|It's going to be Rey and Kylo pics for most of these articles, so enjoy the glimpse into THE FUTURE!|
Pretend outward appearances and jokes written online to the contrary, we DO actually like the guys over at Steel Strategy and we all talk fairly often (how many podcasts have I appeared on now? One more and I get a free donut I think), so Biggs and I were talking and we're going to actually work on this whole thing together. There's a good, hefty chunk of things to cover with respect to Rebellion in the Rim (henceforth, RitR, Ritter, or John Ritter as the mood and dumb jokes strike me) and I do NOT want to have to write up the entire campaign book and offer advice on everything. We're splitting up the work and looking over each other's shoulders/adding material as wanted/desired, allowing us to divide and conquer. We're writing these introductory articles separately, but we're looking to follow the below rough outline.
1) Fleet-building and everything involved in that aspect - "Me and my own"
2) Teamwork and Team-building - "Us and ours"
3) The campaign turn and everything involved, stepping through the whole thing
3.5) Setting up the board for fun and a good time. Where the good planets are and how to find them
4) Battles and Fights - "That guy? How dare they exist where I wanna be!"
5) Green objectives - Who wants to play these and a basic summary of how they play
6) Pivotals - Them, Us, and a galaxy to fight over
Conclusions and what we learned from this experience
There will be some basic guidance here, but as I said in my previous article, I don't want to lead you towards a specific build/definite way of playing. This is a much more fun sandbox-y place, and it's way more interesting seeing what YOU can do with the restrictions. After it's all over, I may end up putting some notes in the individual ship/squadron articles about how specific things are better in RitR than they are in the regular game, but as THIS is a passion project and we're more usually focused on the 400 point game, I'll make that call when I get to it.
Why RitR over Corellian Conflict? Because RitR is more fun, and because the campaign snowballs less. The campaign in RitR seems more developed and more story/theme based. That's largely the green missions and the acts, but we'll get there. If you ever wanted to tell a story through your Armada games or make some friends by teaming up to fight the other guys, RitR campaigns are the way to do it. First up: fleet-building.