Solo Campaign

By Warkat2020, in Star Wars: Armada Battle Reports

Hey everyone

Hope we are all safe and well these difficult and different days.

So after 10 weeks quarantine decided to embark of a solo campaign. I have found most competitive games (Aramda, legion, etc...) tend to really need 2 plays and dont lean well to solo play

But having tried a few game systems I have found the more random elements you include in a game the more likely it's going to be more thematic.

So decided on using a few key rules to try and make a solo game / campaign that I'm going to try out:

- Each list needs to contain similare number of ship activations.

- Squadrons still cant be more than 33% of any list.

- Your commander CANNOT be on your most expensive ship.

- No ship can have more than 3 upgrades

- No unique ship upgrades (officers, etc)

- Encourage the use of Commanders that dont tend to get used, and avoiding using the more famous commander unless building a narrative around it.

- No huge ships

Now for the scenario

- As each side is equal points the defender and attacker is chosen at random.

- The scenario is chosen, at random from the narrative scenarios in RitR and TCC (The green cards)

- Its important, to keep things fair, to have the fleets sorted prior to the scenario being chosen.

Deployment

- The ship you commander in has to be deployed first.

- Is randomised. You role to see which ship is first placed

- Then role to see which other ship or 2 squadrons are placed. So the first ship placed can be really important.

During the game

- Ship activation is done at random. You roll to see which ship is activated as opposed choosing to add the randomised element.

This is why it important for fleets to have a similare number of activations

- Ships can target who they want but they need to

Keep at a speed and direction that won't cause them to fly off the table.

Max out the damage they can cause to an opposing ship (ensure they do rerolls, double arch, etc)

Do everything to destroy a ship that could kill them this current turn.

Do everything they can do to reduce incoming damage

Always try to reduce damage to the hull (so order tokens to repair shields)

Ram a ship if it would destroy them and not destroy themselves

Because of the random nature of ship activations it means planning to 'pin' ships down on your turn is less likely.

Squadrons will follow a similar method but should play to their strengths

- Bombers attack ships

- Interceptors attack opposing / engage opposing fighters fighters and bombers

- Fighters cross between defence and attack depending on the situation.

Got two 500 pt 5 activation fleets sorted so will let's you know how it goes this week.

And let me know your thoughts of the above?

🙂

Edited by Warkat2020

Here are my efforts in this direction...

This is very cool.