Armada/Legion Campaign - Brainstorming

By Undeadguy, in Star Wars: Legion

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?

8 minutes ago, Undeadguy said:

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?

How about the results of a legion battle which impact the constraints on an armada battle? (Or vice versa), perhaps an armada battle that leads into a smaller scale x-wing battle (epic of course) which in turn results in a legion battle?

For the Armada, both sides have to escort units to the surface, with X-wing they dogfight, the point value of which is determined by what survived to reach the engagement zone (ie X waves of fighters and transports). Transports that survive to reach the planet determine the number and type of troops which are involved, and fighters might provide bombing/strafing runs during the legion battle.

Bonus points if they all run in real time with each other (ie armada units that reach the planet are deployed as x-wing units on another map zoomed in closer to the planet, additional units are deployed the turn they arrive), x-wing transports that reach the planet on the x-wing map get deployed on the legion map (no turn limit, of course) and its a giant race to collect some objective, make it off planet and return it to your side of the map on the Armada side of things.

8 hour game?

20 minutes ago, Derrault said:

How about the results of a legion battle which impact the constraints on an armada battle? (Or vice versa), perhaps an armada battle that leads into a smaller scale x-wing battle (epic of course) which in turn results in a legion battle?

For the Armada, both sides have to escort units to the surface, with X-wing they dogfight, the point value of which is determined by what survived to reach the engagement zone (ie X waves of fighters and transports). Transports that survive to reach the planet determine the number and type of troops which are involved, and fighters might provide bombing/strafing runs during the legion battle.

Bonus points if they all run in real time with each other (ie armada units that reach the planet are deployed as x-wing units on another map zoomed in closer to the planet, additional units are deployed the turn they arrive), x-wing transports that reach the planet on the x-wing map get deployed on the legion map (no turn limit, of course) and its a giant race to collect some objective, make it off planet and return it to your side of the map on the Armada side of things.

8 hour game?

I don't play or collect X-Wing so I don't know how to integrate it into the campaign.

But I have put thought into it. During an Armada game, you launch a joint assault on the defending fleet and base on ground. After deployment, you place 4 small base ships at range 2 of your largest ship. These represent your first wave of troops and support going to the planet surface. They have to travel across the board and fly off the enemy deployment zone. The are limit to speed 2 and vulnerable to squadron attacks. The transports are also escorted by fighters, so for every transport that crosses, you add points to an X-Wing battle where you have to get the transports across the table to deliver troops to the ground.

For every successful transport, you can either weaken enemy defenses or add more troops to your point total or remove enemy troops.

Something like that. And of course you can do bombing runs during the Legion battle, painting targets for Y-Wings to remove fortifications so long as they survived the X-Wing battle.

The issue with this play style is the length of time. Since every battle is tied together, you end up waiting for 2 hours to finish one fight, and then wait some more, and then finally you have Legion. Doing a single round would take a huge amount of time, which is why I am opting to cut out X-Wing. Planet sieges would be a 2 part campaign, space and ground.

I'd love to incorporate X-Wing, but I'm not sure how. Which is why I posed the question :P

You could also have an Armada skirmish flow into a Legion battle inside a Star Destroyer or something like that. Based on what we’ve seen in Empire and Last Jedi, there’s certainly enough room.

Armada - Battles for high space, system control. New objective and deployment cards.

Xwing - Surgical strikes. This would mean objectives and deployments for them. Such as retrieve Intel, lock on to satellite Ahmed stay in range 3 for 3 turns and then exit board edge you started at.

Imperial assault - These are small team missions; Assassination, retrieve Intel, rescue the hostage, or such.

Legion - Full scale battles

It would take a bit of coordination, but wow.

10 minutes ago, Sirdrasco said:

Armada - Battles for high space, system control. New objective and deployment cards.

Xwing - Surgical strikes. This would mean objectives and deployments for them. Such as retrieve Intel, lock on to satellite Ahmed stay in range 3 for 3 turns and then exit board edge you started at.

Imperial assault - These are small team missions; Assassination, retrieve Intel, rescue the hostage, or such.

