Armada/Legion Campaign - Brainstorming

By Undeadguy, in Star Wars: Armada

I've got some ideas on how I want to work Armada and Legion together, but I want to ask what other people would want.

Currently I'm working on Special Ops that allows a squad to infiltrate enemy planets and do nefarious things, like assassination or sabotage.

I plan on doing joint Armada/Legion sieges of planets, boarding vessels that result in a Legion battle, planetary and ground defenses, strategic bonuses for planets, and some other fun stuff. This will be added onto the Armada campaign rules that are currently being tested.

https://community.fantasyflightgames.com/topic/266731-the-galactic-civil-war-custom-campaign/

Tell me your ideas. What do you want to see?

I think one of the important things would be maintaining transports. How many troops can a single transport move? In order to attack a planet you need troops after all, so you'l have to make sure that they make it to the surface. Your not landing with an ISD after all, so shuttles and flotillias will be needed.

Now your not just using them for relaying squadron orders. Or say someone begins blockading a planet before they move troops to start the ground assault. Now the other side can run blockade run missions to get supplies and troops to the surface.

31 minutes ago, Ling27 said:

I think one of the important things would be maintaining transports. How many troops can a single transport move? In order to attack a planet you need troops after all, so you'l have to make sure that they make it to the surface. Your not landing with an ISD after all, so shuttles and flotillias will be needed.

Now your not just using them for relaying squadron orders. Or say someone begins blockading a planet before they move troops to start the ground assault. Now the other side can run blockade run missions to get supplies and troops to the surface.

Yea that is a concern I have. Realistically, ISDs would have more than enough shuttles and transports to deploy their Legions to the planet, but I want the actions of Armada to reflect on Legion, and vice versa. I might have to create a shuttle mechanic.

I like the blockade run idea.

What I was thinking is mixing Rebellion Legion and Armada all together. So you're playing a game of rebellion but using Armada for the space combat and Legion for the ground combat. I was thinking that like a star destroyer could be a hundred and twenty points worth of stuff in Armada and then a stormtrooper could be the equivalent of one Stormtrooper Squad in Legion I mean it's the numbers definitely have to be Crunched and worked out for balance and coolness and stuff like that, but I think a campaign based game of rebellion using Legion and Armada would be absolutely amazing.

Edited by xero989

I know me and my buddy (who are looking at using the rules for the campaign you designed) are going to do atmospheric battles as well. Because, it changes up whats under the ships. And we were talking about using the Mel's minis troop squadrons as well. Like the LAAT or First Order Stormtrooper Transport. Because those are cool. Maybe rules for atmospheric battles or something like Battlefront's 3 stage missions for Legion?

Imagine being allocated a total number of troops, when a squad is wiped out you can send in a new wave of renforcements from your side of the board, but its also dependant on whats been happening. If the planet is blockaded the defenders only get so many renforcements while the attacker has an unlimited ammount?

I really like your idea for boarding ships using legion. Another thing which could be cool would be some how incorporating some of mels escape pods so if they are picked up from the destroyed ship to be able to save some unique character if the are rescued.

https://www.shapeways.com/product/KVGZ9TMJN/armada-12x-escape-pod?optionId=64646489

Or be able to save some of your ground forces on a ship that is being boarded when your defence is going poorly.

Edited by Yosh6314

IA makes more sense for boarding actions than Legion. Legion's infantry squad movement rules will result in weird situations in the corridors of a ship.

I think that if you had a board like Warzone Mortalis (basically, internal ship walls) you could make it work fine. Lots of Imperial ship design has large open corridors for moving troops quickly, where Rebel Ships do not, so the corridors would only need to be two troops wide at most. It would also change the way the game is played. You'd want smaller squads and no vechiles, more objective based combat.

I don't own IA so it's not an option. Just Legion and Armada.

I like the idea of duel-stage planet occupation, wherein a space battle must first be won, then a land battle, to fully control a planet. To initiate a land battle, you can either sneak the forces through with flotillas (suggested above) or wait till you win the battle. This allows you to try to force a ground battle despite losing the space battle. This only makes sense if you add the mechanic that so long as enemy forces are on the ground, resources and bonuses are disrupted in some way (say, by 50%, or proportional to the number of troops that survived the space battle). Thus, there are now two goals of land battles:

1) Strategic assault to capture a planet, in which you would hold your army back, since flotillas carrying troops can be blown apart during the Armada game, resulting in less troops on the ground. This requires you winning a space battle. The army is held back so that no unnecessary losses can occur should you lose the battle.
2) Tactical assault/raid in which you send your infantry kamikaze-ing through the Armada battle to land some on the planet surface to disrupt enemy supply chains whilst you gain a turn of full resources to improve your fleet for the REAL assault.

