Hi all!
I love Armada and that it has Campaign rules!!!
How ever, the first 3 times I played it I found that there were some things absent in the experience... For us the Campaign lacked a sense of progress and a sense of space. Also the expansion of each faction felt unconnected to the galactic map. We also encountered it difficult to be appealing to new players as in the second round, some fleets were combo-powerhouses and without the correct knowledge and manuver expertise the encounters were disappointing for some players with less time, involvement or expertise.
We are also very much fans of Imperial Assault and have done a few joint IA-XWing missions of which I can talk and share if you like. But at this moment I wanted to share with all of you a few modified rules that we are implementing in a new Armada campaign to adapt the Corellian Conflict Rules to solve what was retracting for us. We are applying the rules in our first modified campaign (2Vs2) since last week so I am sure it could use some fine tunning. However I wanted to share to see if any of you find them useful at least as a starting point to expand the experience of the player group and maybe attract new players.
In our opinion these rules help also feel a sense of progress simmilar to the one the heroes of IA experience through a campaign (You will see that a few mechanisms have been inspired in IA).
Please leave a comment if you have any questions or suggestions and your opinion if you apply the rules with a group of friends or develop your own inspired in these ones.
Thank you all and help our wonderful hobby expand!!!
PD.: We wrote the original rules in Spanish as we are from Argentina so I am sorry if there are translation errors...