Rogues and Villains in the Rim

By Chili-52, in Star Wars: Armada

Hello all,

New Armada player here. I'm not new to tabletop gaming but I'm fairly new to Armada. I decided to buy Rebellion in the Rim to play with my kids and enjoy our time together while school is out for however long the quarantine lasts. I have two small fleets which will probably work great for the 200 point games in RitR but looking at the cards that came in the set a lot of them are pilots for ships that come in the rogues and villains set. My question is, how important or necessary is this set (RaV) to the RitR campaign? Is it a good to have, a must have, you'll enjoy it exponentially more or not necessary at all? Thanks in advance for your response.

Given the rules, irregular squadrons are needed or useful for some of the objectives and abilities (hired scum and ally tokens come to mind.)

In as much as an expansion can be a must-have, this one is (it's cheap and the components are necessary to the campaign, already faction-balanced, and powerful to boot.) Personally I think it also adds a little narrative spice to the campaign to have Lando or Boba participating in some backwater skirmish.

You could find such squadrons in a squadrons II pack instead or house rule around it, though, so there are other solutions.

Edited by The Jabbawookie

If you just can't get the plastic, you can proxy them for your home game.

1. Don't take "irregular squadrons" (squadrons with one fighter per base, instead of three in formation). Stick to what you've got.

2. If someone gains irregular squadrons from the Hired Scum objective or from an Allies token, proxy them. You can find the stats for these cards online in any number of places, and you can use a spare squadron base to represent it. Won't be pretty, but think of them like tokens to represent some abstract freighters and such.