Legion - Full scale battles

It would take a bit of coordination, but wow.

You left out Rebellion for the strategic level maneuvering. You could tie that to Imperial Assault since your have Missions in Rebellion and use Legion for the Ground Battles...

20 minutes ago, NeonWolf said:

You left out Rebellion for the strategic level maneuvering. You could tie that to Imperial Assault since your have Missions in Rebellion and use Legion for the Ground Battles...

Once we have more generals, that could lead to some interesting scenarios

9 hours ago, NeonWolf said:

You left out Rebellion for the strategic level maneuvering. You could tie that to Imperial Assault since your have Missions in Rebellion and use Legion for the Ground Battles...

Rebellion would work better as the map

With any campaign you have two fundamental problems. First, how to catch a runaway leader. Second, either the strategic or the tactical layer can be interesting, not both. If I spot a Nebulon B frigate in a system, I don't send a single frigate to make things interesting, I send three Star Destroyers - which makes for boring tactical combat. If you don't find solutions to both problems, don't bother with details.

This is a great concept with a million potential pitfalls. I looked into it in the past with just X wing>Armada>IA.

My takeaways (just opinion, I'm no expert) was that this is best done in teams with different players over the course of several gaming sessions. Also, while a final decisive and intertwined battle sounds incredible, it should probably be the culmination of the entire campaign. There will need to be some balance ensured, you can't have a single rebel unit against a massive fleet/army--its just pointless. But you also can't have the previous match mean nothing, or else there's no campaign cohesion.

Rebellion was suggested to me a lot, but as a full game it just didn't seem compatible.

I strongly recommend checking out Armada's Corellian Conflict to anyone that hasn't--a great campaign system.

Also I worry that IA and Legion are too similar. Both are objective based individual level combat. You can make it work if you were trying to include your local IA community, but I wouldn't force it just to include all the FFG games.

I just came across this topic - hopefully it's not so old that this is undesirable thread necro'ing.

I've been having thoughts not necessarily on the scale of a full campaign, but in playing the two games in pairs: an Armada game that has some effect on the Legion game.

There are two aspects that came to mind immediately: troop transport and orbital support. For the former, there are a few options. Medium transports and Gozanti already exist with models in the game; there are also bulk freighters available on thingiverse or Shapeways. Or, for a player strapped for cash, use some tokens. But my idea would be to have some number of these ships (5?) present on the map for each side, and each one destroyed would reduce the number of points available for that side's Legion army. Just off the top of my head, maybe each side must have 5 troop ships and each one is worth 5 army points, for a maximum penalty of 25 points in the Legion battle if you lose all of them. I'd have to construct some sample lists to see if that seems like too severe a difference.

To counteract that, if one side ends up having fewer points available in their Legion army they'd need some sort of counterbalance. My first thoughts are to give them advantages in setup, automatically giving them choice of priority, giving them extra opportunities to flip cards while defining the battlefield, or maybe even rearranging the cards before/during defining the battlefield. There should probably be several of these available, so you gain one per multiple of 5 points that your army is down by.

My other thought was about orbital support. This could be quite straightforward - if either side still has a large base ship left at the end of the Armada battle, during the Legion battle they may, once per game, at the end of a round declare an orbital turbolaser strike - functioning identically to Veers' Maximum Firepower card, but able to target anything on the battlefield that is at least Movement 1 away from a friendly unit. I think that would be a good benefit to protecting those ships, but unlikely to be so influential that it will automatically make one side win. There should probably be some kind of additional restrictions so it's not an automatic choice to alpha strike the other side's commander for half their life or more at the beginning of the game, but these are just my initial thoughts off the top of my head.

Edited by Turan

Probably the easiest way to do it is something similar to the Silent Hail operation FFG made. It's a campaign where each battle has specific setup and objectives based on the results of the previous battle. Except you could mix it up by playing some of the battles on the ground in Legion, some as dogfights in Xwing, and some as fleet action in Armada.

