DM Run Campaign

By CommanderDave, in Star Wars: Armada

Liberating InCom

Basically a Contested Outpost, but each rebel player's ships and squadrons will have random deployment zones, similar to Hyperspace Assault.

Imp forces, imp light cruiser, Gozanti, Quasar I, 1 Decimator squadron & 6 TIE squadrons.

After obstacles are placed, but before deployment, each rebel player places a numbered token distance 1 to 4 of any edge expect the Imperial edge.

Victory allows rebel players to add X-wings to their fleets.

Defeat forces them to go after a VSD with escort to capture the X-wings and free the InCom designers.

On 3/19/2018 at 11:50 PM, TallGiraffe said:

So I just got back from my session with some people. I initially had 2 players, but one more showed up for a game and was interested in the campaign I was running.

The Rules for the Rebel players is that each player has the option to bring a single ship (Either a CR-90 or Hammerhead Corvette.) along with their squadron value of squads. (Limited to Z-95s and Y-wings.) Along with these ships, they each had 5 points to outfit their ships. The Scout Hammerhead corvette took Expanded Hangar Bays to take 2 Z-95s while we had a CR-90A player take Engineering Teams and a Y-wing. The first scenario was simple. The Rebels were tasked in raiding a convoy a hyperspace jump from a nearby system as to lure away defending cruisers from a star fighter shipyard with Rebel Sympathizers. Accompanying the the Rebels was General Cracken in his own Scout Hammerhead with Boarding Troopers and Dual Turbolaser turrets along with an unarmed transport provided another Z-95 and Y-wing to the group. (The third player took command of these assets.)

The Imperial Convoy consisted of 2 Gozanti flotillas, a Support Nebulon with Dual Turbolaser turrets and Jamming Fields, (This was to make the Nebulon interesting and it was funny with the rebels dealing with it.) and the big boss of the group Commander Ozzel in a Raider I corvette equipped with Ordnance Experts and Rapid Reload. Ozzel sorta became the big bad yet cowardly villain of the next two scenarios. Each Gozanti had a token of supplies for the rebels to obtain on destruction providing 5 points to spend, and the boarding troopers could be used to steal the Nebulon. Ozzel proved to be quite devastating to the band of Rebels nearly taking out the CR-90 though the Rebels were able to both provoke an Imperial Command Cruiser to appear and steal the enemy Nebulon with the all important Jamming Fields! The mission was successful and they Rebels were able to salvage 10 points of upgrades from the Nebulon stored on board.

I like how you're running this with small hit and run groups...instead of large fleet battles. It's how the rebels should be played. IMO

It is Monday! And my Rebel player will be defending a Rebel station today! Will they hold out? Who knows!

Okay! Finished 2 Gaming scenarios for this night! We left off our heroes with a ship scarred and on the run from Imperial forces after failing to capture the small star fighter factory they were aiming to capture. Lucky for the Rebels, Cracken had a nearby base of operations they could rest and recover from in the form of an old Republic medical station fitted with some defenses. Cracken had departed to get some supplies to repair the damaged CR-90 when an Imperial force arrived! The Gladiator and Command Arquitens had managed to track down the Rebels with a supporting Gozanti and fighter screen. They were outfitted with 3 squads of TIE Fighters, 2 TIE Bomber squadrons, and one VT-49 Decimator. The Gozanti had a boosted Comm system while the Arquitens had DTT, Early Warning system, and Tactical Expert. The Gladiator was outfitted with Wide Area Barrage, Fighter Coordination Teams, and Wing Commander.

https://community.fantasyflightgames.com/topic/271708-dm-run-campaign/?do=findComment&comment=3254611

Link here for the previous Rebel Loadout!

