A simple campaign with map.

By Englishpete, in X-Wing

Finalized Rules for our Group
Map and Fleet Roster sheets at the bottom of the post. (Use the roster per fleet)
You only need record the points available to spend, fleet points and individual ship points do not matter. Recording the ships and upgrades does.
Start at one of the ‘Home’ Planets
Starting Out
200 points spent on ships and upgrades
Rebels have a Corvette Base ship with a 50 pt defense force.
Imperials have a Vigil Base Ship with a 30 pt defense force.
One planet.
Only one Named Pilot allowed to start
May add extra named pilots as resources are captured.
If a named pilot is killed he may not be re-acquired.
May divide points into 1 or more fleets.
Must record what ships are in what fleet.
May divide again each turn.
Fleets must jump to the same planet to merge.
Fleets may make 1 jump per turn from a planet to the next planet along the jump lines
Planets are captured if a fleet jumps in and is uncontested or you win a battle for a contested planet.
You do not need to leave a fleet at a captured planet
Each planet held yields that many points re-enforcements per turn
May be added to any fleet and spent on any ship/upgrade
May up grade any non unique ship to the next non unique level for the difference in points.
Named pilots must be bought as new ships at full cost.
Shipyard
For each ship destroyed in battle in a turn you control the shipyard roll an attack die. On the roll of a ‘critical’ that ship is repaired and can be kept in the fleet it was in.
Asteroid Mining
For each turn you control the field roll an attack die. On a hit or critical result you may provide one torpedo, bomb or missile to one ship for free.
Technology Station
For each turn you control the station roll an attack die. On a hit you may provide one ship or sensor upgrade to one ship for free.
Pilot Upgrades
Any pilot may be given any number of upgrade cards by paying the face value of the pilot upgrade card. They must still adhere to the rules on taking actions or any other rules either on the card or in the rules governing them. A dead pilot is still a dead pilot and all upgrades are lost if a pilot is killed/ship destroyed. You may only give upgrades to pilots who fought in a battle that campaign turn and only one upgrade per pilot per turn in which they fought.
Battles
Battles occur if opposing forces jump to the same planet or a force jumps to a planet with a fleet stationed there.
A force may chose to retreat back along its original jump route rather than engage or along a route to another controlled planet if already stationed at the planet.
Ships may retreat from a battle once started via any table edge, except the oppositions start edge, at anytime. If you leave via the oppositions table edge roll an attack die, on a hit or critical symbol the ship is destroyed. Retreating ships count as destroyed for the purposes of victory points for winning the battle.
Destroyed ships are considered destroyed permanently.
Asteroids are rolled for as follows
Roll a hit die
On a critical, no asteroids
On a blank, 2 asteroids
On a focus, 4 asteroids
On a hit 6 asteroids
Base Ships
A rebel Base Ship has a 50 pt force permanently assigned to it.
Imperial base ships have 30 pts of defense force but one extra laser turret. (see engaging a base ship)
This force only fights in defense of the ship.
Force must be recorded at the time the campaign starts and cannot be changed or added to.
Base ships may jump from planet to planet just like fleets and may engage in battles just like any other fleet.
Engaging a Corvette Base ship
Friendly or opposing fleets may jump to a Base ship just like a planet. You must be within 1 jump of the planet the Base ship is at and announce that you are jumping to the ship.
If opposing forces jump to a Base ship the attacked player may stand and fight or retreat just like a fleet.
If the player stands and fights and his Base ship is destroyed they become part of the other players team and they may still fight with there fleets, but as part of the winning players faction.
Base Ships may engage each other.
Base ships have the following profile
PS 4
Att 4 (may attack twice as a Rebel three times as Imperial . Counts as secondary weapons and may target different ships. Have 360 fire arcs)
Agility 0
Hull 30
Shields 20
Move 1 forward, 1 Soft Left, 1 Soft Right or may remain stationary.
Winning the Campaign
A player controls all the planets.
A player has destroyed all the enemy capital ships.


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Edited by Englishpete

I might use this.

Feel free :-)

Hey, English Pete, I like what you've started here. I realize your title is "A Simple Campaign" but I immediately have the urge to make it a little more complex. I came up with an idea that might take a little more bookkeeping, but could drastically change the strategy of the game, especially with more than two players:

Damaged Ships - Ships that survive a battle with damage, keep that damage until they can be repaired. Then need to return to their corvette base and spend a full turn there to be repaired. (units with R2D2 or R5D8 will repair either their shields or hull completely after each battle).

Base - For 100 pts, a base can be built on any controlled planet. This base will come with a 50 pt protection fleet and will allow repairs to be done at it as well as at the Corvette base. If a planet with a base ever gets conquered, the base is destroyed.

Good additions those. Also, I modified the Corvette stats and will make it PS4. The new stats will allow for crits to come into play.

