Let’s all of us design a new campaign expansion. Battle of Jakku.

By Fuzzywookie, in Star Wars: Armada

1 hour ago, AllWingsStandyingBy said:

Ohhh, bookmarking this thread.


Can't wait to see if it's one of those collaborative home-brew gaming projects that goes nowhere and eventually fizzles out, or if it'll be one of the 0.0000001% of the collaborative home-brew gaming projects that actually gets finished and offers something of substance to the community.

Mel and I have made the tools - the rest is up to the community at large ;)

On 6/21/2018 at 2:55 AM, BlueSquadronPilot said:

Starhawk-class battleships to take down those menacing SSD

YES

It ain't the battle of Jakku without the capacity to field these guys

This also doesn't have to be the battle of Jakku, we could make the campaign into something else!

Additionally this could be the road to Jakku- campaign battles that lead up to the fateful battle at Jakku. We don't have a Super Star Destroyer and we don't know where to begin creating a Starhawk, but there's no reason we can't chart New Republic vs Imperial Remnant skirmishes that conclude at Jakku. *shrug*

Might I suggest an alternative winning system to cc. cc was basically scoring more victories which abstractly gains control over the corellian sector, with option to AOO to break the opponent's presence in the sector. Here the Battle of Jakku IS the compulsory AOO, it will happen as per the movement of gallius rex/palp's selfish ambitions, so perhaps win conditions can build around the framwork:

end of endor, but Empire still has many resources left. Imps start off with X(large) number of victory tokens. Here victory tokens abstractly represent the amount of current resources and support (say 20 resource points added to the pool per token each turn)(in addition to whatever support from controlled worlds)

Due to the effects of Operation Cinder every imperial win where the imps are first player reduces both rebel and imperial victory tokens by 1 as the plan is put in motion, every imperial loss reduces just the imperial victory tokens by 1 but increases the rebel victory tokens by 1. If at least half the wins this turn are imperial, both sides lose 1 victory token as the plan continues unhindered. (perhaps how many tokens to gain/lose could also be affected by MOV? hmmm...)

At the same time news of the Emperor's death and growing support for the rebel alliance continues to bolster this outfit. Every end of turn rebels gain 1 victory token. If at least half the wins this turn are rebel, add 1 rebel victory token.

Seems like Operation Cinder was stipulated for a certain timeframe. After Y turns (depicting a six-month timeframe), initiate the battle of Jakku AOO with all players and available fleets. First player will be rebel.

jakku AOO: rebel fleets have hyperspace entry points as in the cc-AOO while imperials do not. Rebels have to kill the imperial Grand Admiral ship by the end of game to win the campaign, else imperial win.

May need to edit starting fleet rules to fit this idea

(help me here pls, need more ideas to flesh this out :))

Edited by Muelmuel

Let's keep on track with upgrade and objective suggestions. I want to know what ideas people have, and I'd like to keep this community on-task with making something new and making sure it's tested. Far too much stuff, including things I've made, hasn't had a trial of fire to prove if it works or not.

I intend to post my own objectives and ship titles in a bit, when I have some time to ponder it. Then let's vote and discuss the options put forward. After that, we should test the winning objectives and titles to see how they did.

9 hours ago, ovinomanc3r said:

No but I will tomorrow morning if possible.

****! I am bot

no apt, no qbt, no acm...

Edited by ovinomanc3r

::twitches a whole bunch::

7 minutes ago, Drasnighta said:

::twitches a whole bunch::

What that means?

I don't speak Shyriiwook ?

1 hour ago, ovinomanc3r said:

****! I am bot

no apt, no qbt, no acm...

Finally!

@Ginkapo I deserve the most convincing "moron" from you. So feel free.

After fixing some things I came with a version 2.0 of my post:

Titles:

6740h.jpg6743h.jpg6741h.jpg6739h.jpg6742h.jpg

Regultar Objectives:

6733h.jpg6734h.jpg6735h.jpg

Campaign Objectives:

6736h.jpg6738h.jpg6737h.jpg

It’s just...