The Rebels had their similar loadout as last time though traded the Nebulon's Jamming Field for Bomber Command Center. The remaining 4 units of resources were saved for later. Cracken and a Repair Crews GR-75 was on the border of the 3x6 foot map with the station in the middle, the crews were needed to repair the CR-90 which would have reduced max speed and one less evade token. The Rebels had a total of 4 Z-95s and 2 Y-wings along with a HH Torpedo Corvette on guard at the station with Sensor teams. Opting to stand and fight to use the time to salvage what they could from the station, the Imperial fleet was engaged by the rag tag force. By turn 2 many shots were thrown and a lone Z-95 managed to completely wipe out a bomber squadron in a single attack run! Things got close real fast as the rebels focused fire on the Gladiator that dove into their fleet as the Arquitens flanked for the station. By turn 4 none of the ships had perished quite yet though all the Z-95s and TIE fighters were gone along with the Enemy bombers. The Gladiator and Support Nebulon were both battered when the Station opened up on the Gladiator nearly finishing it off and taking shots at the Arquitens as well! At the beginning of turn 5, the Rebel Scout Hammerhead carrier was badly damage though finished off the Gladiator with a side shot. The Arquitens having overlapped the station fired both side arcs at it leaving the station with 8 damage out of 13. However unfortunate for the Empire, The station took a meaty shot at the rear taking it down!

The Empire had found the station once, it was no longer safe so it was decided to salvage and leave the system. The Good news for the Rebels were that they were able to salvage and old Pelta frigate and modify it with the station weapons turning it into a Command Ship for the fleet! Though Badly damaged, all Rebels were able to escape intact and Cracken and his fleet parted way with our little Rebel cell.

This leaves our Rebels with

Arbalest Command Pelta - Fighter Coordination teams - Shields to max - Boosted Comms - Skilled First Officer with Madine on board

Tomahawk Support Nebulon - Engineering Teams - Defense Liaison - Bomber Command Center

Blighter Scout Hammerhead - Expanded Hangers - Dual Turbolaser Turrets

Piper Maru CR-90a - Turbolaser Reroute Circuits

6 Z-95 Squadrons 2 Y-wing Squadrons

Edited by TallGiraffe

I've been writing up a narrative for my scenario(s). Funny thing is the first mission involves an abandoned medical station for a supply run. A pelta is still docked to it as well. XD

Continuing off of my campaign (too tired to write out the second battle report XD) our band of Rebels were tasked with capturing 2 Lambda shuttles full of some Incom Scientists held prisoner by the empire. For this mission, the Y-wings in the group needed to deal one damage to disable a shuttle while a ship had to activate at close range of a disabled shuttle to collect the prisoners. The convoy tasked with protecting the prisoners consisted of an Imperial Light Cruiser, Nebulon B Escort Frigate and a single flottila of Gozantis. Protecting the convoy is 3 TIE fighters and a single TIE advanced squadron with Intel to help the shuttle move off.

Thanks to the addition of their new Pelta command ship, the Rebels were able to fit in 2 more Z-95s in their force. The Support Nebulon and Pelta jumped in just ahead of the Convoy while the Corvettes at the rear. The Cruiser was at the front of convoy and engaged the Nebulon while the Escort Nebulon was engaged by the Corvettes. The fighters were cautious in their approach as the shuttles were moved closer to the nearby prison station. Following the second turn, The Cruiser and Nebulon were starting to take damage as was the Rebel Nebulons. It was at this point the first Shuttle was disabled and collected by the Nebulon B. The Rebels have to hurry as Imperial reinforcements are about to arrive. With the third turn, the Imperial Cruiser and Nebulon were badly damaged and the Gozanti pinned as the Y-wings make their attack runs on the last shuttle to no avail. Several Z-95s group up to take out the regular TIEs though the TIE Advanced hangs in there.

At the start of the fourth turn, Admiral Screed arrives on scene in a modified Victory Star Destroyer with Enhanced Armaments and Ordnance Pods with an escort of Ciena Ree and another Interceptor Squad. The Imperial Nebulon was finally destroyed at this point though the Rebel Neb was badly damaged with its engineering teams working hard to keep the ship alive. The last shuttle is still evasive with now 2 Y-wings missing their runs much to the Rebel's dismay as Screed slowly approaches the Rebels. The TIE advanced is finally taken down as the Interceptors engage the enemy Z-95s and Y-wings.

Finally in the fifth turn, the Rebels are able to finally snag that last shuttle along with taking down the Gozanti and one of the TIE interceptors as the Arquitens fires a volley at the Nebulon damaging the front arc when the Victory takes a shot with its Veteran Gunners to finish off the Rebel Nebulon forcing it to retreat, though the Rebels decided to hyperspace out with their cargo! Unfortunately for the Rebels they had to spend all the resources they could repairing the Nebulon though they were finally able to upgrade their squadron Compliment with X-wings! Next mission involves Hondo for anyone who wants a small sneak peak. No other changes for the Rebel Fleet right now. I hear they want to steal another ship for some more firepower in the form of a light cruiser....

