erilar wrote:I haven't read the campaign rules yet. If we play a 2000-point campaign, I assume that means we all start with a 2000-point fleet, and when we lose ships, they are gone forever, right?
You can replace lost ships at the end of each campaign turn by spending Repair and Reinforcement Points (RR). The number of RRs you get is dependent on a couple of factors, including how many strategic resources you control. You can also repair damaged ships this way.
If so, does that also mean that many of the initial engagements will be 2000-point fights? That seems like a big fucking (read: long and complicated) game. Is that even doable in a normal Sunday evening?
No, it's random. What happens is that when an engagement occurs, you roll 2d6 to determine the size of the fleets involved in the engagement:
4 or less: 250
5-6: 500
7-8: 750
9-10: 1000
11 or more: 1500
It adds up to more than 12 because when you roll, each person gets to write down a number from -3 to +3 on a piece of paper. The final modifier is revealed after the roll, and determines the result (e.g. both people could choose to put down -3, for a total of -6 to the roll, which would lead to a smaller engagement). Regardless the largest fleet action you'd fight is 1500; it's more likely you'd fight smaller engagements.
Thinking more about this, if we'll really play once per month, I am potentially okay with making some investment.
ok.
Would we have to play at separate houses, due to the need for multiple tables (i.e. several separate battles)? That seems kinda stinky, socially.
My expectation is that the campaign fights would happen when the people involved could get together and fight them. The way the campaign works is that we roll initiative, and the winner choses the planetary system he wants to move his fleets to. Then we proceed through the order, and if fights break out, they break out. On Turn 1 it could be that:
1) Bob and Damon get into a fight over the Glassworks
2) Tom and I all choose to battle for the jumpgate.
3) You seize the in-system comet, and no one contests so you don't fight.
In that scenario, I think we'd just schedule separate game nights based on what worked for everyone's schedule. I know it's not quite as social as getting everyone together for a big game, but that'd be hard to pull off with this sort of thing IMHO. Now it could be that a 3-way or 4-way battle breaks out over Glassworks on Turn 2, and then we decide to game on Sunday (assuming all parties can make it), but I expect it will be very ad-hoc. I don't see any other way for the campaign to advance in a timely manner, especially given our schedules.
"Oh, I'm so sorry. Forgive me. I'll try and be a tad more quiet as I desperately struggle to break free -- and save all creation!" -- Doctor Strange