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Red Castle Games

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  1. Like
    Red Castle Games got a reaction from Formynder4 in RitR experiences?   
    Honestly, I find the lack of unique titles to be refreshing.  No Demolisher, Yavaris, Avenger, etc... it has reinvented how the game plays on the table, and how various ships that always have X title stapled to them are flown and upgraded.  The fleet-building constraints and 3x3 map put a big emphasis on raw piloting, obstacle placement and leveraging objectives, and has some of my players reevaluating their 400-point game tactics which in turn is making them better players.
    I feel the (somewhat) harder task of acquiring unique titles was entirely intentional by the designers.  RitR is about telling your own stories, with your own commander that you name and build, and your own ships that you christen and create a history for, rather than with the commanders and ships we've all used many times over.  Before you alter the rules for RitR, might I suggest playing it as written at least once?  You may be surprised at how enjoyable it is to break away from the established ways of playing the game.
  2. Like
    Red Castle Games got a reaction from ptownhiker in RitR experiences?   
    Honestly, I find the lack of unique titles to be refreshing.  No Demolisher, Yavaris, Avenger, etc... it has reinvented how the game plays on the table, and how various ships that always have X title stapled to them are flown and upgraded.  The fleet-building constraints and 3x3 map put a big emphasis on raw piloting, obstacle placement and leveraging objectives, and has some of my players reevaluating their 400-point game tactics which in turn is making them better players.
    I feel the (somewhat) harder task of acquiring unique titles was entirely intentional by the designers.  RitR is about telling your own stories, with your own commander that you name and build, and your own ships that you christen and create a history for, rather than with the commanders and ships we've all used many times over.  Before you alter the rules for RitR, might I suggest playing it as written at least once?  You may be surprised at how enjoyable it is to break away from the established ways of playing the game.
  3. Like
    Red Castle Games reacted to SirToastsalot in RitR setup strategy   
    I didn't think you could build a base round 1 since you don't gain the resource tokens until after the opportunity to build a base.
  4. Thanks
    Red Castle Games got a reaction from jhh3 in Prime Championship.   
    This would all depend on the venue hosting the event.  Some stores will require preregistration (very likely for a Prime Championship), but some will not. Same goes for minors attending events.  You should contact your local game store for details and pricing.
  5. Thanks
    Red Castle Games got a reaction from jhh3 in Prime Championship.   
    Prime Championships are open to all players, as are Store Championships. You do not need a special invite to attend either of these level of organized play tournaments.
    Store Championships tend to be comprised of local players, whereas Prime Championships (formerly called Regional Championships) are typically bigger, more prestigious tournaments that can draw players from a large geographic area.
    Both are fantastic ways to meet other fans of Armada from all over, see some excellent custom paint jobs up close, learn new tips on how to play, and connect with your local Armada community so you can get in regular games against a wide variety of opponents.
    I feel the best way to get more involved is to simply jump in with both feet.  If a local store is hosting an event, sign up and play!  In my experience, Armada players are a friendly and welcoming bunch who are happy to see new faces at any organized play event.
  6. Like
    Red Castle Games reacted to RedDogReb in [Portland, OR] Red Castle's RitR Campaign 2: Return of the Jedi   
    Loved the first set of battle reports, and looking forward to reading those of the forthcoming battles.
    My group are about to start our RiTR campaign, and these threads have really whetted my appetite.
     
  7. Like
    Red Castle Games reacted to Spectre8174 in [Portland, OR] Red Castle's RitR Campaign 2: Return of the Jedi   
    Think this is what I like about Rebellion in the Rim the most is that it does leave so much open for narrative story telling.  
  8. Like
    Red Castle Games reacted to Admiral Theia in [Portland, OR] Red Castle's RitR Campaign 2: Return of the Jedi   
    Here are the narratives I've written for my fleet:
    Prologue:
    https://drive.google.com/open?id=0B-AxgCy48h_HQ3F6ZTV0OW5oY0dWd0xkbzdzRnl6Rk1WS3gw
    Chapter 1, Parts 1 and 2:
    https://drive.google.com/open?id=1qMiuvgiW5HgifF6Z8TriZoxm25Za680m
    https://drive.google.com/open?id=1s797QzmvrqfMrSEDceUgrj6MwnZ0mn4E

    These haven't been really edited to any degree, but were just first type ups.
  9. Like
    Red Castle Games got a reaction from Cael in [Portland, OR] Red Castle's RitR Campaign 2: Return of the Jedi   
    REBELLION IN THE RIM CAMPAIGN 2: RETURN OF THE JEDI CONTINUED...
    There was a disturbance in the Force.
    Meditating in his Sith shrine located deep beneath the old Jedi Temple on Coruscant, Darth Sidious sensed it – a quiet ripple that could have far-reaching consequences for his continued dominion over the galaxy.  Something was awakening in the Outer Rim territories – a conflict on Sullust that would draw out an unforeseen ally, or potential adversary.

