RitR setup strategy

By KaLeu, in Star Wars: Armada

Got my RitR and started to study the rules. Our group had to postpone the start of our campaign to December, but still it was quite fun to begin with basic considerations for the strategy part of it.

First of all, while it is all about moving plastic ships and making „pew pew“ sounds, in the long run it is also a game about resources in the form of strategy effects and rewards in upgrade cards possibilities and points to spent for the cards. After studying the map there seems to be a standard choice for the Empire:

First Empire base to Montross.

It is the only eligible system with 30/15 Squadrons and another reward (offensive retrofit) with 10/5. So it is the most valuable world and even if you don‘t find it attractive for your personal fleet builds, it would be stupid to give it to the Rebels.

Note that you cannot start on a border world nor in a sub area ( Hutt Space and the Mandalorian Sector).

First Rebel base to Smuggler‘s Run with 24/12 Squadrons.

Even if you don‘t play heavy squadrons you can always refit squadrons for halve into something else, so the high point value of this worlds alone makes them prime choices.

Next thing are resources, resources, resources.

Resources let you get rid of the fleet conditions and -more important- let you build more bases!

If you are playing with 6 players (so a team has 3 Players and 3 bases) your team can have 2 resources and build another base in edit: round 2.

There are 6 worlds with resources:

Mygeeto in Sector I

Felucia in Sector II

Kessel in Sector III

Sullust in Sector IV

Bespin and Mustafar in Sector V

Lothal as Border World (II/III) cannot be choosen at the start of the game.

So it seems to be that this seems the natural opening moves. Ranking this six worlds depends on your needs for your desired fleet, but I guess it comes down to this starting systems.

Thoughts?

Edited by KaLeu

In the campaign I'm in right now my team (Rebels) picked Mygeeto, sullust, and rodia for our bases. We prioritized strategic effects over upgrade rewards, and we were trying to get a diverse pool of those/ get are bases spread between the different areas to minimize low fuel possibilities.

11 minutes ago, lunitic501 said:

In the campaign I'm in right now my team (Rebels) picked Mygeeto, sullust, and rodia for our bases. We prioritized strategic effects over upgrade rewards, and we were trying to get a diverse pool of those/ get are bases spread between the different areas to minimize low fuel possibilities.

So you got 2 of the worlds with resources. Why Rodia? Skilled spacers and diplomats are redundant, so because of the Turbolasers? And your are absolute right that having presence in a lot of areas is very good. Because of that border worlds become prime targets turn one.

Edited by KaLeu
7 minutes ago, KaLeu said:

So you got 2 of the worlds with resources. Why Rodia? Skilled spacers and diplomats are redundant, so because of the Turbolasers? And your are absolute right that having presence in a lot of areas is very good. Because of that border worlds become prime targets turn one.

To be honest I think we overlooked out other options in that area during our planning and we prioritized planets with 2 strategic effects a little to much. Still only in the 2nd round if the campaign so far, so hard to say how it will all turn out.

2 hours ago, KaLeu said:

Got my RitR and started to study the rules. Our group had to postpone the start of our campaign to December, but still it was quite fun to begin with basic considerations for the strategy part of it.

First of all, while it is all about moving plastic ships and making „pew pew“ sounds, in the long run it is also a game about resources in the form of strategy effects and rewards in upgrade cards possibilities and points to spent for the cards. After studying the map there seems to be a standard choice for the Empire:

First Empire base to Montross.

It is the only eligible system with 30/15 Squadrons and another reward (offensive retrofit) with 10/5. So it is the most valuable world and even if you don‘t find it attractive for your personal fleet builds, it would be stupid to give it to the Rebels.

Note that you cannot start on a border world nor in a sub area ( Hutt Space and the Mandalorian Sector).

First Rebel base to Smuggler‘s Run with 24/12 Squadrons.

Even if you don‘t play heavy squadrons you can always refit squadrons for halve into something else, so the high point value of this worlds alone makes them prime choices.

Next thing are resources, resources, resources.

