Conquerors of the Paellos Sector Rules/OC Discussion

By The Jabbawookie, in Star Wars: Armada Off-Topic

13 hours ago, Bertie Wooster said:

I'm in. Are we submitting a 200 point fleet like last time?

Glad to see it Bertie.

PS, is your choice of faction at all influenced by the "list of things I'm scared of" from last game? 🤣

5 hours ago, BiggsIRL said:

Do we start with any ground forces as part of the 200 points and do we need ground forces to hold a planet (not just take it to begin with)? @The Jabbawookie

Everyone gets 10 in addition to their fleet. And you must have at least 1 ground force on a world to be considered in control of it (ie creds, missions, etc.)

Edited by The Jabbawookie
8 hours ago, FortyInRed said:

Glad to see it Bertie.

PS, is your choice of faction at all influenced by the "list of things I'm scared of" from last game? 🤣

Haha yes totally!

I don't plan on torturing you all (or myself) with Gungan speak very often, which is why I added in the human Naboo. If I get invaded, though...wesa goin' be very sad...

17 minutes ago, Bertie Wooster said:

Haha yes totally!

I don't plan on torturing you all (or myself) with Gungan speak very often, which is why I added in the human Naboo. If I get invaded, though...wesa goin' be very sad...

I briefly considered playing a gungan faction myself but opted for something a little more "out there" this time.

PS congrats by the way!

4 hours ago, FortyInRed said:

I briefly considered playing a gungan faction myself but opted for something a little more "out there" this time.

PS congrats by the way!

Thanks! I like the "Bad Horse" song.

8 minutes ago, Bertie Wooster said:

Thanks! I like the "Bad Horse" song.

I hope you caught the reference..

5 minutes ago, FortyInRed said:

I hope you caught the reference..

Nope, I missed it. Dr. Horrible? I haven't seen that in a long time.

I’ll need fleets from @BiggsIRL and @FortyInRed before declaring turn one live. @Drasnighta if you’re interested in joining us, say the word and I’ll help you get set up.

Sorry, stuck at work for a 12 today. Will have fleet finalized by end of day (EDT)

Turn one is now live. 😁 If possible, please try to get orders in within the next 48 hours; if you need more time, let me know.

Awaiting orders from:

idjmv

Edited by The Jabbawookie

So can Jabba bucks from multiple planetd be combined to one planet or no?

A planet can produce up to its credit value of units each turn.
For Example: A planet with TEN credits can build UNITS up to 10 points in a turn (so 10 points towards a larger ship).

Units that cannot be fully produced in a turn will remain partially built (and non-operative) until a future turn.

21 minutes ago, Bertie Wooster said:

A planet can produce up to its credit value of units each turn.
For Example: A planet with TEN credits can build UNITS up to 10 points in a turn (so 10 points towards a larger ship).

Units that cannot be fully produced in a turn will remain partially built (and non-operative) until a future turn.

Ok, thanks for clarifying!

Turn 1 orders in. Who are we waiting on?

I'll have my orders on shortly. Just making sure I'm not going to start a war on turn 1..

@LTD and @The Jabbawookie - rule clarification request regarding in-progress units - can you allocate less than 100% of your credits toward an incomplete unit?

Scenario: planet A produces 30 credits. I decide to start on an ISDI (110 points).

First turn, I spend 30 credits. Turn two, I spent only 28 of my 30 available credits so that I can save 2 for movement of other units.

Is this...legal?

Considerations: under previous versions of the rules, movement was governed by a different resource (credits) than production (IC). So if a planet produced more credits than IC, which almost all of my planets did, then I could both build and move units based off the resources from a single planet.

So some thoughts on rule addendums/clarification:

OPTION 1 - you can only have one incomplete unit under construction at a time on each planet. In this way, you can shave off one or two credits per turn for fuel. This is clean and simple.

OPTION 2 - abolish fuel costs all together. Fuel costs are so trivial that I question the value they add. You already can't move a unit more than once per turn, so why track fuel at all?

3 minutes ago, FortyInRed said:

OPTION 2 - abolish fuel costs all together. Fuel costs are so trivial that I question the value they add. You already can't move a unit more than once per turn, so why track fuel at all?

Flotillas of Flotillas... Fleets of Flotilla Flotillas...

Gotta Balance them and their enhanced Transport-Per-Points somehow.

4 hours ago, FortyInRed said:

OPTION  1 - you can only have one incomplete unit under construction at a time on each planet. In this way, you can shave off one or two credits  per turn for fuel. This is clean and simple.

This.

4 hours ago, Drasnighta said:

Flotillas of Flotillas... Fleets of Flotilla Flotillas...

Gotta Balance them and their enhanced Transport-Per-Points somehow.

Also it prevents fleets with no homeworld from hopping around deep space forever.

3 hours ago, FortyInRed said:

@LTD and @The Jabbawookie - rule clarification request regarding in-progress units - can you allocate less than 100% of your credits toward an incomplete unit?

Scenario: planet A produces 30 credits. I decide to start on an ISDI (110 points).

First turn, I spend 30 credits. Turn two, I spent only 28 of my 30 available credits so that I can save 2 for movement of other units.

Is this...legal?

It is legal. You can spend 28 credits from Planet A on the unfinished ISD1 (status is now 28/110), and 2 credits on fuel for something else (either 1 flotilla or two non-flotilla units). As long as you don't try to save credits for a later turn--you can't do that anymore.

You can even spend those 2 credits on fuel for ships that are not located on Planet A. So let's say you also have two Quasars in deep space B that need some fuel--you can spend 2 credits from Planet A on fuel costs for those Quasars.

