Time makes liars of us all.
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It's going to be Rey and Kylo pics for most of these articles, so enjoy the glimpse into THE FUTURE! |
I enjoy blogging, but right now it's been a dearth of articles and things to write about. As of NOW, all my articles are up to date (this I'm sure will change when Clone Wars drops and we all suddenly re-evaluate things like Overload Pulse or Konstantine). So I'm looking for something to do in-between now and "Q4" when those appear.
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.
Introductions (individually)
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.