Resources let you get rid of the fleet conditions and -more important- let you build more bases!

If you are playing with 6 players (so a team has 3 Players and 3 bases) your team can have 2 resources and build another base in edit: round 1.

There are 6 worlds with resources:

Mygeeto in Sector I

Felucia in Sector II

Kessel in Sector III

Sullust in Sector IV

Bespin and Mustafar in Sector V

Lothal as Border World (II/III) cannot be choosen at the start of the game.

So it seems to be that this seems the natural opening moves. Ranking this six worlds depends on your needs for your desired fleet, but I guess it comes down to this starting systems.

Thoughts?

The Diplomats, Skilled Spacers, Ally and Destiny tokens are invaluable. You'll want to go for those too, prioritizing the ones that will really help your team composition.

7 minutes ago, eliteone said:

The Diplomats, Skilled Spacers, Ally and Destiny tokens are invaluable. You'll want to go for those too, prioritizing the ones that will really help your team composition.

I agree. But it‘s turn zero and resources will give you all that in the long run, starting turn 2!

3 hours ago, KaLeu said:

Got my RitR and started to study the rules. Our group had to postpone the start of our campaign to December, but still it was quite fun to begin with basic considerations for the strategy part of it.

First of all, while it is all about moving plastic ships and making „pew pew“ sounds, in the long run it is also a game about resources in the form of strategy effects and rewards in upgrade cards possibilities and points to spent for the cards. After studying the map there seems to be a standard choice for the Empire:

First Empire base to Montross.

It is the only eligible system with 30/15 Squadrons and another reward (offensive retrofit) with 10/5. So it is the most valuable world and even if you don‘t find it attractive for your personal fleet builds, it would be stupid to give it to the Rebels.

Note that you cannot start on a border world nor in a sub area ( Hutt Space and the Mandalorian Sector).

First Rebel base to Smuggler‘s Run with 24/12 Squadrons.

Even if you don‘t play heavy squadrons you can always refit squadrons for halve into something else, so the high point value of this worlds alone makes them prime choices.

Next thing are resources, resources, resources.

Resources let you get rid of the fleet conditions and -more important- let you build more bases!

If you are playing with 6 players (so a team has 3 Players and 3 bases) your team can have 2 resources and build another base in edit: round 1.

There are 6 worlds with resources:

Mygeeto in Sector I

Felucia in Sector II

Kessel in Sector III

Sullust in Sector IV

Bespin and Mustafar in Sector V

Lothal as Border World (II/III) cannot be choosen at the start of the game.

So it seems to be that this seems the natural opening moves. Ranking this six worlds depends on your needs for your desired fleet, but I guess it comes down to this starting systems.

Thoughts?

I came to similar conclusions about resources for our campaign. However, I didn't care so much about rewards when choosing bases; it was a secondary concern. What I wanted was access to strategic effects while minimizing logistical trouble. So we picked Mygeeto because it established supply (of a sort) in Area I which allowed a fully-fueled assault on Mandalore to gain allies in round 1. As a secondary consideration, I am using a Pelta in my fleet so as a bonus I can get a fleet command upgrade there if I win a campaign objective. Our opponents are now responding by attacking Nal Hutta to gain allies in turn 2, but that could backfire if we win there and gain presence.

So, I don't think there are obvious choices for bases. I think each team probably wants to have two resources to start if they can, but that still leaves your choices pretty open to strategic play and counterplay. And if you don't win your battles, the best base choices won't matter one bit. :)

Edited by RobertK
53 minutes ago, RobertK said:

I came to similar conclusions about resources for our campaign. However, I didn't care so much about rewards when choosing bases; it was a secondary concern. What I wanted was access to strategic effects while minimizing logistical trouble. So we picked Mygeeto because it established supply (of a sort) in Area I which allowed a fully-fueled assault on Mandalore to gain allies in round 1. As a secondary consideration, I am using a Pelta in my fleet so as a bonus I can get a fleet command upgrade there if I win a campaign objective. Our opponents are now responding by attacking Nal Hutta to gain allies in turn 2, but that could backfire if we win there and gain presence.