For example, a Hoth campaign where troops on the ground have to hold out while they load the transports, then switch to Armada and do a blockade running scenario. The Rebel fleet would be based on how well they held again the Imperial siege. Maybe give the Rebels some Ion Cannon shots if the Imperials didn't destroy it.

@Turan

If you are looking for ideas on how to work the Armada+Legion game, check out DropFleet & DropZone commander, if you haven't already. Those two games are specifically designed around the type of setup you are talking about.

9 minutes ago, NeonWolf said:

@Turan

If you are looking for ideas on how to work the Armada+Legion game, check out DropFleet & DropZone commander, if you haven't already. Those two games are specifically designed around the type of setup you are talking about.

I have DropZone and I demoed DropFleet, but I was unaware they'd made rules for the two games to actually interact!

I may be a little pre-emptive on that but I thought TTCombat had released rules to combine the two. Maybe I'm thinking of the expansion they promised for sometime this year.

I haven't really been following those games anymore (even though I invested heavily in both) since TTCombat took over. The inability to get product at my LGS makes it hard to be interested.

There's a section in the rulebook for DropFleet that talks about integrating the games, but it's very vague. It's mostly nebulous suggestions like "if this happened in fleet, you could do something like this on the ground." The most concrete part is a section talking about running multiple simultaneous games using groups of people at multiple tables, which is definitely not what I'm interested in.

You can always play the most crazy version of Rebelion...

Play Rebellion.

When there is a space battle - resolve a game of Armada, based on the ships present at the battlefield. Now, when squadrons interact, resolve a game of x-wing (again, based on the units present)

When there is a ground battle - resolve a game of legion. Setup terrain based on the planet being fought on.

I’ve played the joint Dropzone/Dropfleet games, and while fun, thought there could be alot more added on. In the game I played, the ground forces on the adjoining table tried to take over planetary defense guns, which allowed for shooting into the space combat. It didn’t really do much, but did add some fun.

A larger idea would be to play as a campaign which led to additional deployment of reinforcements and also further capture of landing facilities, planetary defense systems, etc. I think it would be a blast.

I was having similar thought but i was thinking about using Rebellion as framework. Armada for space battles and Legion for planetary ones, resources could be assigned per rebellion, just my thoughts.

14 hours ago, Ravncat said:

You can always play the most crazy version of Rebelion...

Play Rebellion.

When there is a space battle - resolve a game of Armada, based on the ships present at the battlefield. Now, when squadrons interact, resolve a game of x-wing (again, based on the units present)

When there is a ground battle - resolve a game of legion. Setup terrain based on the planet being fought on.

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I feel like trying to fit Xwing in gets a bit too crazy

I was in charge of a joint armada/legion campaign in my local area. We played seperate legion and armada missions, but they were impacted by how much success each side had in the prevoious round. I planned several missions and picked different depending on the outcome (most modified normal missions with some special rules). Then negative or positive things could happen like: delayed reinforcements, control of ion cannons or extra munitions/squadrons for final fight.

Then we played a finale match with 2 grand matches including all players with aramda and legion side to side and going round by round complete with escaping transports, ion cannons and orbital bombardment.

My tip is to keep it simple and use alot of the standard stuff, but modify it. Adding special conditions and deployments do enough to change up a game without needing to change objectives. Gl and have fun and I can recomend a big finale, were all players will have fun regardless of who wins.

I brought this very topic up a while back (and I'm sure someone else did before me). You can easily combine all 3 of the games into a campaign. Map based would be great.

You could go large scale and have folders. A large hex space map to cover the overall area. A folder for each occupied sector that contains planets or combat areas. maps and such for them all.

Armada to cover the overall space hex map combat. Split up between x wing and legion for system or planet combat.

The idea I had for my group was each of us being "crime lords" who could buy equipment on the black market from any of the forces and hire troops to use it. That way, we would be able to mix and match from all of the "armies".

You could combine them in a Rebellion in the Rim or Corellian Conflict campaign. The simplest method wouldn’t be much more than resolving battles with EITHER Armada or Legion. Each side has X players with Armada fleets and Y players with Legion armies, then assign players to attack or defend planets normally.