So, many moons ago I met some fellow Star Wars nerds online and we wound up forming our own small community. What initially brought us together is a game we created called Galactic Conquest - we ran it for a few years, tweaking the rules each time to make it interesting. It was basically a two-team strategy game that could be played over forums, using various different methods to resolve battles over planets (we started with X-Wing Alliance, which was an absolute mess, then graduated to Rebellion, which was initially even worse until I made an attempt to re-balance all the ships to be in-line with their costs - that game, unfortunately, requires witchcraft to set up a multiplayer game, so I wound up creating a pen-and-paper method to work out battle results which was... serviceable, I guess, but I was never happy with it). We had a tonne of fun with it - I think we played 10-ish campaigns of it before we ultimately moved on to other things (including a Star Wars Saga campaign which ran for nearly a decade).
Anyways, fast forward to a couple months ago and some friends and I - who had been casual X-Wing players up to that point - decided to take a swing at Armada, a game I bought when it came out because I thought it looked really interesting, but had never gotten to play due to lack of opponents. We were instantly hooked - we loved the focus on strategy over tactics and had a lot of fun learning the ropes and putting together some fun fleet builds (and we had a few Sector Fleet-sized matches before those had official rules). All in all an entertaining time and we pretty quickly abandoned X-Wing for Armada on games night. Then two of my Armada partners talked about how fun it would be to have an Armada campaign, which I was completely on board with. We tried CC, but we found it was a bit underwhelming and didn't quite carry the feel of a "proper" campaign. I then got the idea to resurrect Galactic Conquest and re-tool the rules to make it an Armada-compatible campaign.
Well, that effort is now at least in a usable state, so I present - for review and comment - my first draft of rules for Galactic Conquest: Armada edition. I only have a few months Armada experience under my belt, so mostly I'm looking for people more familiar with the system to poke holes in anything that I'm proposing here. Particularly, any rules that are italicized are ones that I'm kind of on the fence about and looking for feedback on.
Rules
In Galactic Conquest, you play a Rebel or Imperial Admiral trying to wrest control of the galaxy from the opposing team. As part of this effort, you will build up your fleet and use it to attack enemy worlds or reclaim friendly planets that have been captured by the enemy. Each planet provides much-needed income to the war effort, so losses must be matched with victories lest your team find itself on the wrong end of an income imbalance. The game ends when one team loses all of its planets (although the losing team usually concedes once the war effort starts looking particularly hopeless).
Each team starts the game with 15 planets, including one capital planet, and 5 player fleets. You will need to use these fleets carefully to ensure that you can strike deep into enemy territory while still leaving enough forces behind to defend against enemy incursions and/or reclaim captured planets. In addition to the five player fleets, each planet has a garrison fleet that it uses strictly for defence. These fleets are stationary and cannot move, instead doing their best to fend off enemy invasions (or at least do some damage on the way out).
Note that one of the elements of Galactic Conquest that adds challenge is secrecy: you will be able to see all fleets controlled by your team, but you will not be able to see enemy fleets or their movements. The only way you will know where an enemy fleet is and what ships it contains is when it attacks a friendly planet. Other than that, you'll have to simply guess and/or deduce how strong it is and where it's going to strike next.
Map
Players
The campaign can be played with 2-10 players, divided into two teams. Each player gets at least one fleet to control - if there are less than five players per team, individual players can control multiple fleets. Although players have ultimate control over their own fleets, including how to spend points, where the fleet moves, etc., some decisions are shared by the team (such as defence allocations). Accordingly, each team should nominate one player as Grand Admiral - while forging consensus between the team players is strongly encouraged, the Grand Admiral has the final say on any disputed team actions.
Optionally, the game may also include a neutral gamemaster. This individual is responsible for updating the campaign map at the end of each turn, checking all purchases and movements made by each side to confirm they are legal, and resolving any disputes that arise between the two teams.
Game Mechanics
The Campaign Turn
Each Campaign Turn consists of the following phases, in order:
- Income Phase: Each team receives income from each planet they currently control. This is when they may allocate points to player fleets or garrisons (see "Purchasing and Upgrading Fleets" below) and discuss their strategy and moves for the turn.