... lots of wording needs to be tidied up to be rules-clear.

i can see intent....... but it’s not how it actually goes...

(for example, Blood Ambition - you look st the cards... but it doesn’t specify you choose one of those to deal... check the actual way Dodonna works for wording - you look at them, place one on top, discard the others, then deal a card..... it can be argued as written that to discard THE ENTIRE DAMAGE DECK... ?)

3 minutes ago, Drasnighta said:

It’s just...

... lots of wording needs to be tidied up to be rules-clear.

i can see intent....... but it’s not how it actually goes...

(for example, Blood Ambition - you look st the cards... but it doesn’t specify you choose one of those to deal... check the actual way Dodonna works for wording - you look at them, place one on top, discard the others, then deal a card..... it can be argued as written that to discard THE ENTIRE DAMAGE DECK... ?)

latest?cb=20171129095651

vs

6743h.jpg

I agree all should be more carefully checked but I am not sure General Dodonna is more clear though.

Which damage deck? Does he specify you choose one to place on the top? Do I should discard the entire deck as written?

Look

place

deal

thats the important thing im trying to get across, bloody ****

If it’s the same effect, use the same wording

2 minutes ago, Drasnighta said:

Look

place

deal

thats the important thing im trying to get across, bloody ****

If it’s the same effect, use the same wording

It is not the same effect. It is a mix of Dodonna's Pride and General Dodonna. The problem I found is that the first one is dealing a damage card, and the other works when a card is dealt. I could of course, writhe some kind of Dodonna's Pride and also the General Dodonna's piece.

6 minutes ago, ovinomanc3r said:

It is not the same effect. It is a mix of Dodonna's Pride and General Dodonna. The problem I found is that the first one is dealing a damage card, and the other works when a card is dealt. I could of course, writhe some kind of Dodonna's Pride and also the General Dodonna's piece.

Black Crit:

Cancel all attack dice. Look at the top 4 cards of your opponents damage deck. Place one damage card on top of the damage deck and discard the other three. Then, deal a face up damage card to the defender.

Edited by Drasnighta
29 minutes ago, Drasnighta said:

Black Crit:

Cancel all attack dice. Look at the top 4 cards of your opponents damage deck. Place one damage card on top of the damage deck and discard the other three. Then, deal a face up damage card to the defender.

Solved

Well, I did my best from my poor knowledge of rule-writting intricacies. If anyone else see something that should be fixed, let me know.

I like the stuff you have done here Ovinomanc3r, but I have a serious question : How often do non demolisher Gladiators get to use Black dice in a game? and if we're being kind its about once if your lucky, can you afford to cancel all attack dice to pick one damage card to resolve? not sure this title is going be worth while.

How about a title that allows any Ordnance upgrade equipped to be triggered off of red dice?

the other cards don't seem to have any issues of the glad title, but would need some play testing to see how weak/powerful they turn out to be, I especially like the CR and Vic titles you have mocked up.

I've hoped the Gladiator would gain a potent squadron related title, given its prominent hangers. Maybe something like "Each squadron you activate gains the assault keyword until the end of its activation." Since its squadron value is capped at two (like Yavaris) it shouldn't be broken.

7 hours ago, TheEasternKing said:

I like the stuff you have done here Ovinomanc3r, but I have a serious question : How often do non demolisher Gladiators get to use Black dice in a game? and if we're being kind its about once if your lucky, can you afford to cancel all attack dice to pick one damage card to resolve? not sure this title is going be worth while.

How about a title that allows any Ordnance upgrade equipped to be triggered off of red dice?

the other cards don't seem to have any issues of the glad title, but would need some play testing to see how weak/powerful they turn out to be, I especially like the CR and Vic titles you have mocked up.

I used to play two glads with success. The non Demo got several shots each games basically depending on how powerful Demo hit. I didn't have problems making raiders and glads work. I just place it where I expect an enemy ship to be. ETs and navigate comands help.

11 minutes ago, Divad said:

I've hoped the Gladiator would gain a potent squadron related title, given its prominent hangers. Maybe something like "Each squadron you activate gains the assault keyword until the end of its activation." Since its squadron value is capped at two (like Yavaris) it shouldn't be broken.

