I have recently gotten a friend of mine into the game. He hasn't bought any of the stuff, so we just play with mine. Not a problem, I got plenty. I was trying to find a fun way for me to play and I decided to try a new 'campaign'. Starting with the Core set I am going to only intigrate each release one at a time. Not to wild really I know, but my wild card is that I can't 'unlock' the next expansion until I have managed to trigger/use in game every card from each release. This way I will make sure I use all my stuff at least once. I am playing the Rebels and my first list has 2 nebulan bs and 4 CR-90s escorted by Luke, and one other squad. I even managed to equip every card in the core box with only one repeat for 400 points. My opponent has no restrictions outside of the models I own. I am excited to work through the history of Armada. What ways have others kept things interesting? Would anyone be interested in hearing how this little project goes? Most of the lists are not necessarily intended to be great, but I do intend to have some fun!
Play with all the stuff
For quite a while a friend of mine and I played every other week and we swapped factions every time we met and each time we had to use a ship or commander that we had not used yet.
There was another campaign someone started similar to this adding in one expansion at a time. I'll try and find it in the forums. It turned out pretty cool and I'd be interested in seeing another.
Also my brother and I started a campaign that's used reduced point starting at 300 and capping at 400 because of my limited collection and felt like it worked fine. Maybe a 200 to 300 on a smaller playing field? Has anyone tried that?
On 1/25/2019 at 10:57 PM, Fallenwolf15 said:Also my brother and I started a campaign that's used reduced point starting at 300 and capping at 400 because of my limited collection and felt like it worked fine. Maybe a 200 to 300 on a smaller playing field? Has anyone tried that?
I just started a campaign with some mates, starting at 200 points and using the 3x3 @Blail Blerg 's taskforce format. It is a 2v2 so we can easily play and resolve battles on the same space at the same time by splitting the space in half. It is short and brutal, to say the least, and helps to keep things quick if one wants a short and quick campaign. We placed the points cap per fleet at 300, but haven't gotten there yet so not sure whether that or 250 points is a better fit
Edit: one thing that seems harder to do also is hyperspacing ships out to save them from a lost cause, since the map is halved.
Edited by Muelmuel4 hours ago, Muelmuel said:I just started a campaign with some mates, starting at 200 points and using the 3x3 @Blail Blerg 's taskforce format. It is a 2v2 so we can easily play and resolve battles on the same space at the same time by splitting the space in half. It is short and brutal, to say the least, and helps to keep things quick if one wants a short and quick campaign. We placed the points cap per fleet at 300, but haven't gotten there yet so not sure whether that or 250 points is a better fit
Edit: one thing that seems harder to do also is hyperspacing ships out to save them from a lost cause, since the map is halved.
Oh so you can play two games at once on a 6x3? hahaha. That's neat.
You can always do a custom campaign, go for the birth of the Rebellion starting the Rebels off with stealing a CR-90 with some Z-95s and escaping from a Imperial Light Cruiser and some Tie Fighters. Eventually building up to a larger and larger fleet, including maybe a theft of some imperial vessels if the storyline allows it.
Edited by ZeoinxFirst game happened. 4 CR-90s and two nebulan bs, luke, and one other x-wing squad. Against 2 victories and an ISD. rebels were second player, imps took superior positions. Both CR-90 Bs were destroyed in but Redemption gave out enough bonus engineering points to enable regular damage card discards for all the cr90s on the table. The rebels had gained enough victory tokens to make up the points lost from the destroyed ships, Luke was really a superstar, though it helped that there were no squads to contest his runs on the enemy vessels. The rebels solidified their victory on the last activation of the game where an attack on a badly damaged victory brought it to 1 hull remaining, and a ram at speed 4 with a final position at 3 pushed the final damage in and caused the only actual loss of material for the empire. Enough repairs happened by the end of the game that the Empire had no damage on the other ships. Rebel ships on the other hand took a beating but they held on. A huge number of damage cards were discarded during the game, I am comfortable saying 14 cards were discarded between both players. Dodonna aided in this discard pile ending the game with only about 6 damage cards left in the deck. Next game I will be playing with all of wave one availabe. The list has been chosen and will be posted soon. Do you have a favorite wave 1 list?