Feedback Wanted: "Sector War" mini campaign play mode

By RealFinney, in Star Wars: Armada

Hi everyone!

Over at StarWarsTabletop we've been working on a small campaign mode suitable for 1 on 1 play without the larger scale commitment of playing Corellian Conflict. I present our starting Version of Sector War. Please take a look, and comment if you see anything that's going to break the game in some way I haven't anticipated. We could also use more ideas for Victory Card pairs - The deck will remain small but could go up to 8 cards. edit: it now stands at 6 cards with 12 options, which might prove sufficient

Thanks for your consideration.

Sector war Ver 1.14 18/04/21

A Sector War is a way of playing a series of linked games between 2 players. Each game will have a persisting impact on the development of the war and influence it’s eventual outcome.

Your Sector War consists of 2 phases:

  1. The Campaign – A series of 3 games that are played using the “Campaign” special rules.

  2. The Final Confrontation – a climatic battle which will determine the outcome of the Sector War.

Definitions:

Eligible Pool : All unique upgrades and squadrons start as available in that Fleet’s Eligible Pool. Upgrades equipped to a Ship that is destroyed are removed from that player’s Eligible Pool. Unique Squadrons that are destroyed are removed from that player’s Eligible Pool. These Upgrades and Squadrons will not be available for future use in the Sector War.

Veteran Pool : Nothing starts in a player’s Veteran Pool. Unique Squadrons that survive a battle, and Upgrade Cards equipped to a ship that survives a battle are promoted to that Player’s Veteran Pool. Upgrades equipped to a Ship that is destroyed are removed from that player’s Veteran Pool. Unique Squadrons that are destroyed are removed from that player’s Veteran Pool. These Upgrades and Squadrons will not be available for future use in the Sector War.

The Campaign:

Games are played in the standard way, with the following modifications:

  1. Each Player chooses a faction: Rebel Alliance or Galactic Empire. They will keep that Faction throughout the Sector War

  2. Fleets are built to 400 points limit for games. Each fleet build can contain only one unique Squadron, one unique Title upgrade, one unique Gunnery Team upgrade and one unique Officer upgrade selected from your Eligible Pool plus unlimited upgrades or squadrons chosen from your Veteran Pool. If you have a Commander in your Veteran Pool, that Commander must be used, otherwise select a new Commander from your Eligible Pool.

  3. Missions are randomly dealt from the Mission Deck: The Mission deck initially consists of all the mission cards from the core.

  4. Initiative is determined by points bid as normal.

  5. A modified version of the retreat rules from Correllion Conflict will be in effect:

    Retreating: During a battle, one or more ships may attempt to retreat to hyperspace. During the fourth and fifth rounds, when a ship activates and reveals its command dial, it may immediately declare a retreat and discard that dial. If that ship remains in the play area at the start of the Status Phase, remove that ship from the play area. It will count as destroyed when determining score, but it’s unique upgrades count as surviving the battle for the purposes of resolving the remainder of the Sector War Campaign rules.

    Grav Well Interdiction : A ship cannot discard its dial to retreat to hyperspace if there is at least one enemy ship with the experimental upgrade icon in its upgrade bar at distance 1-5.

  6. All Unique Squadrons and Unique upgrade cards that survived the battle are promoted from that player’s Eligible Pool to their Veteran Pool.

  7. Any Unique Squadrons or Unique Upgrade Cards (including Commander) that are destroyed are removed from that player’s Eligible Pool or Veteran Pool, and cannot be used again by that player for the remainder of the Sector War.

  8. Tournament scoring is used to determine the winner of each Campaign Game.

  9. The Mission played is removed from the Mission Deck for the remainder of the Sector War.

  10. The Winner and Loser of the game undertake the actions specified below.


Game Winner:

The player that won the game draws a card from the victory deck and nominates one of the two options. These options are modifications that change the rules for the Final Confrontation. The card is then removed from the Victory deck. All rules changes apply to both players and are open information.

Victory Cards

  1. Escalation : Increase the Fleet points limit by +100 // Offensive Surge : Increase the Fleet points limit by +200

  2. Supplies Shortage : Players cannot use the discard powers of upgrades // Ample Munitions Each upgrade with a discard ability starts the game with an objective token on it. If an upgrade with an objective token on it would be discarded, instead remove the objective token. Upgrades that have had their objective token removed this turn cannot be used again until after the next Command phase.

