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Draconis80

Convoys, Space stations & containers

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Posted (edited)

Not sure how many old PC game fans here. But those of you that played and loved such titles as X-Wing, Tie Fighter, X-Wing vs. Tie Fighter & X-wing Alliance. Are dying to see some of those elements or ships brought into this game.

What I'd like to see to help create a larger variety of missions would be; platforms, dry dock, ship yard, manufacturing facility, containers & convoy ships. Rogue One has the shield gate. Battlefront 2 has a base similar to that. We also have various platforms from the previously mentioned pc game. Yes, lots of this can be bought on Mel's minitures. Though FFG does not support this.

What I'm hoping is the next mission pack after.... (Corrillian Conflict, Rebellion in the Rim) Would support this.

If we got containers, it'd be great if they could magnetize together. In the Tie Fighter game. Pirates and Rebels would do this to make small bases. Could be something different than a cardboard flat station but with a different ability.

A dry dock with the ability to have a ship connect to it. 

Platforms that could launch fighter squadrons.

So what's your favorite thing from those games you'd like to see incorporated into Armada? With What kind of mission or ability?

 

Edited by Draconis80

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Posted (edited)
16 minutes ago, Draconis80 said:

So what's your favorite thing from those games you'd like to see incorporated into Armada? With What kind of mission or ability?

A shipyard expansion with at least one accompanying scenario.  The second player has extra speed 0 ships "docked" at the shipyard that don't activate until round 4?  5?  The first player gets points for killing them, the second player gets points for keeping them alive.  And the shipyard would be attackable too, and maybe even have armament.

Edited by The Jabbawookie

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Or well, hope when Rim campaign comes out there are Convoys, moar Space Stations and Containers inside, then this thread can be for questions about them :D

 

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I'd love to have Golan defence platforms, and those orbital tie hangars I can't remember the name of.

 

I'd also love it if we could get say some civilian freighters for mission objectives.

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Here is a stab at a non-tournament legal mission to use your freighter models in a game. 

Convoy Escort.

Forces: 400 points a side. The second player then receives three small ship base freighters each with an objective token. There are many freighter designs in the galaxy so choose a good mix of spare small ship bases and use their firing & shield arcs. You can add any freighter model from micro machines, Shapeways etc. or just leave the bases empty to avoid confusion with the regular fleet. 
Each freighter has 2 shields all round, 5 hull, VSD speed & yaw values, 1 Brace, 1 Black die Flak, No anti ship guns, May only fire one shot per turn.
Freighters have No commands but each freighter gets one command token of your choice at the begining of turn one. No more tokens may be given to them by any means.

Deployment: All three freighters must be deployed together as the second player's first deployment. Deploy touching the table edge within distance 3 of the centre of the second player's deployment zone. Squadrons cannot be deployed from freighters, another ship must be present.

Activation: Each turn in the ship phase ALL freighters on the board are activated as a single activation. Do one freighter at a time but complete all freighters before handing activation back to the enemy. All freighters must be activated as either the second player's first or last ship activation.

Special Rule: At the end of each turn any freighter wholly within Player 1's deployment zone that also has the first player's long table edge within its front arc is removed from play as it enters hyperspace. The second player then gets the freighter's objective token. When a freighter is destroyed the first player gets the freighter's objective token. Objective tokens are worth 30 points each. Freighters that end turn 6 undestroyed but not entering hyperspace gain neither player an objective token. 

 

 

Notes: I didnt want to give the second player 3 extra activations so the rule of activating and depoloying all freighers together was included.

To cut down on too much freighter flak the one shot per freighter rule exhists.

Commands are also outlawed making the freighters more sluggish and lowering CF for flak but the single command token gives them a little flexibility. Oh yes and freighters have an enginieering value of two so the repair token can move you a single shield around. Thrawn, Tarkin, Garm & Leia as a commander doesn't boost a Freighter's commands.   

 

 

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On 6/18/2019 at 11:23 PM, Mad Cat said:

Here is a stab at a non-tournament legal mission to use your freighter models in a game. 

Convoy Escort.

Forces: 400 points a side. The second player then receives three small ship base freighters each with an objective token. There are many freighter designs in the galaxy so choose a good mix of spare small ship bases and use their firing & shield arcs. You can add any freighter model from micro machines, Shapeways etc. or just leave the bases empty to avoid confusion with the regular fleet. 
Each freighter has 2 shields all round, 5 hull, VSD speed & yaw values, 1 Brace, 1 Black die Flak, No anti ship guns, May only fire one shot per turn.
Freighters have No commands but each freighter gets one command token of your choice at the begining of turn one. No more tokens may be given to them by any means.

Deployment: All three freighters must be deployed together as the second player's first deployment. Deploy touching the table edge within distance 3 of the centre of the second player's deployment zone. Squadrons cannot be deployed from freighters, another ship must be present.

Activation: Each turn in the ship phase ALL freighters on the board are activated as a single activation. Do one freighter at a time but complete all freighters before handing activation back to the enemy. All freighters must be activated as either the second player's first or last ship activation.

Special Rule: At the end of each turn any freighter wholly within Player 1's deployment zone that also has the first player's long table edge within its front arc is removed from play as it enters hyperspace. The second player then gets the freighter's objective token. When a freighter is destroyed the first player gets the freighter's objective token. Objective tokens are worth 30 points each. Freighters that end turn 6 undestroyed but not entering hyperspace gain neither player an objective token. 

 

 

Notes: I didnt want to give the second player 3 extra activations so the rule of activating and depoloying all freighers together was included.

To cut down on too much freighter flak the one shot per freighter rule exhists.

Commands are also outlawed making the freighters more sluggish and lowering CF for flak but the single command token gives them a little flexibility. Oh yes and freighters have an enginieering value of two so the repair token can move you a single shield around. Thrawn, Tarkin, Garm & Leia as a commander doesn't boost a Freighter's commands.   

 

 

That's good, but without commands doesn't that mean freighters are locked a the speed you deploy them at?

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20 minutes ago, Wintercross said:

That's good, but without commands doesn't that mean freighters are locked a the speed you deploy them at?

Yes but you could give them a nav token for one speed change per game. Good for that crit that reduces your speed I suppose or for occasionally avoiding a collision with one of your own warships. The main objective of the scenario is for the freighters to get into the enemy deployment zone and hyperspace out so I immagine speed 2 will be the usual initial setting for them.

The reason for no commands is to speed the game up. The freighters are in addition to the player's 400 points and so if each does a command each turn they behave a little more like warships able to turn well, repair or activate reasonable number of squadrons and have better flak etc. The extra rules are just to tone down their abilities to be sort of moving cargo canisters (as freighters should be). The one command token per freighter just adds a little personal preference and flexibility.  

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