    Focusing his dark side magics, Palpatine could see the threat more clearly now.  There was a connection to his apprentice.  Could it be a previously unknown relation of Anakin Skywalker?  Or perhaps an escaped Jedi with ties to Anakin’s life before his transformation into Darth Vader?  The future was difficult to see, but events were converging in the Outer Rim that demanded his immediate attention or all his plans could be at risk.

    Palpatine returned to the Imperial Palace and summoned Lord Vader.  His apprentice, along with his Hand, Maarek Steele, would strike out for the Outer Rim with haste.  Two fleets had already been requisitioned and were ready to rendezvous with Commander Kurgan to reinforce his blockade of Sullust.  One was led by Commander Fustilarian, a rakish and impetuous officer known for his brazen attacks and merciless reprisals.  The other was led by Baron Rasputin, one of Coruscant’s nouveau aristocrats, whose VSD flagship would serve as Vader’s personal escort carrier.  However, Vader's target was not Sullust.  No, the Dark Lord and Baron Rasputin's fleet were headed to Lothal for reasons only Vader's master could fathom.
  10. Like
    Red Castle Games got a reaction from Thraug in RitR experiences?   
    Honestly, I find the lack of unique titles to be refreshing.  No Demolisher, Yavaris, Avenger, etc... it has reinvented how the game plays on the table, and how various ships that always have X title stapled to them are flown and upgraded.  The fleet-building constraints and 3x3 map put a big emphasis on raw piloting, obstacle placement and leveraging objectives, and has some of my players reevaluating their 400-point game tactics which in turn is making them better players.
    I feel the (somewhat) harder task of acquiring unique titles was entirely intentional by the designers.  RitR is about telling your own stories, with your own commander that you name and build, and your own ships that you christen and create a history for, rather than with the commanders and ships we've all used many times over.  Before you alter the rules for RitR, might I suggest playing it as written at least once?  You may be surprised at how enjoyable it is to break away from the established ways of playing the game.
  11. Like
    Red Castle Games got a reaction from EagleScoutof007 in RitR experiences?   
    Honestly, I find the lack of unique titles to be refreshing.  No Demolisher, Yavaris, Avenger, etc... it has reinvented how the game plays on the table, and how various ships that always have X title stapled to them are flown and upgraded.  The fleet-building constraints and 3x3 map put a big emphasis on raw piloting, obstacle placement and leveraging objectives, and has some of my players reevaluating their 400-point game tactics which in turn is making them better players.
    I feel the (somewhat) harder task of acquiring unique titles was entirely intentional by the designers.  RitR is about telling your own stories, with your own commander that you name and build, and your own ships that you christen and create a history for, rather than with the commanders and ships we've all used many times over.  Before you alter the rules for RitR, might I suggest playing it as written at least once?  You may be surprised at how enjoyable it is to break away from the established ways of playing the game.
  12. Like
    Red Castle Games got a reaction from Rimsen in RitR experiences?   
    Honestly, I find the lack of unique titles to be refreshing.  No Demolisher, Yavaris, Avenger, etc... it has reinvented how the game plays on the table, and how various ships that always have X title stapled to them are flown and upgraded.  The fleet-building constraints and 3x3 map put a big emphasis on raw piloting, obstacle placement and leveraging objectives, and has some of my players reevaluating their 400-point game tactics which in turn is making them better players.
    I feel the (somewhat) harder task of acquiring unique titles was entirely intentional by the designers.  RitR is about telling your own stories, with your own commander that you name and build, and your own ships that you christen and create a history for, rather than with the commanders and ships we've all used many times over.  Before you alter the rules for RitR, might I suggest playing it as written at least once?  You may be surprised at how enjoyable it is to break away from the established ways of playing the game.
  13. Like
    Red Castle Games got a reaction from OgRib in RitR experiences?   
    Honestly, I find the lack of unique titles to be refreshing.  No Demolisher, Yavaris, Avenger, etc... it has reinvented how the game plays on the table, and how various ships that always have X title stapled to them are flown and upgraded.  The fleet-building constraints and 3x3 map put a big emphasis on raw piloting, obstacle placement and leveraging objectives, and has some of my players reevaluating their 400-point game tactics which in turn is making them better players.