  3. The Dragon's Nest The Station obstacle has the following game text: allows you to recover a discarded defence token in addition to a hull point // Tansarii Point Station The Station obstacle has the following game text: Ships bump the station like it was another ship: these bumps do not cause damage, does not obstruct shooting.

  4. Deny them Respite : Place a “Mines” objective counter on each obstacle, When a Squadron ends it’s movement overlapping an obstacle with an objective counter it takes 4 Black dice of damage, then remove the objective Counter from that obstacle. // Intensive Fire Drills : Each Squadron starts the game with a Concentrate Fire token, which can be spent to re-roll one anti-squadron or battery attack dice.

  5. Role Specialisations : For each non-flottila ship nominate one of it’s upgrades which costs 4 points or less: This upgrade is free. // Personnel Influx : Fleets can contain 1 unique Officer, 1 unique Title, 1 unique Gunnery Team and 1 unique Squadron from the Eligible Pool in addition to those selected from the Veteran Pool.

  6. Bounty Hunters : Increase the Fleet points limit by +50, Fleets may include Unique Squadrons from the Scum & Villainy expansion from their Eligible Pool // We don't need that Scum : Increase the Fleet points limit by +50, Fleets must purchase a second Commander. They gain the benefits of both Commanders.

Game Loser:

After Campaign game 1 and 2 the player that lost the game looks at the Mission deck and removes 2 missions from it. The cards removed and the cards remaining are both secret information which the winner does not get to know.

The Final Confrontation:

The Final Confrontation is played in the standard way, with the following modifications:

  1. Apply the Victory Card modifications chosen by the winner of each of the Campaign games.

  2. The mission played is “ Duel to the Death ”:

    S etup : Each Player’s Commander from their Veteran Pool must be assigned to their high points cost ship (including non-Commander upgrades). Ships with a Commander equipped are objective ships. The First Player’s first deployment must be their objective ship.

    Special Rule :While a ship is attacking an objective ship, it may add 1 die of any color that is already in its attack pool to its attack pool.

    End of Game : The fleet point cost of a destroyed objective ship is an extra 100 points.

  3. Fleets will be built to 400 point limits for the game. Each fleet build can only contain unique Squadrons, unique Title, unique Gunnery team and unique Officer upgrades from that player’s Veteran Pool.

  4. Tournament scoring of the Final Confrontation is used to determine the winner of the Sector War.

Andrew & Chris

Edits: Incorporated Darth Veggies recommendations into Final Confrontation's Mission.

Edited by old_school_overlord
Updating with latest version

Just to see if I understand the eligible pool and veteran pool business..

You have access to 1 new unique squad, title and/or officer each game.. so by the 4th game you could have 4 unique squads, titles and officers?

Me and @PodRacer have been wanting to do a 1v1 campaign for a while, this looks interesting! Will have to give it a go!

Homedrone - Pretty much, you can acquire 3 from the Campaign and get another from one of the Victory Card choices. That requires them all to survive of course.

I'm wondering if retreating needs to be added for Squadrons.

Edited by old_school_overlord

Well done, this looks like a great campaign to me!

Edit: some issues with the final confrontatio: It seems to me to have a huge first player bias, because the second player advantage of MW is totally gone (choosing the objective ships). Next, because of the MW use you give a strong advantage to move fleet commanders to the smallest available ship for the final confrontation. Which seems to me to take the point out of your idea. Nevertheless, I love your approach and I think it does not take much for it to be fixed.

Edited by Darth Veggie
49 minutes ago, Darth Veggie said:

Edit: some issues with the final confrontatio: It seems to me to have a huge first player bias, because the second player advantage of MW is totally gone (choosing the objective ships). Next, because of the MW use you give a strong advantage to move fleet commanders to the smallest available ship for the final confrontation. Which seems to me to take the point out of your idea. Nevertheless, I love your approach and I think it does not take much for it to be fixed.

Fair point. I wanted to enhance the FC by making sure the First player would be hunting something a bit more significant than a Comms Net Gozanti, but maybe maintaining the balance of the mission is more important. Otherwise people will be bidding 60 points for first player and hiding their Admiral on a corvette at the back anyway.