I though on something squadron oriented to improve that role I found glads as interesting carriers if needed. But I try to make something to help glads work in pairs as it seems people have hard time getting success with something else than Demo.

I allowed APT+title works to help a bit more.

It is not my favorite creation though.

11 hours ago, TheEasternKing said:

How about a title that allows any Ordnance upgrade equipped to be triggered off of red dice?

I like the idea of making those red dice more relevant. It will help with glad2 also (it will not need too much help actually but people seems to need a little push to try it).

Option 1: make a red critical effect or make other critical to work with red. That’s is not my favourite idea. Ships with evade will still laugh at the glad and seem an unnecessary punishment for bigger ships which actually are easier target already. Maybe something in the line of overload pulse but as I said u don't love the idea.

Option 2: make the long range pool bigger. Several ideas here but what I liked more was something in the lines of "while you are attacking you may spend any number of defense tokens to add that number of red dice".

Option 3: improve the quality of the dice pool with "while you are attacking the defender cannot cancel attack dice" basically bypassing evades and scatter. Great for those blue AA against aces, for long range shots against little ships (without being lethal) and killing flotillas (what is not a big deal anymore). It harms admo too. @Ardaedhel do you think it would be just too much threat or admo could deal with it?

Officer slot

7pts

Experienced Range-finder

While attacking, black dice crit effects may trigger off blue crit icons.

Blue dice crit effects may trigger off red crit icons.

(Wording not my strong suit)

Edited by DrakonLord

Figure I'll throw my hat into the ring.

Upgrades:

IMG_5016.JPG

I wanted to give flak raiders an ordnance upgrade that would be as useful as flechette torpedoes, so there'd be some options when building one.

Titles:

IMG_5018.JPGIMG_5020.JPG

Corvus is a 'fix' to make the raider more survivable against it's favorite prey, but since it's a title it is also less effective at killing squads.

Spectral is to give the Interdictor a more interesting use than just objective shenaniganry. It may be undercosted for what it is right now though.

Objectives:

604674649_piratelair.jpg.cbd6f1394ac24fbf97c272a13da335a5.jpg6796h.jpg.301f7e076b83540a1f2a06a1cb6ad90d.jpg

Pirate Lair is a spin on contested outpost, where the outpost hates everyone. It is potentially a lot of points, and it can soften up players effectively but putting it too close to one side or the other can have poor effects.

Full Speed Ahead is one that favors MSU swarms and is a fun gimmick I think.

Edited by DasSauerkraut

These probably could use some refinement/ balancing, but the I think they could be fun.

Red Objective: Relentless Assault

Set up: After deployment, place one objective token on each ship.

In Game: After performing an attack, a player may spend their objective token. If they do, they may perform another attack from a hull zone with half the dice rounded down.

Scoring: Unspent Objective Tokens are worth 20 points at the end of the game

Yellow Objective: Hazardous Nebula

Set Up: After Deployment is complete, the second player may place 1 Dust Field Obstacle in the set up area.

In Game: Ships may not move shields from one hull zone to another

Blue Objective: Asteroid Drift

Set Up: Replace debris fields with asteroid obstacles.

In Game: After odd numbered rounds, the second player may move 1 obstacle to within distance 2, or 2 obstacles to within distance 1 of their current location. After even numbered rounds, 1st player may move 1 obstacle to within distance 2 of its current position. After a player overlaps an obstacle, their opponent gains one victory token

Scoring: Victory tokens are worth 15 points each.

Base Defense: Hardened Veterans

Set Up: After setup, the defending player places an objective token on each if their ships.

In Game: After being dealt a face up damage card, you may remove one objective token from that ship. If that face up card is a crew effect, discard it. Otherwise turn it face down.

Special Attack: Search for survivors

Set Up: Replace the Asteroid Obstacles with Debris Fields. After set up, place an objective token on each obstacle, starting with the first player.