So, I don't think there are obvious choices for bases. I think each team probably wants to have two resources to start if they can, but that still leaves your choices pretty open to strategic play and counterplay. And if you don't win your battles, the best base choices won't matter one bit. :)

So we already agree on 2 of 3 worlds to start with. And let‘s take your example further: you want a battle to gain a fleet command. If the Imperials can’t use a fleet command in their fleets, they can after the battle substitute the reward for a 30/15 Squadron reward and refit it into 15/8 of anything! If they have Montross.

Edited by KaLeu
4 hours ago, KaLeu said:

So we already agree on 2 of 3 worlds to start with. And let‘s take your example further: you want a battle to gain a fleet command. If the Imperials can’t use a fleet command in their fleets, they can after the battle substitute the reward for a 30/15 Squadron reward and refit it into 15/8 of anything! If they have Montross.

No. You can only refit it into something you removed.

4 hours ago, RobertK said:

No. You can only refit it into something you removed.

You only have to declare a type of upgrade card and the

Quote

player may then remove a number of squadrons or upgrade cards of each chosen type. p.18

Then you buy cards of the same upgrade type or a different squadron. No need to scrap anything if you have squadron points, just name a type. Only condition is that you have at least 2 bases because you need one per card type declared.

There is on catch: you can‘t buy unique cards so going to the right systems (for example for fleet commands) is still necessary.

Just checked the resource systems again for their rewards:

Felucia and Sullust have officers, Kessel and Bespin titles and Mygeeto fleet commands.

So this five all offer besides their valuable strategic resources a way to grab at least one important unique card per turn per team.

Edited by KaLeu
1 hour ago, KaLeu said:

There is on catch: you can‘t buy unique cards so going to the right systems (for example for fleet commands) is still necessary.

Hi, dont know if I have missunderstod but I read that if you win and its a campain objective you can buy uniq cards.

My experiens of RITR, and we just finished 1 round, is:

Making opponents take an condition card is good.

Border systems are really good.

Ally is good, specially when you come to the end of an act.

Scared isnt so bad, specially squadrons.

We made a mistake and concentraited in squadron reward systems, not so good.

6 hours ago, KaLeu said:

You only have to declare a type of upgrade card and the

Then you buy cards of the same upgrade type or a different squadron. No need to scrap anything if you have squadron points, just name a type. Only condition is that you have at least 2 bases because you need one per card type declared.

There is on catch: you can‘t buy unique cards so going to the right systems (for example for fleet commands) is still necessary.

To be clear. Let’s say you have a TIE squadron. You scrap it for four points. You can only use those four points to buy more squadrons. You can’t use them to buy, say, turbo lasers, even if you have a base that makes turbo lasers available to you. At least that’s how I understand the system.

I for one don’t ever use this refit system. I design a 250 point fleet. Then I work backwards to my starting fleet. Then I build towards my end goal. No need to be retrofitting anyway.

We just finished Act one and will be having the pivotal battle soon. As Empire we started with Mygeeto, Kessel and Bespin. We now also have bases on Nal Hutta and Mandalore.

Isn't Montross in a sub sector MID rim, and there for ineligible as a starting base?

20 minutes ago, Pwmf said:

Isn't Montross in a sub sector MID rim, and there for ineligible as a starting base?

Mid rim isnt considered a sub system for game purpose the only sub systems are hutt space and mandalore sector

16 minutes ago, Pwmf said:

Isn't Montross in a sub sector MID rim, and there for ineligible as a starting base?

The rules only reference "two sub-areas that have a different color background..." and that "[t]he two sub-areas are" "The Mandalorian Sector" and "Hutt Space."

I don't think the "Mid" Rim and "Expansion Region" bits are meant to be sub-areas, particularly as the "Outer Rim" is also labelled, and if we counted that as a sub-area you wouldn't be able to place any bases.

However, as with everything RitR-ish, if you want to house rules it, you can.

