28 May 2015

Squadrons of Darkness - My gaming group X-Wing campaign...

This must be a first on Trojan Points: today, I'll be writing about a project I actually brought to fruition instead of yet another Gedankenexperiment...

About a year ago, and with the gradual but nearly general rejection of all things Games Workshop, my regular gaming (mostly RPG with a side order of miniatures games) group progressively adopted X-Wing Miniatures as our main miniatures game. January being our traditional "lauching new campaigns" season, I proposed an X-Wing one...

Picture from Max Wheeler's Blog
We had quite a bit of brain storm about what we all expected from a campaign: the"right" balance between the  "strategic" (the campaign rules) and "tactical" (the actual X-Wing "let's-put-the-minis-on-the-table-and-have-a-go-at-each-other" games) side, the importance of an experience system, logistics and economics, how to use named characters (can they appear on several gaming table at once, what does happen when they die), the story telling aspects of a campaign... 

At the end of the day, while I was tempted by all the whistles and bells of systems like e.g. Squadron Forward, the group wishlist coupled to my requirement to keep the organisator (me) workload under control (and to use whatever little time/energy I have for story telling rather than accounting) had me settling for a very simple system indeed...

The rules of the Unofficial X-Wing Galactic Campaing (UXWGC) are just a few lines but after five campaign turns, I feel they're pretty close to the mark: a framework to link our games and support a bit of fluff, with the barest minimum of administration...

The UXWGC is based on a map with 20-ish systems each with a "strategic value" of 1 to 3 and linked together by spacelanes. Most of those lanes are purely cosmetic and play no gameplay role whatsoever, only a few of them have a "staregic value" of their own. Each game between rebels and imperials is played over a system and the winning faction gets one "win" for that system. At the end of a campaign turn, the "net wins" (e.g. the Rebels won three times and the Imperials only twice in system XYZ: the Rebels end that turn with one "net win") for each system are totaled. If one faction "net wins" for a given system are equal or superior to that system "strategic value" the system is conquered by that faction and its "strategic value" added to the faction score, net wins are carried over from one turn to the next. Once a system is conquered, no more battle can be fought over it and it stays conquered until the campaign ends. If a faction controls both ends of a spacelane with a "strategic value", that lane is conquered too and its value added to the faction score on top of both systems values.



The map shows The Minos Cluster at the end of Episode II of our campaign... The Imperials had enough "net wins" in Delfii (1), Dorcin (1) and Mestra (2) to conquer those system: the grey "neutral" circles are replaced by a blue "Imperial" ones. Fights have also occured in Gesaril, Karideph and Shesharile but those system are still contested: the grey circles are replaced by orange explosions. The Rebels have 1 "net win" in the Gesaril system (1 Rebel symbol under the system name) while the Imperials have 2 "net wins" in the Karideph system (2 Imperial symbols under that system name) and both faction have an equal number of "wins" in Shesharile (no "net wins" hence no symbols). The Imperials lead the game with 4 victory points (1 each for Delfii and Dorcin, 2 for Mestra) to none.

That's pretty much all for rules! More posts to follow, with the fluffy parts...


More posts about the Squadrons of Darkness campaign:

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