    I feel the (somewhat) harder task of acquiring unique titles was entirely intentional by the designers.  RitR is about telling your own stories, with your own commander that you name and build, and your own ships that you christen and create a history for, rather than with the commanders and ships we've all used many times over.  Before you alter the rules for RitR, might I suggest playing it as written at least once?  You may be surprised at how enjoyable it is to break away from the established ways of playing the game.
  14. Like
    Red Castle Games got a reaction from lunitic501 in RitR experiences?   
    Honestly, I find the lack of unique titles to be refreshing.  No Demolisher, Yavaris, Avenger, etc... it has reinvented how the game plays on the table, and how various ships that always have X title stapled to them are flown and upgraded.  The fleet-building constraints and 3x3 map put a big emphasis on raw piloting, obstacle placement and leveraging objectives, and has some of my players reevaluating their 400-point game tactics which in turn is making them better players.
    I feel the (somewhat) harder task of acquiring unique titles was entirely intentional by the designers.  RitR is about telling your own stories, with your own commander that you name and build, and your own ships that you christen and create a history for, rather than with the commanders and ships we've all used many times over.  Before you alter the rules for RitR, might I suggest playing it as written at least once?  You may be surprised at how enjoyable it is to break away from the established ways of playing the game.
  15. Thanks
    Red Castle Games got a reaction from webv in [Portland, OR] Red Castle's RitR Campaign 1: A New Hope   
    Thank you! Your kind words are much appreciated!
    Initially, I was worried people would be less interested in these narrative battle reports, preferring the tactical play-by-play style that's more commonly seen here.  While that might still be the case, if at least a few of you like this approach then I'll keep doing them this way.  Hopefully the pics do enough of the tactical talking for me.
    My goal with these reports is to show how participating in a campaign can be more immersive, and therefore fulfilling in a different way, than standalone play.  My other goal is to inspire people to shake off that inertia and give their first Armada campaign a try!  It can take a bit of extra work to set things in motion, but once you do I find players are really excited to play their next game and see what happens next.
    By the way, I definitely know what it's like to live vicariously through online battle reports for games I love but I don't have enough time to play, so I'll keep rolling out the content.  Speaking of, this campaign meets again on Sunday, November 3rd. In the meantime, I'm working on the write-up for another RitR campaign I started, this one with 6 players.
  16. Thanks
    Red Castle Games got a reaction from ClassicalMoser in RitR experiences?   
    Honestly, I find the lack of unique titles to be refreshing.  No Demolisher, Yavaris, Avenger, etc... it has reinvented how the game plays on the table, and how various ships that always have X title stapled to them are flown and upgraded.  The fleet-building constraints and 3x3 map put a big emphasis on raw piloting, obstacle placement and leveraging objectives, and has some of my players reevaluating their 400-point game tactics which in turn is making them better players.
    I feel the (somewhat) harder task of acquiring unique titles was entirely intentional by the designers.  RitR is about telling your own stories, with your own commander that you name and build, and your own ships that you christen and create a history for, rather than with the commanders and ships we've all used many times over.  Before you alter the rules for RitR, might I suggest playing it as written at least once?  You may be surprised at how enjoyable it is to break away from the established ways of playing the game.
  17. Haha
    Red Castle Games got a reaction from Joker Two in [Portland, OR] Red Castle's RitR Campaign 1: A New Hope   
    REBEL FLEET STATUS END OF TURN 2
    TASK FORCE TRIDENT
    + Vanguard (4 pts)
    +2 XP (total 3, spent 3, banked 0)
    Ambush Gunner II (3 XP)
    TASK FORCE MAJESTIC
    +1 Boosted Comms (4 pts)
    +2 XP (total 3, spent 2, banked 1)
    Rapid Deployment (2 XP)
    Low Fuel Condition
  18. Like
    Red Castle Games got a reaction from Joker Two in [Portland, OR] Red Castle's RitR Campaign 1: A New Hope   
    BATTLE 4:  GOLRIN KORR vs PUL-LAR at DAGOBAH

    Commander Korr watched from the Rancor’s bridge as a pair of Rebel ships winked out of existence, escaping into the sanctuary of hyperspace.  He had failed his mission to Mustafar.  Not only that, he had failed Darth Vader.
    Things could not have started out worse for this campaign.  What had seemed like an ambitious career move only a rotation ago now felt like reckless bravado that could end up costing him everything.  While Golrin had never worked directly for Vader, he had heard the rumors and knew what happened to those who displeased the Emperor’s enforcer.  After all, people didn’t call you “The Dark Lord” because you had a reputation for being a warm and caring person.