I will also allow for Corvettes to enter battle just like any other fleet, the risk being getting destroyed and losing the campaign.

Very cool ideas. The best thing is that it can create realistic "uneven" points matches so the goal is to not just fight until the bitter end, sometimes running away is the best you can do.

Coupling this with a "simple" experience (XP) table could be an interesting add-on, allowing pilots to gain XPs and possible create new "veteran" characters. Thematically it would be cool to base squadrons at specific planets, ie: Gold Squadron Y wings are at Planet "alpha" and Red Squadron X wings are at Mining Base "gamma".

You could also add other missions like "Political Escort": A shuttle must reach Planet X. Success could give intel on an enemy base or reveal what forces they have stationed there.

There could be more asteroids at the Asteroid Mining location, maybe roll 3 red dice for how many.

I think I am inspired enough to try this out!

I thought about pilots gaining skills as well.

I think I would let all ships buy one or many pilot upgrade cards including elite named.

Example a rookie X-Wing might be given Veteran Instincts, PtL and Markmanship. This allows them to target Lock, PtL then Marksmanship. You are still limited by the rules on taking actions, so max actions with PtL is still two per turn regardless of upgrades bought, but you could use different actions each turn. So if we gave the pilot above Daredevil he could chose target Lock, Focus, Markmanship or Daredevil as his action.

I would not allow ships to upgrade beyond what is on the card initially.

Also, the dead is dead rule still applies so you have to judge the value of upgrading pilots vs them getting killed and all those points and skills lost.

I added a much nicer map :-)

This is a nice bridge between the campaign systems we've been discussing lately. Might give it a shot at some point!

As for building an XP system, you already are using a mechanic that could achieve something similar, at least the way it's often done in RTS games, for instance. You just need to designate more planets/stations/sectors as "academies" or "advanced training centers" or whatever you like. Control of such a facility gives you access to EPS upgrades (or access at a discount).

This wouldn't "level up" your pilots, but it would be more consistent with the other rules you already have in place, and require far less bookkeeping.

Nice Idea , feels like Empire at war .. But too many points each turn.. just buy hundreds of imperial Academy tie fighter and you will always win

This does seem cool. But I don't have nor do I know where to get a Corvette.

Ebay of course!

We are currently running a league but when that ends I may see if our group is interested in trying out a campaign.

X-Wings commitment to capital ships will really add some possibilities to this game. Transports could represent supply for consumable secondary weapons and we'll have sanctioned rules for how to deal with the corvettes. This just got even better.

I will second DarkmanSW, though. After a side gets three planets, they're going to be able to basically intorduce a 100 pt squad every turn. That'd be what? Turn two or three?

The game should be about best managing your existing forces and slowly building more ships. Build experience for the ones you have. And, yes, know when to run.

The points should balance. You will be losing ships during fights and running away will cost you control of planets. Also, it is likely you will be fighting in more than one battle per turn. I can easily see people losing 100 pts per campaign turn. Also, we will try and play with more than two sides, sort of Outer Rim land grab by factions.

If the points are to much for each planet, it's easy to tone them down :-)

I agree, play testing will reveal what the best mix of points is... And, yes it is easily modified.

I just don't want to end up in a game where there are so many ships that each battle ends up taking a whole day to finish. And a round might be three or four of these battles...

I'm anxious to try this, and to here what other's experiences with it are.

My folks are thinking of starting at 200 pts instead of 250. Early splits will be interesting then as do you go with 2 strong fleets or 3 lesser fleets or more for the planet grab :-)

One more adaptation was to change the Imperial Base ship to have 3 attacks but only 30 points of fleet attached. Just makes the game slightly different per side.

The rules as we will try them out are now in the original post.

Movement for the base ships may prove to be a problem. Can you stay on the playing field when the best you can do is a straight or soft bank and you move like all the other ships? You're going to need some custom rules for that... Like you only move forward the length of the template, instead of leap-frogging over it.

My ships are mounted on 80 mm bases so it works ok.

I was looking for a way to incorporate more involved 'capital' ships and I found a Rampart Class Cutter and Correllian Patrol Cutter in 1/270 scale on Shapeways by Gosric.

So alternate capital ship rules use the cards shown below.

You now have 175 pts to build a base fleet and you must take a Cutter per faction. You may then upgrade the cutter as shown on the card and/or buy fighters to escort it.

Rules for 'Capital ships remain the same except for how a base fleet is created and you ignore the stats in the rules above. The Y-wing dial is used for movement, but no Korrigan turn is allowed.

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Edited by Englishpete

Where are the start points for the base ships on the map?

You can use any planet to start but I recommend using the extreme 10 point ones

This may be a silly question, but TIEs cannot jump. They require a carrier for jumping. So how does a fleet comprised of TIEs handle jumping?