My DMed Campaign Experiences!

By TallGiraffe, in Star Wars: Armada

4 hours ago, TallGiraffe said:

Some more Concepts I want to test out in the campaign. Need to buy the models first.

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Not much of a carrier with squadron 2. Mod. Pelta-class Command Ship grants you a squadron value of 3 for 60 pts. It has no better upgrade-slots than an Assault Frigate lacking a Support Team. I would like to see a medium sized MC40a Carrier. But this one resembles too much a downgraded MC30c Torpedo Frigate without Ordnance.

How about:
1) MC40a Light Carrier (M; 85pts) Spd 3 (I/I-I/0-I-I) Com 3; Squ 3; Eng 4; Shields (13: F 3; S 4; R 2); Dice: F: 2 blue+1 black; S: 3 blue+1 black; R: 1 blue+1 black. ASqu: 2 blue; 1 Brace + 1 Evade + 2 Redirect; Support Team + Weapons Team + Defensive + Ion Cannons

1) MC40a Assault Carrier (M; 92pts) Spd 3 (I/I-I/0-I-I) Com 3; Squ 4; Eng 3; Shields (13: F 3; S 4; R 2); Dice: F: 2 red+1 black; S: 3 red+1 black; R: 1 red+1 black. ASqu: 1 red; 1 Brace + 1 Evade + 2 Redirect; Support Team + Weapons Team + Defensive + Turbolasers

7 hours ago, Triangular said:

Not much of a carrier with squadron 2. Mod. Pelta-class Command Ship grants you a squadron value of 3 for 60 pts. It has no better upgrade-slots than an Assault Frigate lacking a Support Team. I would like to see a medium sized MC40a Carrier. But this one resembles too much a downgraded MC30c Torpedo Frigate without Ordnance.

How about:
1) MC40a Light Carrier (M; 85pts) Spd 3 (I/I-I/0-I-I) Com 3; Squ 3; Eng 4; Shields (13: F 3; S 4; R 2); Dice: F: 2 blue+1 black; S: 3 blue+1 black; R: 1 blue+1 black. ASqu: 2 blue; 1 Brace + 1 Evade + 2 Redirect; Support Team + Weapons Team + Defensive + Ion Cannons

1) MC40a Assault Carrier (M; 92pts) Spd 3 (I/I-I/0-I-I) Com 3; Squ 4; Eng 3; Shields (13: F 3; S 4; R 2); Dice: F: 2 red+1 black; S: 3 red+1 black; R: 1 red+1 black. ASqu: 1 red; 1 Brace + 1 Evade + 2 Redirect; Support Team + Weapons Team + Defensive + Turbolasers

A Hull rating would be nice ? Maybe 6? But sounds solid otherwise, a medium size carrier/ion platform is heavily needed for the rebels. But i think an Offensive Retrofit slot is almost mandatory for at least one version for a carrier.

Edited by >kkj
9 hours ago, Triangular said:

Not much of a carrier with squadron 2. Mod. Pelta-class Command Ship grants you a squadron value of 3 for 60 pts. It has no better upgrade-slots than an Assault Frigate lacking a Support Team. I would like to see a medium sized MC40a Carrier. But this one resembles too much a downgraded MC30c Torpedo Frigate without Ordnance.

How about:
1) MC40a Light Carrier (M; 85pts) Spd 3 (I/I-I/0-I-I) Com 3; Squ 3; Eng 4; Shields (13: F 3; S 4; R 2); Dice: F: 2 blue+1 black; S: 3 blue+1 black; R: 1 blue+1 black. ASqu: 2 blue; 1 Brace + 1 Evade + 2 Redirect; Support Team + Weapons Team + Defensive + Ion Cannons

1) MC40a Assault Carrier (M; 92pts) Spd 3 (I/I-I/0-I-I) Com 3; Squ 4; Eng 3; Shields (13: F 3; S 4; R 2); Dice: F: 2 red+1 black; S: 3 red+1 black; R: 1 red+1 black. ASqu: 1 red; 1 Brace + 1 Evade + 2 Redirect; Support Team + Weapons Team + Defensive + Turbolasers

1 hour ago, >kkj said:

A Hull rating would be nice ? Maybe 6? But sounds solid otherwise, a medium size carrier/ion platform is heavily needed for the rebels. But i think an Offensive Retrofit slot is almost mandatory for at least one version for a carrier.

I myself am unsure if I should make it a small or medium ship. I am using the bases of other ships for the arcs so that is kinda taken into account. The MC40 was between 500-600 meters so it could fit both bases if needed. Also take into account that the campaign I run doesn't really use points when players get ships because they are either rewarded or earned.

I went with 2 Squadron value since the design was more cruiser than carrier so this is slightly modified with the addition of an offensive retrofit slot for Expanded Hangar Bays to bring more squadrons to bear. The offensive retrofit slot also allows you to take Disposable Capacitors for the Ion Cannon boat role. Maybe Support Cruiser or Escort Cruiser would be a better name title then. Overall I believe this fits into a design that the Rebels can use well without overshadowing or be overshadowed by other ships. Its pretty cheap and pretty durable along with providing a few options for offense.

