Initially mentioned in the thread on the lack of value in 'thematic' builds, I'd suggested a concept of campaign side missions that could make them more viable. The idea would be that each side in the campaign has a deck of 'side mission' cards that they have to draw from each campaign round. These will require players siphon off some forces from their main battle fleet to complete those missions, which forces will not be available for the corresponding round of campaign matches. I'd target these at about 20-30 pts of 'forcing thematic fleet choices' sort of fluff, for a Rebellion in the Rim-scale (IE., 200 to 250 pt fleet) game. Each round, the two sides would draw a number of cards equal to the number of players on their side, and the Grand Admiral on each side works with their players to allocate forces to them. If a side cannot deploy forces sufficient to complete all their assigned side missions, the enemy scores 1 campaign point (total - so it's all or nothing, either you complete all X side missions and nothing happens, or you fail to achieve one or more of them and the enemy gets a campaign point)
Some ideas for what these 'side missions' might look like:
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Diplomat Transfer Mission
- 1x squadrons with 'Escort' keyword or 2x squadrons with 'Swarm' keyword
- 1x squadrons with 'Strategic' keyword
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Sensor Network Maintenance
- 2x squadrons with 'Strategic' keyword
-
Anti-piracy Strike
- 1x squadrons with 'Escort' keyword or 2x squadrons with 'Swarm' keyword
- 1x squadrons with 'Bomber' keyword
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Sector Patrol
(Probably 3x copies of this?)
- 1x squadrons with 'Escort' keyword or 2x squadrons with 'Swarm' keyword
- 1x squadrons with 'Relay' keyword
-
Heavy Ground Bombardment Mission
- 2 or more squadrons with 'Bomber' keyword that total at least 3 anti-ship battery armament
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Convoy Escort
(Probably 2x copies of this?)
- 2x squadrons with 'Escort' keyword or 3x squadrons with 'Swarm' keyword
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Convoy Interception
- 1x squadrons rated for speed '5'
- 1x squadrons with 'Bomber' keyword
-
Enemy Asset Assassination
- 1x squadrons rated for speed '5'
- 1x squadrons with 'Relay' keyword
-
Anti-Piracy Interdiction
- 2x squadrons rated for speed '5'
-
Intel Asset Insertion
- 1x squadrons with 'Intel' keyword
-
1x squadrons with 'Escort' or 'Swarm' keyword
or - 1x squadrons with 'Assault' keyword
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Emergency Base Repairs
- 1 or more ships totaling '2' engineering rating
-
Disaster Coordination
- 1 or more ships totaling '2' squadron command rating
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Major Convoy Escort
This mission automatically completes one other side mission assigned this round.- 1 or more ships totaling at least 6 dice battery armament across all hull zones
-
Combat Zone Convoy Escort
This mission automatically completes two other side missions assigned this round. Discard and re-draw if campaign side only has 2 players.- 1 or more ships totaling at least 9 dice battery armament across all hull zones
Thoughts?
EDIT: Optional idea to add some risk to this? No idea if this is a good idea to add or not, but...
- Once missions have forces allocated to them, for each mission roll a dice pool equal to 1 red die for each ship or squadron assigned to it. (You may roll 1 less die for each additional squadron with [escort] or [swarm] keyword that is assigned to the mission above the required number of forces). For each [acc] result, one non-scarred ship or squadron becomes scarred (Grand Admiral's choice).
EDIT #2: Probably should have some stepped consideration to the side missions, as some combinations could require forces unlikely to be fully available, and if it's all or nothing that side might just bail for the loss of a campaign point, but being able to use their forces. So let's do a stepped loss.
- If all side missions are fully assigned/completed, nothing happens.
- If only one side mission is unable to be assigned/completed, the enemy receives a campaign token (either spynet, skilled spacers, diplomats, or resources) of their choice
- If two or more side missions are unable to be assigned/completed, the enemy receives a campaign point and a campaign token (either spynet, skilled spacers, diplomats, or resources) of their choice
EDIT #3: And of course, in case it isn't obvious, as the goal here is to get player fleets to organically be able to deal with shifting requirements...you cannot use 'Ally' tokens to allocate forces to these missions. They must come from player fleets.
Edited by xanderf