I must say I enjoyed how swingy the Z-95s as they handed out 5 damage in a single attack across our 4 scenarios. I also have been enjoying using all kinds of upgrades that we don't really see in Competitive play such as Tactical Expert and Engineering crews. We have been for the most part been sticking with small ships with the exception of the Victory Star Destroyer. Also liking using the Nebulon for the Imperial side in conjunction with the Arquitens. Provides some fun tactics for me.

On 27.3.2018 at 6:55 AM, TallGiraffe said:

Lucky for the Rebels, Cracken had a nearby base of operations they could rest and recover from in the form of an old Republic medical station fitted with some defenses. [...] The Rebels had a total of 4 Z-95s and 2 Y-wings along with a HH Torpedo Corvette on guard at the station with Sensor teams.

I would have expected, that there is a bunch of freighters in the station that is forced to defend itself. Would be a good opportunity to introduce one or two of YT-1300, HWK-290, Surrg, Lancer, VCX-100, or maybe even YV-666. It could even be a possibility to introduce an ace, someone who wouldn't join the players (yet).

I like the campaign very much and envy your players having a DM make it happen for them!

Wish you (and them) so much fun!

2 minutes ago, Triangular said:

I would have expected, that there is a bunch of freighters in the station that is forced to defend itself. Would be a good opportunity to introduce one or two of YT-1300, HWK-290, Surrg, Lancer, VCX-100, or maybe even YV-666. It could even be a possibility to introduce an ace, someone who wouldn't join the players (yet).

I like the campaign very much and envy your players having a DM make it happen for them!

Wish you (and them) so much fun!

Oh I already have some shenanigans planned for the next scenario with Hondo and a small pirate fleet with some frieghters and maybe a CR-90 or Hammerhead and a Gozanti.

6 minutes ago, TallGiraffe said:

Oh I already have some shenanigans planned for the next scenario with Hondo and a small pirate fleet with some frieghters and maybe a CR-90 or Hammerhead and a Gozanti.

I was quite sure, you did! :)

Loving this thread - thank you!

I once did something rather similar to this, but it was a homebrew Valkyria Chronicles game. Basically, it played out very similar to FTL. I gave them a path of sectors, they could spend as much time in the sector as they wanted and such, gathering resources and all that jazz... but their company was being chased by an imperial brigade. For Star Wars Armada, a very similar idea could be done, with each point in the sector being either an engagement, a chance to spend resources they gather, a legion (each player controls one squad) or IA mission, or whatever. They are either being chased by imperials along the way, OR, are building up for an attack. OR BOTH. Maybe the first sector (tutorial sector for the campaign) is where they are building up for a small assault, that involves multiple levels. THEN they are being chased along through sectors until the final battle.

My Rebels are back at it! They decided to team up with Hondo and his band of pirates in raiding a research station! Docked to the station were two Arquitens class Light cruisers undergoing refits so they were essentially part of the station hooked to the reactor of the station. Defending the Station was Tempest Squadron and several TIE fighter squadrons along with a Raider equipped with Rapid Reload and Ordnance Experts. In addition to the main station, there is two communication relays that the Rebels must disable. (Close range Engineering Command to disable the Relays.)

Hondo promised to use his Slicer Tools Gozanti to hack the station so that they may take the two cruisers docked while his own Hammerhead armed with Advanced Proton Torpedoes would lead the charge. Accompanying him was a YT-1300, YT-2400, Scurrg H-6, and Lancer. Hondo provides his ships long range obstruction while defending and is tasked with disabling the north Relay while the Rebels deploy to neutralize the southern relay. The Hammerhead Blighter and Pelta Arbalest deploy to the southern side as the Tomahawk Nebulon and Piper Maru deploy in between to support the fighter game. Thanks to the Incom Scientists rescued, the Rebel squadron force consists of four X-Wing squadrons along with two Y-wing squadrons deployed mostly in the center of the formation.

