Corellian Conflict Strategic Commander Effects

By Admiral Theia, in Star Wars: Armada

One thing I’ve thought could be cool for CC is to have the fleet commanders have a strategic effect on the campaign. I’ve come up with two for each rebel commander here. I tried to stick to effects that affected list building, assault declarations, and system effects. These are just first ideas, nothing polished or playtested, so I’d enjoy some feedback on if they seem like fun additions, too powerful, too weak, etc.

Armada Campaign Strategic commander effects

Admiral Ackbar
• Any ship with the “MC” in the ship’s type has its base cost reduced by five (5) points for all game purposes.
• Any ship in Ackbar’s fleet may equip the “Mon Calamari Exodus Fleet” title in addition to any other unique title the ship could normally equip.
• Huge ships in the imperial fleet cost an extra 10% (round up) to repair.

General Cracken
• Each campaign turn, just before assault declarations, Cracken’s player may choose one medium or small imperial ship without a unique title. That ship becomes scarred.
• Before assault declarations, General Cracken’s player may choose one planetary system. That system’s strategic effect (Spynet, repair yards, etc) may not be used until the beginning of the next assault phase.

General Rieekan
• May build bases for only ten (10) resource points.
• When defending a rebel outpost, may use the “Ion Cannon” yellow objective in addition to the one chosen by the attacking player. Do not include General Cracken’s normal yellow objective in the choices for the attacking player.

Admiral Raddus
• May use the strategic effect of one neutral system each campaign turn.
• When declaring an assault, Admiral Raddus’s player may choose which imperial player, of those not already committed to a battle, to be the defender.

Commander Leia Organa
• Small base ships in Leia’s fleet have their refit point cost to repair reduced by 50% (round down). Medium base ships in Leia’s fleet have their refit point cost to repair reduced by 25% (round up).
• Rebel Bases provide five (5) extra resource points and one (1) refit point for each rebel player each turn.

Garm Bel-Iblis
• The rebel faction starts with one extra base, chosen after all other bases. The location of this base is public knowledge for the imperial players.
• When declaring the “Resource Raid” special assault, Garm Bel-Iblis’s player may choose an imperial world as the target. If he wins the battle the Imperial side loses the resource and strategic effects of that system until the next “Declare Assault” step.

Mon Mothma
• During any “gain resources” step, if the rebels have fewer campaign points than the imperials, Mon Mothma’s player may choose a neutral system. That system becomes a rebel system until the start of the next “gain resources” step.
• At the time they are purchased, ships in Mon Mothma’s fleet may exchange one of their defense tokens for an evade token. Ships with a command value of one (1) may exchange two defense tokens for a scatter token.

Commander Sato
• May purchase a single Quasar Fire I class ship for his fleet. This ship has its base cost increased by six points and will have the “Phoenix Home” title assigned to it at no additional cost (note that this means the “Phoenix Home” title cannot be assigned to another ship in the campaign).
• His fighter points limit is increased to 45% of his fleets total points. So long as his fleet is at least 40% (round up) comprised of fighter squadrons, his fleet point maximum is increased to 525.

General Madine
• Engine Techs in his fleet have their cost reduced by 50%.
• Ships in his fleet that are capable of at least speed three that do not already have a support team upgrade slot gain said slot. Ships that already have a support team slot have their cost reduced by 2 points each.

General Dodonna
• Fighter squadrons in General Dodonna’s fleet without bomber have their cost increased by two (2) and gain bomber. Squadrons that already have the bomber keyword may increase their cost by seven (7) to add one black die to their anti-ship armament.
• Increase the value of objective tokens for any of General Dodonna’s objectives by five points each for both players.

Love it!

Darth Vader:

- After resolving Darth Vader’s effect, a ship may exhaust one additional defense token to reroll up to 4 dice.

-Before deploying fleets, you may choose and discard one officer card.

Grand Admiral Thrawn:

-Each of your medium and large ships has the Strategic keyword.

-At the end of the command phase you may discard this card and choose a command. You opponent changes all of their command dials to match that command.

Admiral Sloane:

- The antisquadron armament of each of your non-rogue squadrons is increased by one blue die.

- The squadron value of each of your ships is increased by one.

Admiral Theia, irrespective of playing it, it was a pleasure to read.