- Movement Phase: Each player fleet can remain stationary or may move up to five squares horizontally or vertically in any direction.
- Battle Phase: If a fleet ends its movement on an enemy-controlled planet, a battle is initiated. See the rules below for further details.
- End Phase: At the end of the turn, players note down the results of any battles, update the campaign map to reflect planets changing hands, and conduct any clean-up needed.
Note that players are encouraged to keep a good record of each turn's actions (income, purchasing, movement, and battle outcomes) in case a dispute arises later (especially if there is no gamemaster to check things in real-time).
Purchasing and Upgrading Fleets
- Each team starts the game with 1,000 points to spend as they please (these may be allocated to any of the five player fleets or given to defensive garrisons). As well, each team will start with an additional 3,000 points, but these points MUST be spent on planetary defence garrisons and cannot be allocated to player fleets.
- Each planet under your control provides your team with 30 points in income each Campaign Turn.
- Capital worlds (Coruscant and Chandrilla) are worth 100 points per turn, so defend them well!
- You can use income to purchase ships or upgrades and place them either in one of the five player fleets, or on a planet as a defensive garrison. Once a ship is part of a fleet or defence force, it cannot be moved to another fleet or planet by any means. You may elect not to spend all your income in a given turn and, instead, save it for subsequent turns. Players should discuss and agree on how they wish to allocate income in a given turn.
- Any unique officers/commanders/titles/squadron aces may only be purchased once for *all* friendly fleets. If they are destroyed, they may be repurchased by any fleet. The only exception to this rule is that garrison fleets may use any commander card that is not being used by one of the player fleets (even if that commander is being used by a different garrison fleet).
- If you wish to "move" a unique card to a different ship in the same fleet, you may do so for free. If you wish to move a unique card to another fleet, you may do so by spending half of its purchase cost.
- If you wish to purchase a new commander for your fleet, you may do so by paying its point costs. The original commander is then replaced with the new one (you do not receive any points back for retiring the old commander).
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Fleets must adhere to standard Armada fleet-building rules (no more than one Modification per ship, no more than 1/3 of a fleet's cost spent on starfighters, etc.), with the following modifications:
- Only one flotilla is allowed per 250 points of the fleet's cost
- If a fleet, through battle damage, no longer meets the building rules (e.g. a 600 point fleet with 200 points worth of starfighters loses 100 points worth of capital ships), it is allowed to remain "out of compliance", so long as new purchases do not further break the rules (in the previous example, the fleet would be allowed to keep all of its starfighters, but could not purchase any more until it either purchased additional ships or lost some of its current starfighters).
Movement and Battles
- Each fleet starts the game positioned on a friendly planet of your choice. You may have multiple fleets occupy the same planet or square in space.
- Player fleets may move up to five squares horizontally or vertically in any direction each campaign turn. Note down secretly where your fleet is moving each turn (both sides should keep a record of their fleet movements that can be shown to a neutral official and/or the enemy team once the game has been completed to confirm that all moves are legal).
- Defensive garrisons may not move.
- Player fleets with no ships in them cannot move. A planet's defensive garrison may have no ships in it, but if it is attacked while in this state and no friendly player fleet is present at the planet, the attacker automatically wins and the planet is captured.
- Whenever a fleet moves into onto an enemy planet, a battle will be immediately initiated. As the garrison fleets are not assigned to any specific player, the team may choose which player takes control of the defending fleet for this battle. Ideally this should be a player whose fleet is not involved in a battle elsewhere on the map that turn - it is rare that all five fleets will see combat in a single turn, so usually at least a few players will be available to command garrison fleets.
- Optional: If a gamemaster is being used, they should check each fleet's final position after both teams have made their moves. If two opposing fleets end on the same square, a battle is initiated just as if they had attacked a planet (in this case, randomly determine which side has Initiative). This is a rare occurrence, but it can happen and savvy strategists can anticipate where an enemy fleet is going to move after attacking a planet and try and catch them in an ambush before they can attack again.
