Looking for RitR advice

By Ophion, in Star Wars: Armada

We are kicking off RITR tomorrow.

Oir playthrough of corellian conflict was a bit of a downer when the experienced players maxed out their fleets which meant the newer/more casual guys just got steamrolled unless we artificially always matched the experienced guys up.

Even then the campaign was very one sided after 3 turns or so.

As one of the more experienced players, my goal this time around is to try to support the more casual guys through to getting a proper result, and hopefully build the local group a bit more...

That all said, any tips for a fun RitR run through?

Is anything (large ships? Too many squadrons?) Overpowered? Or no fun to play against?

We're about to start our RitR campaign too. We're using 400pts (because both Grand Admirals want bigger fleets).

The rules for scarred ships seem a lot better, so a fleet that loses twice shouldn't be at much of a disadvantage - at most 30pts of squadrons fewer than a fleet which won twice.

We're keeping the 1/3 max squads limit.

I've heard that ISDs are tough to beat at 200pts, but 3 Nebulons (all with TRC for fixing their dice) should wipe one out.

1 hour ago, Ophion said:

That all said, any tips for a fun RitR run through?

It's pretty fun on its own. At 200 points the games are fairly quick and not too complicated, and losing isn't that bad.

We found too many squadrons can be a bit of a problem (let's them run away with the game a bit, as it is hard to catch up), but that might settle down now they've hit the point cap. Large ships sound great, but can go down, or just be avoided, with the opponent picking off support ships or squadrons.

Main thing to be aware of is that the pivotal battles still take a long time, even at 200 points each. You can get through a normal round in an evening pretty easily, but a pivotal battle is a "most of a day" thing.

I can’t speak for 400 points. Most of what I’d say is written elsewhere on the forums (do a search).

Most games with six players are going to have disparities of ability. We have found that this isn’t huge. On the right objective and with the right fleet match-up, anyone can win.

After a couple of rounds, you’ll have a better idea on match-ups and skill. Getting the match-ups is right is key, because if you know you can secure two wins, taking a loss in the third game might just be the right call.

So the big thing that will turn this campaign on its head are ally tokens. These will essentially buy 45 points of squadrons which add roughly 20% more to a fleet. This can almost guarantee a win, especially if you start with 80-100 points of squadrons in your fleet.

I recommend considering two “home rules” for the campaign. First: only the smaller fleet in a battle or the team behind in campaign points can use an ally token.

Second: enforce a squadron cap during the initial fleet building.

The Ally tokens are pretty strong, so both sides should prioritize securing one via a base.

Thanks all, good advice. Sounds like making sure both sides have ally tokens available is pretty important!

7 hours ago, Ophion said:

Thanks all, good advice. Sounds like making sure both sides have ally tokens available is pretty important!

We have also discovered that Ally Tokens are extremely strong... so much so that our campaign has sort of started to devolve into each team attacking ally token locations whenever possible, making it a see-saw of battles between those two locations and a random third, which is sort of lame.

I’ve been moving to make rules about how often ally tokens can be used, but so far my group seems reluctant to embrace house rules.

I also agree that there should have been a squadron cap. We currently have one player who has a ton of nasty Rogue Bombers (Boba Fett, Bossk, and 3 Firespray-31s) backed up by TIE Interceptors, Demolisher, and a Gozanti, and frankly, he’s been pretty much untouchable.

Finally, I personally don’t think that ISDs are so hard to kill in RitR. The Starhawk, however, might just be ridiculous. We don’t have one in our campaign, but given how tough it is to bring one down in 400 point games, I fear it isn’t balanced well for RitR. If others have played with it, I would be interested in hearing their experiences.

Edited by Cpt ObVus