Nice idea Admiral Theia. Could really help make Konstantine and some of the weaker Commanders more attractive if their strategic benefits are better than some of the stronger in-game Commanders. Also, I think this would work best if it is used to benefit your own fleet (or even every Admiral in your faction) rather than having effects that directly penalise the enemy. Corellian conflict can be tough for the underdogs if one side goes on a winning run early on so having additional negative rules applied to them would be harsh.

For Vader, I like the idea of having the Commander version and have the rules for Officer Vader applied to him too. You could even extend it so that as long as Vader's flagship is still active, other Imperial Admirals can use his Officer ability once per campaign round (to represent Vader skyping them for a progress report). Of course any Commanders or Officers the player chooses to discard to re-roll their attack dice will have to be permanently removed from their fleet...

On 1/24/2019 at 8:58 PM, Admiral Theia said:

General Dodonna
• Fighter squadrons in General Dodonna’s fleet without bomber have their cost increased by two (2) and gain  bomber.

I'd change this to: "Non-Rogue Fighter squadrons in General Dodonna’s fleet without bomber have their cost increased by two (2) and gain  bomber."
It doesn't change much, but reading this I instantly got nightmares of the 7 YT-2400 Ball that goes off without a carrier needed.

You didn't bring squadrons? Well, let's see how 42 hull and 7 black dice per round can mess your fleet up!
You brought a handfull squads? Well, let's see how they fare against 42 hull and 28 antisquad dice per round!
You brought a supported bomberwing of your own? Well, let's see how my all-purpose deathball renders them useless, while my combat ships rough up your helpless carrier!

The rest...Wow! That sounds like a really fun twist to the campaign!

On 1/26/2019 at 1:46 AM, JudgeDeath said:

Could really help make Konstantine and some of the weaker Commanders more attractive  if their strategic benefits are better than some of the stronger in-game Commanders.

Absolutely what i thought :) Looking forward to the "final version" to test this out

Edited by R4Pi3R
8 hours ago, R4Pi3R said:

I'd change this to: "Non-Rogue Fighter squadrons in General Dodonna’s fleet without bomber have their cost increased by two (2) and gain  bomber."
It doesn't change much, but reading this I instantly got nightmares of the 7 YT-2400 Ball that goes off without a carrier needed.

You didn't bring squadrons? Well, let's see how 42 hull and 7 black dice per round can mess your fleet up!
You brought a handfull squads? Well, let's see how they fare against 42 hull and 28 antisquad dice per round!
You brought a supported bomberwing of your own? Well, let's see how my all-purpose deathball renders them useless, while my combat ships rough up your helpless carrier!

Spot on on this analysis and revision, I think. That’s why i put this out there.

I’ve been deathly sick the last few days so I haven’t been able to work on the Imperial commanders yet.

On 1/24/2019 at 2:44 PM, The Jabbawookie said:

Love it!

Darth Vader:

- After resolving Darth Vader’s effect, a ship may exhaust one additional defense token to reroll up to 4 dice.

-Before deploying fleets, you may choose and discard one officer card.

Grand Admiral Thrawn:

-Each of your medium and large ships has the Strategic keyword.

-At the end of the command phase you may discard this card and choose a command. You opponent changes all of their command dials to match that command.

Admiral Sloane:

- The antisquadron armament of each of your non-rogue squadrons is increased by one blue die.

- The squadron value of each of your ships is increased by one.

My only quibble is that I was trying to avoid direct battle actions or effects. That is what commanders already do, so I don’t want to add to it. I want to affect how they build their list, what ships they take, how their objectives work, etc.

On 1/25/2019 at 4:46 PM, JudgeDeath said:

Nice idea Admiral Theia. Could really help make Konstantine and some of the weaker Commanders more attractive if their strategic benefits are better than some of the stronger in-game Commanders. Also, I think this would work best if it is used to benefit your own fleet (or even every Admiral in your faction) rather than having effects that directly penalise the enemy. Corellian conflict can be tough for the underdogs if one side goes on a winning run early on so having additional negative rules applied to them would be harsh.

Simple solution would be to make anything that affects the opponent’s fleet be only active while you have the same or fewer campaign points as your opponents.

Also the intention with listing two effects was to either have both and say “pick one” when your commander is chosen, or to let you all at least see my thinking and decide which is better, and better balanced.