- If a fleet attacks a planet and defeats the enemy fleet, that planet will be taken over by the attacking fleet's team, giving them access to that planet's income. When a planet is first conquered, the side that conquered it immediately gains 200 points to spend on the defensive garrison for that planet in addition to its regular income. These credits may not be used to purchase anything other than ships/upgrades destined for the planet's defensive garrison.
- If a player fleet retreats from a battle, that fleet will immediately be relocated to the nearest friendly planet (regardless of how far away that planet is). If the fleet is destroyed, it will rebuild at the nearest friendly planet. If multiple planets are the same distance away from the site of a lost battle, the fleet's player may choose which of those planets he or she retreats to/rebuilds at.
- Battles end once six turns have elapsed or when one side has no non-Flotilla ships left in their fleet. In this case, any ships and/or starfighters which have not fled the battle (see "Armada Specific Rules" below) are immediately destroyed.
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If a battle for a planet ends while both sides still have ships intact, the attacking player may choose to retreat or fight on.
- I f the attacking player chooses to retreat, all ships and starfighters that survived the battle are moved to the nearest planet, just as if they had fled during the battle.
- If the attacking player chooses to continue fighting, the planet is now "Besieged". For the next campaign turn, the planet generates no income for either side (all commercial traffic is brought to a standstill by the battle raging in orbit) and neither the attacking nor defending fleets can purchase any ships or upgrades (as they are too busy fighting each other). In the Battle Phase, begin a new battle on the planet as though the attacking fleet had just attacked (assume that the previous turn's battle constituted a "first pass", after which the fleets regrouped and were able to bring any depleted shields back up and restore defensive measures, etc.). If a second player fleet from either side moves to the planet in that turn's movement phase, their ships will join the battle on the appropriate side.
Armada-specific Rules
- The attacking fleet always has initiative.
- Any ship in an attacking fleet may attempt to flee a battle. In order to do this, on any turn from Turn 4 onwards, the ship must end its move within Distance 5 of the friendly board edge and declare it is jumping to hyperspace. The ship is then removed from the table and plays no further role in the battle. Starfighters may also attempt to flee the battle, and can do so by ending their turn within Distance 1 of a friendly ship of Medium size or larger.
- Any ship that is within Distance 5 of an enemy ship with an Experimental Retrofit upgrade slot cannot flee the battle.
- If multiple players are fighting within the same battle on the same team, use the "Alert All Commands" rules for multiplayer games.
- Objective cards are not used for this campaign
Damage and Repairs
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If a fleet survives a battle (either by fleeing or defeating its opponent), note any damage that occurred on any of the fleet's surviving ships. Specifically:
- The number of facedown damage cards
- Any critical damage
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That damage will continue to the next battle unless repaired. Note that damaged shields and/or defences, as well as upgrades that are exhausted as part of their use regenerate automatically and do not need to be repaired or re-purchased.
Repairs can be conducted only if a fleet begins its turn at a friendly planet
. The costs are as follows:
- 10 points: Flip a face-up damage card face down
- Half of the ship's base cost: Remove all facedown damage cards
- Any upgrades that are discarded by an enemy upgrade or attack are permanently removed and must be re-purchased. If an upgrade is discarded as part of its cost of usage, it is not permanently removed and will regenerate for the next battle (assuming its parent ship survives)
- If a ship is destroyed, it and all associated upgrades are lost and must be repurchased.
- Non-ace starfighters are subject to different damage-removal rules. If they are destroyed in a battle, they remain in their fleet but gain a "battle-damaged" token. If they survive the next battle, the battle damage token is removed; if they are destroyed in that battle, they are lost for good and must be repurchased. Ace starfighter squadrons do not follow this rule and are removed as normal if destroyed.
- If a starfighter squadron survives a battle, any damage it suffered is automatically recovered.
- If a fleet loses its flagship, the commander does not need to be re-purchased and can be transferred to another ship in the fleet at no cost so long as at least one other ship survived the battle. If the entire fleet is wiped out, the commander is lost as well and must be re-purchased when the fleet rebuilds.