I also made an ordnance version with swapping one blue for a black all around except the front just gains a black instead. It also has a support team in place of the offensive retrofit, but reduced squadron value of course. Maybe give that version an addition redirect.

13 hours ago, TallGiraffe said:

I myself am unsure if I should make it a small or medium ship. I am using the bases of other ships for the arcs so that is kinda taken into account. The MC40 was between 500-600 meters so it could fit both bases if needed. Also take into account that the campaign I run doesn't really use points when players get ships because they are either rewarded or earned.

I went with 2 Squadron value since the design was more cruiser than carrier so this is slightly modified with the addition of an offensive retrofit slot for Expanded Hangar Bays to bring more squadrons to bear. The offensive retrofit slot also allows you to take Disposable Capacitors for the Ion Cannon boat role. Maybe Support Cruiser or Escort Cruiser would be a better name title then. Overall I believe this fits into a design that the Rebels can use well without overshadowing or be overshadowed by other ships. Its pretty cheap and pretty durable along with providing a few options for offense.

I also made an ordnance version with swapping one blue for a black all around except the front just gains a black instead. It also has a support team in place of the offensive retrofit, but reduced squadron value of course. Maybe give that version an addition redirect.

The problem is that the Ship would never be used for the carrier role with a Squadron rating of 2, a GR75 can do that and costs 40 points less. All you loose is the slot for flight controllers but gain the slot for bomber command center. If you want the MC40a to be a carrier (which it IS) you need AT LEAST squadron value 3, 4 on one version would be ideal. That way you can have one version fill the ion gunboat role with DCaps and the other version be the rebels second ship that can activate 6 squadrons. (Hangar + Token)

Where is this being played at?

42 minutes ago, ripper998 said:

Where is this being played at?

A casual cooperative campaign DMed by TallGiraffe.

6 hours ago, ripper998 said:

Where is this being played at?

San Antonio

9 hours ago, >kkj said:

The problem is that the Ship would never be used for the carrier role with a Squadron rating of 2, a GR75 can do that and costs 40 points less. All you loose is the slot for flight controllers but gain the slot for bomber command center. If you want the MC40a to be a carrier (which it IS) you need AT LEAST squadron value 3, 4 on one version would be ideal. That way you can have one version fill the ion gunboat role with DCaps and the other version be the rebels second ship that can activate 6 squadrons. (Hangar + Token)

The ship in legends could only carry a single squadron though. I doubt it would be quasar levels of carrier. And I could still give it titles to increase its performance in the carrier role in a way the GR-75 can't.

My group also has several carrier options already in the form of a Pelta and a modified hammerhead flotilla. They don't NEED to activate 6 squadrons at once because of the way I design the scenarios.

Edited by TallGiraffe

Where at in San Antonio.....I haven’t heard of it being run here in town

6 minutes ago, ripper998 said:

Where at in San Antonio.....I haven’t heard of it being run here in town

I plan on doing a mission or two tomorrow at DL at 6:30.

I am really loving this, I would definitely be interested in seeing all the nuances of your campaign, rules, etc. Looking forward to your next report, keep this up and thanks for sharing! :)

I greatly enjoy reading about your campaign and can't express just how jealous I am of your players! It sounds like exactly the sort of narrative semi-co-op thing I'd love to get involved with.

I look forward to hearing of your future adventures and who knows? Maybe I'll find a way to draw inspiration from this... :)

What rules are you using to run this? I would love to do something similar.

17 hours ago, Dobbs Mottley said:

I greatly enjoy reading about your campaign and can't express just how jealous I am of your players! It sounds like exactly the sort of narrative semi-co-op thing I'd love to get involved with.

I look forward to hearing of your future adventures and who knows? Maybe I'll find a way to draw inspiration from this... :)

4 hours ago, NeverTellMeTheOdds said:

What rules are you using to run this? I would love to do something similar.

https://drive.google.com/drive/folders/1aICq76YoKysESot-IEt4YzbiilS6qma7

My ideas and stuff.

Players start with the option of a Hammerhead or CR-90 with 5 points for each ship to spend on upgrades. You can bring your squadron value of squadrons total in a map. Start the Rebels with Z-95s and Y-wings as the only fighter options. Make your own Missions and reward them. Reward them with new ships or squadron types or upgrades. Give them points to spend after the first few missions. Give me your feedback I would totally enjoy it.

I love everything about this thread. This sort of stuff is SOO much more interesting to me than tournament style games!

On 5/9/2018 at 8:54 PM, TallGiraffe said:

https://drive.google.com/drive/folders/1aICq76YoKysESot-IEt4YzbiilS6qma7

My ideas and stuff.

Players start with the option of a Hammerhead or CR-90 with 5 points for each ship to spend on upgrades. You can bring your squadron value of squadrons total in a map. Start the Rebels with Z-95s and Y-wings as the only fighter options. Make your own Missions and reward them. Reward them with new ships or squadron types or upgrades. Give them points to spend after the first few missions. Give me your feedback I would totally enjoy it.

You have already inspired me to run this type of campaign for my sons and their friend over the summer. I look forward to reading your wright ups.

Well done. I love it!