Here a fix: For the final confrontation the fleet commanders need to be on the most expensive ship (incl. upgrades). The first player needs to deploy his flagship first. The second player might delay the deployment of his flagship until the first player is done with deploying units in the deployment phase.

However, there is another problem. Your rules encourage playing MSU in the final confrontation - whereas I think that a campaign should be open to any kind of fleet.

Solution to this problem: Not the ship points are doubled for the objective ship, but it is worth 100 additional points. In this case you also do not need the rule that the Commander is required to be on the biggest so (but you still need the rule for compensation of first player bias).

Yes, I like this a lot Darth Veggie. Your right to make it a flat VP reward, then players can choose for themselves a big resilient ship or a small lifeboat.

Is it problematic makeing the bounty be for destroying the ship the Commander is on? Enabling Profundity tricks sounds hilarious.

It will probably be simplest to put Most Wanted back in the Mission deck and write this up as a custom objective.

Adjustments to the final conflict look good, I think that’ll make things more interesting.

including retreat for squad aces might be tricky - most TIEs don’t have hyperdrives for a start.

Would having a ‘docking’ alternative work? Might be a bit convoluted, but use same basic rules for retreat with following changes;

At the start of the squadron phase any squadron within Range 1 of a friendly ship can announce it is docking. It cannot move or attack (other than Counter Attacks).

If the squadron is still in play at the end of the phase, remove it from play and place it on the relevant ship card. The squadron cannot be used again this game. If the ship the squadron is docked with is destroyed, the squadron is also destroyed.

A squadron that is successfully docked at the end of the game counts as destroyed for the purposes of determining points but counts as surviving for campaign purposes.

On 14/04/2018 at 9:09 PM, Cjhutchi said:

Adjustments to the final conflict look good, I think that’ll make things more interesting.

including retreat for squad aces might be tricky - most TIEs don’t have hyperdrives for a start.

Would having a ‘docking’ alternative work? Might be a bit convoluted, but use same basic rules for retreat with following changes;

At the start of the squadron phase any squadron within Range 1 of a friendly ship can announce it is docking. It cannot move or attack (other than Counter Attacks).

If the squadron is still in play at the end of the phase, remove it from play and place it on the relevant ship card. The squadron cannot be used again this game. If the ship the squadron is docked with is destroyed, the squadron is also destroyed.

A squadron that is successfully docked at the end of the game counts as destroyed for the purposes of determining points but counts as surviving for campaign purposes.

I was thinking of a docking mechanic similarly, although this one would allow ships activated during the ship phase to dock without giving anything up - I feel like docking should be an Ace's whole turn.

Edit: Docking feels fiddly, and the ability to hunt down an enemy Ace is probably something worth keeping in.

Edited by old_school_overlord

Just change it to “when a squadron activates”

that will work in either ship phase or squadron phase.

However, bear in mind the squadron has to be in range 1 at start of activation, so that would preclude flying towards a ship and docking in same turn.

But if an ace did activate in the ship phase and fly into close range a ship has had to spend a squadron command or token, and said ship then has to survive the game, so I think that’s enough of a sacrifice.

Edited by Cjhutchi

In the "Victory Cards" description, you say that the player who lost gets to pick which effect takes place. Based on the name, and the fact that the player who lost does something else that is explained immediately after, is this a mistake?

Yep, that should be the player that won the game.

4 hours ago, Nostromoid said:

In the "Victory Cards" description, you say that the player who lost gets to pick which effect takes place. Based on the name, and the fact that the player who lost does something else that is explained immediately after, is this a mistake?

Correct, and well done spotting the...deliberate mistake :ph34r:

Original Post is updated with Ver 1.14, which is the one we'll be using for this first play test. Once we've seen how it goes, probably do a big update and shake a few things up.

We've played our first round of Sector War, and are getting ready for the 2nd round.

Articles on list building:

The Imperial Commander builds his Fleet for Round 1

The Rebel Commander builds his Fleet for Round 1

Watch the game itself:

Round 1 of our Sector War

Our post game Articles:

Imperial Commander's post game reflections

Rebel Commander's post game reflections

And Round 2 will happen soon:

The Imperial Commander builds his Fleet for Round 2

Rebel Commander builds his fleet for Round 2