when all uniques are gone, then you can use generics. These are mostly for flavor, to make every ship feel truly unique, not just some random Star Destroyer etc.

I see Runewars as a maturation of game design from both X-Wing and Armada. Conceivably the latter could improve from aligning itself with Runewars newer rules in some respects.

1. Adopt Runewars deployment system of if either player has more units than the other, they must deploy until both sides have equal numbers, then first player starts deploying. 2 squadrons still equals 1 ship.

2. Alternate initiative each round.

I know these change a lot of fundamental principles in the game right now, but I think these changes can go a long way to deterring activation spamming with flotillas and remove what I see as a needless and flawed concept of pursuing last/first activations. There’s nothing really game breaking I’ve thought of yet, really just meta breaking and contrary to what have been core principles as of late.

Thoughts?

Again sorry this probably has no appeal to Runewars pure players here, just seemed like it could be a better forum for a genuine discussion about it.