    High Command would be expecting a status update soon, and the collar of Korr’s uniform tightened around his neck at the mere thought of contacting Coruscant.  What would he say?  That he let some Blockade Runner escape with the Empire’s secret plans for Mustafar?  Vader would never make a mistake like that, and therefore wouldn’t tolerate any such excuses from Korr either.  No, he had to delay.  Had to find a way to fix things.  Otherwise, sending a HoloNet transmission to Vader now would be suicide – literally.

    But keeping everyone waiting for hours while he figured out what to do wasn’t a long-term solution.  Plus he had another problem to deal with.  Maarek Steele – a force-sensitive protégé, Hand to the Emperor and Vader’s personal eyes and ears aboard Korr’s flagship – was there to witness his defeat by a pitiful band of ill-equipped insurrectionists.  Surely the famed pilot would tell his masters what had transpired.  Or would he?

    Maarek’s TIE Defender had been shot down during the engagement and Korr had to send out a retrieval pod to rescue him.  Would the Imperial ace be willing to admit his own shortcomings in Korr’s mission – their joint mission as it were?  Or would Maarek keep his mouth shut for another chance to impress Vader and come away with a win?  Korr was banking on the latter.

    To get things back on track, all Golrin had to do was find where the Rebels had fled, then hunt them down and destroy them entirely before they could tell anyone what they'd seen.  Their Pelta flagship’s reactor was leaking after a close-range broadside from his fleet’s other Gladiator, the Talon, so Korr knew they were running low on fuel and couldn’t have gone far.  He dispatched his VT-49 – call sign Gunner – to reconnoiter the closest uninhabited systems, places where the cowards would likely run to for repairs and rendezvous with reinforcements.  It wasn’t long before the Decimator sent back an encoded message – the Rebel Scum had been located on Dagobah!  He had them now.  Commander Korr ordered his fleet to prep for jump and smiled.  Finally, it was time for the Revenge of the... Imperial Naval Academy, class of BBY ’19.

    Unlike his last encounter against General Pul-Lar, Korr changes his tactics and aggressively engages with the Rebel fleet.

    Knowing its role as a carrier is key to the enemy's success, Rancor and Talon ignore the CR90 to focus all firepower on the Pegasus.

    Ramming speed! And the Pegasus' wings get clipped!

    Can Korr's fleet survive the Rebels' sustained bombing runs?

    Why yes it can, and without a scratch.  Commander Korr emerges victorious and holds off the inevitable Force Choke for another day.
    First Player:  Imperials
    Objective:  Most Wanted
    Result:  119-0 Imperial Victory!
    REBEL LOSSES
    Pelta Command Ship "Pegasus" (unscarred)
    Lancer Pursuit Craft "Cyclops" (unscarred)
    Lancer Pursuit Craft "Medusa" (unscarred with Repair Yards token)
    X-Wing Squadron "Blackbird" (scarred)
    X-Wing Squadron "Martin" (scarred)
    IMPERIAL LOSSES

