



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.

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?