Thoughts/discussion on campaign rules from RitR

By xanderf, in Star Wars: Armada

As far as scarred ships and squadrons not heing eliminated upon destruction... I see two options; You can forbid players from adding ships after fleet creation, or you can have ships be permanently destroyed. RitR's upgrade system doesn't really have a way to add ships, so destroying ships had to go.

Adding multiple tiers of scarred seems like a better choice if you want to house rule, but it would also bring back some of the Correlian Conflict's snowball effect.

I'm liking it a lot so far.

I think skilled spacers is a bit strong for Rebels, since their uniques have a pretty easy time killing TIEs.

A house rule we're playing with is that large based ships count for half points if you deal half damage to them. Our logic was that the SSD is over half your fleet in a standard game, difficult to destroy outright, and provides half points if it loses half its hull. In RitR, an ISD is over half your points at the start of the game and will be at the end unless you keep it bare bones. It's also extremely hard to destroy outright in a 250 point game, so we think this is a good move for balance.

21 minutes ago, Squark said:

As far as scarred ships and squadrons not heing eliminated upon destruction... I see two options; You can forbid players from adding ships after fleet creation, or you can have ships be permanently destroyed. RitR's upgrade system doesn't really have a way to add ships, so destroying ships had to go.

The 'Add or Remove Forces' on page 18 could have worked. Extend it to ships, and treat a 'permanently destroyed' ship as having been 'removed' by the player. IE., they get half the points back to buy a new ship. Obviously unique upgrades (titles, crew, etc) are permanently lost.

And the 'retire a fleet' option does still exist in the campaign, either way, if it gets too far out of usability.

4 hours ago, RobertK said:

I went back and re-read this post a bit, and I think @Yipe makes awesome points here.

Thanks, that's kind of you to say. I'm currently running 3 campaigns with 14 different players so I'm in a unique position to gather a lot of info on RitR quickly, especially as I'm acting as the impartial observer/coordinator. My initial takeaway on this new campaign is that it's so different from standard tournament play and CC - and it has so many moving parts - that no one has a handle on how everything will play out yet.

While I ended up altering several aspects of CC to make it work better and be more than just a race for resources/repair yards, I'm purposefully keeping things vanilla for my initial RitR campaigns. I'm trusting the designers this time around and look forward to finding out where this new campaign experience takes us.

Edited by Yipe
2 hours ago, xanderf said:

The 'Add or Remove Forces' on page 18 could have worked. Extend it to ships, and treat a 'permanently destroyed' ship as having been 'removed' by the player. IE., they get half the points back to buy a new ship. Obviously unique upgrades (titles, crew, etc) are permanently lost.

And the 'retire a fleet' option does still exist in the campaign, either way, if it gets too far out of usability.

That's still an enormous potential for snowballing. I don't know. What appeals to you might not work for every group. At these point values, Correlian Conflict-style ship losses would have made things spiral out of control very, very quickly the way things went with my local group's CC campaign.

My brother-in-law are actually in the midst of a Corellian Conflict campaign at the moment, but I'm very much looking forward to having a go at Rebellion in the Rim. I'm particularly interested in the Task Force format. 200 points, no limit on squadrons, and no commander required. Very, very interesting.

As others have said though, the three-act structure with pivotal battles at the end of each is slightly confusing and odd. I'm not sure what's gained there.

1 hour ago, Rmcarrier1 said:

My brother-in-law are actually in the midst of a Corellian Conflict campaign at the moment, but I'm very much looking forward to having a go at Rebellion in the Rim. I'm particularly interested in the Task Force format. 200 points, no limit on squadrons, and no commander required. Very, very interesting.

As others have said though, the three-act structure with pivotal battles at the end of each is slightly confusing and odd. I'm not sure what's gained there.

Two reasons come to mind. First, it means you get more Epic team battles. More specifically, you get 3 different Epic battles. Now where have I seen that before?

Second, the pivotal battles also offer a way for a snowballing campaign to end early if there's a huge runaway and the losing team wants to try a hail mary. I'm away from the book at the moment, but I remember it's there. Edit: Page 23, Climactic Battles. Was wrong about which side declared it. Above edited accordingly.

It is a little odd there are no rules changes for as the act changes, though. The tone of the campaign will change organically as it progresses and the fleets and territories become more established, but it does feel like a missed opportunity not to have at least a small rules change and some flavor text to read before each act begins.

Edited by Squark