17 minutes ago, cynanbloodbane said:

You have already inspired me to run this type of campaign for my sons and their friend over the summer. I look forward to reading your wright ups.

Well done. I love it!

Last monday we were unable to get together. But today! HOPES. And more experimenting. Maybe throw in my vindicator in a mission. <w<

One twist I was thinking about is letting one of the players start with some of the bigger ships that are still squadrons instead of playing a capitol ship. Yt-1300 etc. they wouldn’t have any special rules to start, and instead would get a scatter and a brace token.

After establishing a base of Operations in a new sector, our Rebels have been moving to disrupt Imperial forces nearby.

First order of business is a good ol fashion convoy raid for resources. Two Gozantis and a Raider were engaged by half of our band of Rebels fleet with a Pelta, Hammerhead, CR-90, and Arquitens. Madine lead the charge dealing with the basic fighter screens of the Convoy. The Rebels pushed forward destroying one of the flotillas as a Quasar Carrier jumped in to aid deploying Interceptors, Bombers, and more basic TIE Fighters. While managing to knock out a Rebel Lancer and X-wing squadron, these reinforcements were quickly routed supplying the Rebels with much needed supplies.

Meanwhile General Leia leads a small taskforce to raid a nearby Corellian shipyard. Docked at the stations were some much needed ships. A CR-90b, Nebulon B Escort Frigate, and Hammerhead Torpedo Corvette. However there are a number of TIE Fighters, a Gozanti Flotilla along with an Arquitens. Also defending this shipyard a new ship design in the form of the Vindicator Heavy Cruiser which proved very difficult for the Rebel fleet to crack. Leia's GR-75 moved to board the stations to jump out the docked ships, however the Empire weren't going to just allow the Rebels to steal the ships. The Vindicator nearly destroyed a docked Hammerhead before it jumped out. Next the Nebulon, however the Rebels were quite quick managing to neutralize most of the Imperial Squadrons, even with a Gozanti deploying more fighters. The Rebel Nebulon jousted the Vindicator as they also repaired landing with a stalemate distracting the Cruiser as they steal the last ship there, a CR-90.

The Rebels may have a larger fleet now, however Imperial forces are gathering and will bring more to bear on this experienced band of Rebels.

This is a great thread and has totally inspired me to start writing my own campaign. Please keep the updates on how this is going to give me ideas for missions. Thanks.

How are you determining opposition strength, I want to do my own custom missions and narrated campaign but making lists that aren't too easy or too hard especially in the beginning seems like a challenge

Just now, BlueSquadronPilot said:

How are you determining opposition strength, I want to do my own custom missions and narrated campaign but making lists that aren't too easy or too hard especially in the beginning seems like a challenge

It is a constant balancing act of sorts. I experiment a lot with what presents a tough challenge. It depends on what you allow the Rebels to have. I usually go with 2 or 3 light combat ships and a flotilla or two. I just use what upgrades feel right or what you expect on a ship.

16 hours ago, Admiral Calkins said:

This is a great thread and has totally inspired me to start writing my own campaign. Please keep the updates on how this is going to give me ideas for missions. Thanks.

I made a small list of mission ideas above.

3 minutes ago, TallGiraffe said:

I made a small list of mission ideas above.

Appreciate it. Looking to run a campaign where you start out as a Squadron Ace with 3-4 generics conducting strike and escort missions. Eventually get your own ship, then a strike group of 2-3, then command a fleet that you can deploy at multiple locations. Finally my D&D talents can be put to work in Armada.

12 minutes ago, Admiral Calkins said:

Appreciate it. Looking to run a campaign where you start out as a Squadron Ace with 3-4 generics conducting strike and escort missions. Eventually get your own ship, then a strike group of 2-3, then command a fleet that you can deploy at multiple locations. Finally my D&D talents can be put to work in Armada.

I recommend starting with the squadrons from Rogues and Villians. Maybe with a single ship for the Rebels.

Report incoming.

My group deployed to help Cracken in his Assault frigate. It had a ruptured engine along with a power failure. Following the frigate was a Victory Star Destroyer with supporting Neb, Raider, and Gozanti along with a ton of TIEs. Our brave rebels deployed on the flank to engage the nebulon though an Early Warning System kept the Neb from taking too much damage as the Victory and Raider pound the Arbalest . X-wings and TIEs engage as they each knock each other out. The Rebel Assault frigate repairs as the Empire take out the poor Pelta in a poor position. However Madine in the Scimitar deals a deadly volley knocking out the raider. Vader in his TIE Advanced Knocks out several squadrons as the Victory is hammered by the combined Rebel fleet.

Even with Jerjjerod's excellent Manuevering, the Destroyer is falls as most of the squadrons have been destroyed. Vader manages to finish off Gold squadron. The CR-90 and Nebulon combine firepower on the Gozanti as Cracken's Hammerhead moves to assist.

The Rebels however prove victorious as on the Imperial Nebulon is left as the Rebels escape despite numerous fighter casualties along with the Arbalest . Cracken joins Madine with his Assault frigate giving the Rebel band a heavier ship than a modified medical frigate

Edited by TallGiraffe