Hondo and his forces take the brunt of the TIE swarm as a nearby dustfield prevents the Arquitens from opening up on the pirates as the TIEs do their work. The first relay is easily disabled with only slight damage to the forces as the Raider moves in to protect the southern relay accompanied by a decimator. Though the raider gets a few shots off, the Raider is quickly put down and the last relay is taken down at the end of the second turn of action. Things were going well for the Rebels as suddenly squadrons appeared behind the Rebels engaging their fighters! TIE Phantoms were well hidden until the Rebels got closer to the station thanks to their cloaking. The rebels move on through the third turn as the arquitens manage to pepper Hondo's Hammerhead though the Gozanti slicer teams did their work and the station was disabled as with the Arquitens.

Last of the Imperial forces were reinforced however with an experimental Gladiator design with blue dice replacing the black and ion cannon batteries jumping in commanded by Admiral Sloane behind the Piper Maru and Blighter opening up on the CR-90 with the ion cannons to the rear damaging the hull. Unfortunate for Sloane, most of her backup was destroyed by the Rebels and the current situation was quite unfavorable. She soon jumped out at the beginning of turn four allowing the Rebels access to the station. Using the resources of the station they were able to install an Ion Cannon Slot to the Arbalest and take a new Arquitens Command Cruiser for their fleet. Madine was transferred to the new cruiser along with installing some new Quad Battery Turrets onto the ship.

Current Rebel Fleet

Scimitar Arquitens Command Cruiser - General Madine - Quad Battery Turrets.

Arbalest Command Pelta - Fighter Coordination teams - Shields to max - Boosted Comms - Skilled First Officer

Tomahawk Support Nebulon - Engineering Teams - Defense Liaison - Bomber Command Center

Blighter Scout Hammerhead - Expanded Hangers - Dual Turbolaser Turrets

Piper Maru CR-90a - Turbolaser Reroute Circuits

The next scenario involves helping a Rebel Admiral with some repairs.

I finally get around to talking about the last scenario played by my Rebel players of Task Force Maruader !

Rebel Admiral Garm Bel Iblis with the Assault Frigate Mk2A Paragon and the Nebulon Redemption under the command of General Draven were being Besieged by Imperial Forces. A transport to deliver some parts for their engines was disabled and our Task force were sent in to pick up the parts and support Garm. The Imperial Forces consisted of a Victory II with the support of a Quasar, Arquitens, and Raider corvette.

The Piper Maru was tasked with retrieving the parts with the support of the new cruiser Scimitar while the remaining task force moved to aid Garm's stationary vessel. While Garm's vessel was stationary, defense tokens were still in play along with the impressive arsenal on the ship with Enhanced Armaments, Redundant Shields, and Veteran Gunners. The VSD was armed with Heavy Ion Emplacements along with its own Veteran Gunners while the Quasar for Fighter support with the Raider and Arquitens lightly equipped. Accompanying the Imperial Vessels were three TIE Fighter Groups, Major Rhymer with a TIE Bomber Group and Gamma Squadron, Ciena Ree and a single TIE Interceptor Squad. Garm's forces were defended by two A-wing Squadrons and Tycho. The Rebels had to move fast in order to prevent the Imperials from Bombing Garm's flagship. Dispatching the isolated Raider and a Decimator was easy for the Rebel forces with a few Y-wings and X-wings thanks to Tomahawk 's Bomber Command Center and concentrated fire from Piper Maru with the gear halfway on the way to Garm by the end of turn 2. However trouble showed up as Admiral Sloane appeared to the south with the aid of a Raider II Corvette and her modified Gladiator with Ion Cannon Batteries.

The Scimitar under command of Madine was the primary target for the imperial reinforcements as the movement chart of the Arquitens failed to have it able to fall back in line with the other rebels forcing him to dive straight into the two ion cannon platforms as the Raider lands a critical with NK-7 Ion Cannons stripping a redirect option. The enemy Arquitens was also closing in under command of Captain Brunson and an Early warning system to the front with a dustfield protecting her flank. Madine's flagship took a battering stripping all shields and taking damage to the hull however escaped for the most part as fighters engaged preventing bombing runs.