    VETERANS

  19. Like
    Red Castle Games reacted to Fraggle_Rock in RitR experiences?   
    I'm with you on this. I have really been enjoying this campaign and Armada in general more so then I have in a long time.
  20. Thanks
    Red Castle Games got a reaction from Joker Two in RitR experiences?   
    Honestly, I find the lack of unique titles to be refreshing.  No Demolisher, Yavaris, Avenger, etc... it has reinvented how the game plays on the table, and how various ships that always have X title stapled to them are flown and upgraded.  The fleet-building constraints and 3x3 map put a big emphasis on raw piloting, obstacle placement and leveraging objectives, and has some of my players reevaluating their 400-point game tactics which in turn is making them better players.
    I feel the (somewhat) harder task of acquiring unique titles was entirely intentional by the designers.  RitR is about telling your own stories, with your own commander that you name and build, and your own ships that you christen and create a history for, rather than with the commanders and ships we've all used many times over.  Before you alter the rules for RitR, might I suggest playing it as written at least once?  You may be surprised at how enjoyable it is to break away from the established ways of playing the game.
  21. Like
    Red Castle Games got a reaction from The Jabbawookie in [Portland, OR] Red Castle's RitR Campaign 1: A New Hope   
    Thank you! Your kind words are much appreciated!
    Initially, I was worried people would be less interested in these narrative battle reports, preferring the tactical play-by-play style that's more commonly seen here.  While that might still be the case, if at least a few of you like this approach then I'll keep doing them this way.  Hopefully the pics do enough of the tactical talking for me.
    My goal with these reports is to show how participating in a campaign can be more immersive, and therefore fulfilling in a different way, than standalone play.  My other goal is to inspire people to shake off that inertia and give their first Armada campaign a try!  It can take a bit of extra work to set things in motion, but once you do I find players are really excited to play their next game and see what happens next.
    By the way, I definitely know what it's like to live vicariously through online battle reports for games I love but I don't have enough time to play, so I'll keep rolling out the content.  Speaking of, this campaign meets again on Sunday, November 3rd. In the meantime, I'm working on the write-up for another RitR campaign I started, this one with 6 players.
  22. Like
    Red Castle Games got a reaction from deDios in RitR experiences?   
    Honestly, I find the lack of unique titles to be refreshing.  No Demolisher, Yavaris, Avenger, etc... it has reinvented how the game plays on the table, and how various ships that always have X title stapled to them are flown and upgraded.  The fleet-building constraints and 3x3 map put a big emphasis on raw piloting, obstacle placement and leveraging objectives, and has some of my players reevaluating their 400-point game tactics which in turn is making them better players.
    I feel the (somewhat) harder task of acquiring unique titles was entirely intentional by the designers.  RitR is about telling your own stories, with your own commander that you name and build, and your own ships that you christen and create a history for, rather than with the commanders and ships we've all used many times over.  Before you alter the rules for RitR, might I suggest playing it as written at least once?  You may be surprised at how enjoyable it is to break away from the established ways of playing the game.
  23. Like
    Red Castle Games got a reaction from Bertie Wooster in RitR experiences?   
    Honestly, I find the lack of unique titles to be refreshing.  No Demolisher, Yavaris, Avenger, etc... it has reinvented how the game plays on the table, and how various ships that always have X title stapled to them are flown and upgraded.  The fleet-building constraints and 3x3 map put a big emphasis on raw piloting, obstacle placement and leveraging objectives, and has some of my players reevaluating their 400-point game tactics which in turn is making them better players.
    I feel the (somewhat) harder task of acquiring unique titles was entirely intentional by the designers.  RitR is about telling your own stories, with your own commander that you name and build, and your own ships that you christen and create a history for, rather than with the commanders and ships we've all used many times over.  Before you alter the rules for RitR, might I suggest playing it as written at least once?  You may be surprised at how enjoyable it is to break away from the established ways of playing the game.
  24. Thanks
    Red Castle Games got a reaction from Karneck in [Portland, OR] Red Castle's RitR Campaign 1: A New Hope   
    Thank you! Your kind words are much appreciated!
    Initially, I was worried people would be less interested in these narrative battle reports, preferring the tactical play-by-play style that's more commonly seen here.  While that might still be the case, if at least a few of you like this approach then I'll keep doing them this way.  Hopefully the pics do enough of the tactical talking for me.
    My goal with these reports is to show how participating in a campaign can be more immersive, and therefore fulfilling in a different way, than standalone play.  My other goal is to inspire people to shake off that inertia and give their first Armada campaign a try!  It can take a bit of extra work to set things in motion, but once you do I find players are really excited to play their next game and see what happens next.
    By the way, I definitely know what it's like to live vicariously through online battle reports for games I love but I don't have enough time to play, so I'll keep rolling out the content.  Speaking of, this campaign meets again on Sunday, November 3rd. In the meantime, I'm working on the write-up for another RitR campaign I started, this one with 6 players.
  25. Like
    Red Castle Games reacted to Norell in RitR - Balance Thoughts   
    The very first rule of engagement you have to learn in the core set is to outmaneuver the powerful arc of a big ship. That's why there was a VSD against two small ships in the core set. There is no ship that doesn't have a weakness in Armada. Even the mighty ISD, where the major shortcoming is its price and the reliance of the proper upgrade combos.
    On a 3x3 map full with obstacles with only 250 points to spend on a whole fleet, outmaneuvering the big guy is even easier. Sure you get a bloody nose but that big ship is going to step on obstacles in every odd round, or it won't be able to maneuver as effectively as it should.
    A Squid Sqad (3 MC30s), a pair of Gladiators can deal with a big ship. And not forget the value of raid tokens which can totally cripple it long enough to lose the match.
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