Outer rim isn't shaded as an area, but Mid and Expansion aren't sub areas found it on page 10, so then Montross would be a good choice.

Edited by Pwmf
1 hour ago, Darth Lupine said:

To be clear. Let’s say you have a TIE squadron. You scrap it for four points. You can only use those four points to buy more squadrons. You can’t use them to buy, say, turbo lasers, even if you have a base that makes turbo lasers available to you. At least that’s how I understand the system.

I for one don’t ever use this refit system. I design a 250 point fleet. Then I work backwards to my starting fleet. Then I build towards my end goal. No need to be retrofitting anyway.

We just finished Act one and will be having the pivotal battle soon. As Empire we started with Mygeeto, Kessel and Bespin. We now also have bases on Nal Hutta and Mandalore.

The RAW and the example given on page 18 clearly state that

1. You name a squadron type and types of upgrade cards. For each base your team has on the map you may name one type.

2. Then you MAY remove from this named categories a number of cards/squadrons and get halve points (rounded up) back.

3. Then you may invest this points as you wish in the named categories for non-unique cards. Note that you even may change the type of squadrons for free. Unspent points are lost. You don't even need a base with the corresponding reward, you can refit into anything that is not unique.

That is why I think one (and only one) 30/15 Squadron World is very valuable per team, you can get any non-unique stuff worth 15/8 points by swaping the reward in.

Edited by KaLeu

That's not what it says though you are missing "may purchase squadrons of a different type or additional upgrade cards of the chosen type." Its squads or upgrades of the same.e type you scrapped, still useful but no where near as flexible.

41 minutes ago, KaLeu said:

The RAW and the example given on page 18 clearly state that

1. You name a squadron type and types of upgrade cards. For each base your team has on the map you may name one type.

2. Then you MAY remove from this named categories a number of cards/squadrons and get halve points (rounded up) back.

3. Then you may invest this points as you wish in the named categories for non-unique cards. Note that you even may change the type of squadrons for free. Unspent points are lost. You don't even need a base with the corresponding reward, you can refit into anything that is not unique.

That is why think one (and only one) 30/15 Squadron World is very valuable per team, you can get any non-unique stuff worth 15/8 points by swaping the reward in.

U can only buy an upgrade if u drop that type of upgrade out of your fleet. In the example they give in pg 18. The player drops enough tie fighters and officers to allow them to get 12 points of new stuff, it then specifies that they can use that to get new sqauds or officers since officers is the upgrade they dumped, I believe u are restricted to buying upgrades of the types u dropped but u can buy a new type of squadron and are not limited to the type u drop.

8 hours ago, KaLeu said:

You only have to declare a type of upgrade card and the

player may then remove a number of squadrons or upgrade cards of each chosen type. p.18

You actually didn't quote the relevant part of the rules about the declaration of upgrade types and squadrons. I'll do that here...

Quote

That player chooses one type of squadron or upgrade card (by icon) to remove from their fleet . That player may then remove a number of squadrons or upgrade cards of each chosen type.

The emphasis by underline is mine. Explain to me how you can choose to remove an upgrade card from a fleet when that upgrade card isn't on your fleet roster already.

This isn't a way of getting around the rules on getting upgrades via rewards.

2 minutes ago, RobertK said:

You actually didn't quote the relevant part of the rules about the declaration of upgrade types and squadrons. I'll do that here...

The emphasis by underline is mine. Explain to me how you can choose to remove an upgrade card from a fleet when that upgrade card isn't on your fleet roster already.

This isn't a way of getting around the rules on getting upgrades via rewards.

Nothing there says I can't pick the number zero. My emphasis is on the may then remove ...

Why do you assume I have to actually scrap a card?

In general, I would prioritize getting the two resources for gaining bases. After that, all of the tokens are really good. Destiny has been a big deal in every game it gets used in and allies is no joke

Edited by Church14

I didn't think you could build a base round 1 since you don't gain the resource tokens until after the opportunity to build a base.