Possible combos of results are:

1) Win the space, lose the land: you blockade. If you assign your fleet to this location next turn, you get a guaranteed attack with your army at full force against the opponent.
2) Lose the space, win the land: you are blockaded, the enemy has the same choices as 1) above. You army stays at the strength it was last turn, and cannot be replenished*
3) Win both: the planet is yours and you gain access to its resources and other bonuses. The enemy's land force is eliminated**.
4) Lost both, nothing happens.

EDIT: in conjunction with this, I propose that each player may maintain his own armies just like he does fleets. Since flotillas represent the army in an Armada battle, we can assume that they are the normal military transports, and that thus armies can travel along the map too. If it turns out that an army moved to a place where there is an enemy fleet and there is no friendly fleet there, a blockade run game is played, with the surviving flotillas representing the surviving troops. If there is a friendly fleet, the normal rules for the kamikaze battle apply. If the reverse happens (enemy stumbles on army) and the army didn't move, it's safe on the ground.

And yet another idea! You could assign an infantry garrison to shipyards , and have it so that they can be captured, just like ships! This adds a whole new level of importance to shipyard defense.

Yet another edit! For boarding ships during an Armada battle, which is better? 1) Assigning each ship class a default complement, 2) allowing the player to choose a complement for each ship, up to a max amount of points based on either ship size (large, medium, small) (my favorite, though it requires more bookkeeping), or 3) making it a garrisonesque thing and allowing the user to put together a temporary force of x points that disappear when the boarding action is complete?

*open to debate. On the one hand, you control a planet , so why not expand/replenish? On the other, it's a newly captured hostile planet. Where would you find the troops?
**also open to debate. On the one hand, you could flee like the Rebs did from Hoth. On the other, the attacker isn't trying to capture you alive, so he should have just blasted everything from orbit after his land troops shut down the shield (they die gloriously as justifiable losses, naturally). Personally, I think it more thematic to let the army retreat, like the fleet does. Although if you go with the disabled rule like you do with ships (though not to that extent, perhaps) you could compromise and say that the infantry escapes, but all vehicles are left behind and either salvaged (the victor gets them) or permanently destroyed. If you want to go further in depth, play out the infantry escape in a blockade run objective format with an additional PIC objective (assuming either the planet has that bonus, or it is an addition to the defenses that can be bought for it) which is friendly to the fleeing player with the crit result that the targeted ship either 1) cannot fire 2) cannot fire at x range 3) loses x dice (probably the better choice of the 3). Each flotilla has a troop capacity, so any that are destroyed in the battle remove that many troops form the surviving army.

Edited by GhostofNobodyInParticular

Ghost, you said exactly what I was thinking.

I think a good way to maintain ship garrison would be by command value. Each command value is 1 'company' worth of troops (6 troop choices) or less than that, maybe 2 troop choices for each command value? Or make it so that each command value is how many hundred points you have to build your ship garrison. Anything not used initially could be used as researve forces.

I love the garrison for shipyards idea. It makes it so that shipyards have a way to be captured to be used, as well as can be defended. Id say they have a command value of 4 using the idea I have above. The main assault would be on the control room most likely.

I'd say another thing, is that Legion forces would need generic leaders. And characters such as Vader would be used based on what they are doing. ISD commander, he takes command of ship defense. Boarding troopers? He takes up one of your assault slots. Each boarding troopers slot could be decided on your squadron value, defining how many landing craft made it into the ship. Them you could do a two part battle, get out of the landing area, move to objective that was declared to be the target to destroy.

Sorry for the double post, but I thought about this last night.

Objective: Evacuation

Special Rules: The deployment zones are set up on the (short edge) of the board. The defender may place obsticles in their deployment zone. The attacker must place obsticles at distance 5 from their board edge. The defender gains a victory point for every turn there are no attacker models in their deployment zone. The attacker gains a victory point for every turn there is a model in the defenders deployment zone.

Campaign effects: The Defender may select a number of non-combat upgrades from their planetary base equal to the number of victory points they are able to obtain during the mission. These upgrades may be moved to another planetary base.

Edit: The upgrades would likely need to get moved with a fleet. So then you could garrison small/medium ships and flotillias with your base for evacuation. Just a thought.

The idea behind this is that you can invest into planetary bases, then if your attacked you can save them, if at a risk. I feel this would be an interesting idea.

Edited by Ling27