If I'm understanding you correctly, I believe Option 1 is already true. Read the bolded part below.

PHASE ONE: CONSTRUCT UNITS

Credits are the currency of the game, representing resources for production, fuel for movement, and supplies for military forces.
A planet can produce up to its credit value of units each turn.
For Example: A planet with TEN credits can build UNITS up to 10 points in a turn (so 10 points towards a larger ship).

Units that cannot be fully produced in a turn will remain partially built (and non-operative) until a future turn.

Ships and Squadrons have the same cost as in Armada. Ground Forces cost 10 credits.

Blockaded worlds produce credits but these can only be spent on production of Ground Forces at that world. Ships cannot be produced at blockaded worlds.



Any unspent Credits at the end of the turn are lost.
For example: Planet Redjik 30 credits. U to 30 credits can be spent each turn at Redjik to produce units. The planet could construct 3 Ground Forces; or 2 squadrons of X-wings and 4/13 of another; or build 30/39 of a CR90B. Only one partially constructed unit may be left at each planet per turn. If another unit is begun before the partial is completed, the partial is considered destroyed and any resources invested are lost. For example, Redjik spends 30 credits in turn 1. The player builds 2 A-Wings (11 each, 22 total) and 8/13 of an X-Wing. In turn 2, the Player decides to spend 30 credits investing in 30/57 of a Nebulon B Escort. The 8/13 of an X-Wing is lost.

Newly constructed units may jump / move in the same turn as they are constructed.

Credits may be spent to increase a planet’s Credit production. For each 10 credits spent the credit production of the planet increases by 1 the following turn.
Please note: Credits cannot be saved for future turns. If not used in a turn credits are lost.

8 hours ago, FortyInRed said:

I'll have my orders on shortly. Just making sure I'm not going to start a war on turn 1..

Turn 1 is the best time to start a war.

1 hour ago, LTD said:

Turn 1 is the best time to start a war.

Is that why you've kept your location a secret?

I still need orders from @idjmv . ~1 hour left, unless an extension is requested.

If a player doesn't submit orders on time, I will spend all credits on credit production.

Damage inflicted by unstable hyperspace lanes will be rounded up to a minimum of scarring the cheapest vessel present/destroying the cheapest fighter squadron.

Edited by The Jabbawookie
5 minutes ago, The Jabbawookie said:

I still need orders from @idjmv . ~1 hour left, unless an extension is requested.

If a player doesn't submit orders on time, I will spend all credits on credit production.

Damage inflicted by unstable hyperspace lanes will be rounded up to a minimum of scarring the cheapest vessel present/destroying the cheapest fighter squadron.

Sorry Ive been busy

Putting them in now.

4 hours ago, Bertie Wooster said:

It is legal. You can spend 28 credits from Planet A on the unfinished ISD1 (status is now 28/110), and 2 credits on fuel for something else (either 1 flotilla or two non-flotilla units). As long as you don't try to save credits for a later turn--you can't do that anymore.

You can even spend those 2 credits on fuel for ships that are not located on Planet A. So let's say you also have two Quasars in deep space B that need some fuel--you can spend 2 credits from Planet A on fuel costs for those Quasars.

If I'm understanding you correctly, I believe Option 1 is already true. Read the bolded part below.

PHASE ONE: CONSTRUCT UNITS

Credits are the currency of the game, representing resources for production, fuel for movement, and supplies for military forces.
A planet can produce up to its credit value of units each turn.
For Example: A planet with TEN credits can build UNITS up to 10 points in a turn (so 10 points towards a larger ship).

Units that cannot be fully produced in a turn will remain partially built (and non-operative) until a future turn.

Ships and Squadrons have the same cost as in Armada. Ground Forces cost 10 credits.

Blockaded worlds produce credits but these can only be spent on production of Ground Forces at that world. Ships cannot be produced at blockaded worlds.



Any unspent Credits at the end of the turn are lost.
For example: Planet Redjik 30 credits. U to 30 credits can be spent each turn at Redjik to produce units. The planet could construct 3 Ground Forces; or 2 squadrons of X-wings and 4/13 of another; or build 30/39 of a CR90B. Only one partially constructed unit may be left at each planet per turn. If another unit is begun before the partial is completed, the partial is considered destroyed and any resources invested are lost. For example, Redjik spends 30 credits in turn 1. The player builds 2 A-Wings (11 each, 22 total) and 8/13 of an X-Wing. In turn 2, the Player decides to spend 30 credits investing in 30/57 of a Nebulon B Escort. The 8/13 of an X-Wing is lost.

Newly constructed units may jump / move in the same turn as they are constructed.

Credits may be spent to increase a planet’s Credit production. For each 10 credits spent the credit production of the planet increases by 1 the following turn.
Please note: Credits cannot be saved for future turns. If not used in a turn credits are lost.

Sorry I think you're missing the nuance I'm trying to convey, or I'm missing the answer in your quote.

I'm asking about turn two.

Previously what I'm trying to do was not allowed, but since we have a single commodity used for both construction and movement, I think we need to reevaluate.

Let me try asking my question a different way:

Turn 1 - 30/110 on an ISDI

Turn 2 - 28 toward ISDI (58/110), 2 toward fuel. This is the turn I'm asking about

Turn 3 - 30 toward ISDI (88/110)

Turn 4 - 22 toward ISDI (110/110)

So you're using less than your full credit limit when you've already started a unit.

I think @The Jabbawookie is telling me that's ok...