In Game: While at Distance one of an obstacle when you spend a command dial, if you count a higher command value, claim one victory token and remove the objective token. If possible, place that objective token on another obstacle without a token. At the end of the 2nd and 4th rounds, place objective tokens on each obstacle without one.

Scoring: Each player gains 10 resources for each victory token they have. The winning side also gains 50 resources

Victory Star Destroyer: Firewind: 6 Points

After you perform a maneuver, you may suffer one damage to perform a speed 1 maneuver.

Gladiator Star Destroyer: Serpent : 5 Points

Increase your Squadron value by 1

Nebulon B: Shadow Raptor: 10 Points

After Deploying Fleets, you may re-deploy Shadow Raptor and up to Four Squadrons to within a distance of 3 of their current locations.

AF Mk 2: Redeemer: 4 Points

While performing an attack against squadrons, you may count critical results as hit results.

Edited by draco193

Guys, focus on the four titles and objectives- that's what we're going to iron out, test, and make sure there's some quality to them.

My turn;

Red Objective (Assault):

Assasination (10)

Setup: The first ship each player deploys must be their flagship. After deploying fleets, each of the second player’s ships gains a [Squadron] token.

Special Rules: When a ship is within close range of an opponent’s Flagship, when you resolve a [squadon] command, gain 1 victory point.

End of Game: The fleet point cost of a commander card is doubled if their flagship has been destroyed.

Yellow Objective (Defense):

Planetary Assault

Setup: After placing obstacles, the players alternate placing four objective tokens in the play area within distance 3-5 of their player’s edge and beyond distance 3 of each other.

Special Rules: When a ship ends its activation within distance 1 of an objective token, it may spend a [squadron] token to score 1 victory point.

End of Game: If a player has more victory tokens than his opponent, increase his final score by 80.

Blue Objective (Navigation):

Holding pattern

Setup: After placing obstacles, the second player places 3 objective tokens in the setup area beyond distance 5 of both player’s edges and other objective tokens. Then the first player may move each objective token to within distance 1-2 of its current position.

End of round: If a player has a higher command value within distance 1 of all 3 objective tokens, the player gains a victory point.

Green Objective (Base Defense):

Civilian Assistance

Setup: Before deploying fleets, the second player may choose up to 40 fleet points of additional command 1 ships and non-unique upgrades and add them to his fleet (even if this exceeds the number of fleet points he could normally spend). Assign ID tokens of a different color to these ships. Each of these ships receives an objective token.

Special Rules: When a ship with an objective token is within distance 1 of an opponent, it may spend that objective token to remove up to 2 command tokens on the target ship.

End of game: The fleet point cost of the additional ships is added to the first player’s score as normal if they are destroyed. After the winner is determined, the second player removes the additional ships from his fleet.

Green Objective (Special Assault)

Munitions raid

Setup: The portion of the setup area that is beyond distance 5 of any edge of the setup area is the Staging Area. Players mark the corners of the staging area with objective tokens.

Players take turns deploying fleets as normal, but must deploy all ships before deploying squadrons. The second player must dpeloy ships within the staging area on his odd-numbered deployment turns, starting with the first turn. After setup is complete, remove all objective tokens from the play area, then assign victory tokens to ships equal to their command rating.

Special Rules: When a ship with a victory token attacks, subtract a number of dice from the dice pool equal to the number of victory tokens a ship has.

End of game: Each victory point remaining in play is with 10 points.

Victory Star Destroyer Title:

Umbrage (8 points)

You gain 1 [Support team] icon in your upgrade bar.

When defending at long range, the attack is obstructed. When you are attacking at close range, the attack cannot be obstructed.

Gladiator-Class Star Destroyer Title:

Vertigo (5 points)

At the beginning of any round after the first, discard this card then exhaust all of your defense tokens. You may activate at the start of the ship phase (before any other ship this round).

Assault Frigate MK-II:

Delinquent (5 points)

If a card instructs you to discard itself, you may discard this card instead.

Nebulon-B

Huntress (6 points)

After performing an attack, if your damage was less than 3, perform you may perform your second attack out of the same arc at the same target.

Edited by Norsehound