Back to Garm, the Piper Maru was able to safely get the cargo to the Assault Frigate and Garm was underway again at a slow speed one maneuver as the fleet dealt with the large group of fighters in front of them. The TIEs were the first to engage as they attacked the nearby A-wings however Garm's fighters managed to take down a TIE fighter squadron when the X-wings arrived tying down the enemy Bombers. Flight controllers on the Quasar provided several enhanced attacks on two X-wing squadrons however the combined Anti-Squadron fighter brought down a bomber, interceptor, and the rest of the fighter groups. By turn 3 the VSD manages to engage the Assault frigate with little effect at long range as Paragon double arced the destroyer to great effect. Following the next turn most of the fighting was done by fighters and the two heavy hitters with the VSD hitting the Piper Maru hard with it's Ion weaponry though the Frigate hit hard back yet again damaging the destroyer badly before the Rebels retreated.

Most of the damage was to the Task Force as Garm allowed repairs to the rebel fleet thanks to Redemption's enhanced engineering suites. Not much happened other than fighter loses for this engagement. Hopefully the next one will be more challenging for the Rebels.

Task Force Maruader

Scimitar Arquitens Command Cruiser - General Madine - Quad Battery Turrets.

Arbalest Command Pelta - Fighter Coordination teams - Shields to max - Boosted Comms - Skilled First Officer

Tomahawk Support Nebulon - Engineering Teams - Defense Liaison - Bomber Command Center

Blighter Scout Hammerhead - Expanded Hangers - Dual Turbolaser Turrets

Piper Maru CR-90a - Turbolaser Reroute Circuits

This is totally awesome. I was wondering if maybe this could be developed into a system not just focused on young folks? It would be awesome to have a rebel campaign that was mid-high command centered, and it seems like this scale would be very conducive to political play as well. Also on a smaller scale coordinating retrieval missions for ejected pilots and escape pods, or boarding enemy ships, could be fun.

I also love the asymmetrical aspect that can be toyed with. Rebels should be usually be attacking in superior numbers, and even a successful raid might not have been worth it if you've lost too many bombers. (stares menacingly at Mr. Dameron)

One of the biggest things I'd probably do, to avoid just giving starfighters rogue, would be allow the construction of command centers to remotely coordinate fighters. This could add a strategic aspect, making rebels more vulnerable because packing up and moving isn't exactly easy, and giving them more strategic flexibility.

Edited by CommanderBurnham
12 minutes ago, CommanderBurnham said:

This is totally awesome. I was wondering if maybe this could be developed into a system not just focused on young folks? It would be awesome to have a rebel campaign that was mid-high command centered, and it seems like this scale would be very conducive to political play as well. Also on a smaller scale coordinating retrieval missions for ejected pilots and escape pods, or boarding enemy ships, could be fun.

I also love the asymmetrical aspect that can be toyed with. Rebels should be usually be attacking in superior numbers, and even a successful raid might not have been worth it if you've lost too many bombers. (stares menacingly at Mr. Dameron)

One of the biggest things I'd probably do, to avoid just giving starfighters rogue, would be allow the construction of command centers to remotely coordinate fighters. This could add a strategic aspect, making rebels more vulnerable because packing up and moving isn't exactly easy, and giving them more strategic flexibility.

Most of my Rebels are pretty old. XD

6 minutes ago, TallGiraffe said:

Most of my Rebels are pretty old. XD

Woopsiedaisies.

I mean, this is a really cool idea, it's just seems simplistic, to introduce folks to the game? Actually, fair.

3 hours ago, CommanderBurnham said:

Woopsiedaisies.

I mean, this is a really cool idea, it's just seems simplistic, to introduce folks to the game? Actually, fair.

I am finding Raiders, Arquitens, and Nebulons to be excellent Imperial vessals at first. I don't hassle them with squadron loses since they start with Z-95s. I also plan reinforcement waves for Imperials. Always helpful. I usually wing it on demand so far for difficulty trying to find a good mix of difficulty and killing Imperials is tough. I have found two combat small ships in with at least one red dice focused to be a good amount. Even stick stuff on ships that normally can't be on there too.

This is all great! I really hope you consider taking this to the Tabletop Simulator discord and a see if there is interest there. I know I would totally be down for playing DM-run campaigns!