Homeworld Fleet Command is a competitive tactical miniatures board game. The game puts 1-4 players into the role of admirals for either the Kushan or the Taiiidan fleets as they battle for supremacy across the stars. To this end, you will command a wide assortment of ships, including squadrons of fighters, corvettes, frigates, destroyers, and devastating capital ships.
The Kickstarter exclusive edition of Homeworld Fleet Command will contain the following:
• A 10-PART CAMPAIGN THAT WILL TAKE PLAYERS FROM THE FIRST FIGHTER SKIRMISH TO EPIC BATTLES SUCH AS RETURN TO KHARAK, SUPERNOVA STATION, AND TENHAUSER GATE.
• STEP-BY-STEP SCENARIOS THAT MAKE IT EASY TO JUMP RIGHT INTO THE SHOES OF AN ADMIRAL AND GRADUALLY LEARN THE CORE GAME MECHANICS AS THE SIZE OF YOUR FLEET INCREASES.
• 101 PLASTIC SHIPS IN THE BASE GAME, INCLUDING THE ICONIC MOTHERSHIP, 48 FIGHTERS, 24 CORVETTES, 24 FRIGATES, 2 CARRIERS, AND 2 DESTROYERS.
THE EXPANSION ADDS ANOTHER 100 SHIPS TO GROW YOUR FLEET.
• SOLO RULES THAT LET ONE PERSON PLAY EITHER SIDE AGAINST A DETERMINED OPPONENT OR UP TO FOUR PLAYERS CAN SHARE THE COMMAND.
• MULTIPLE COPIES OF THE GAME CAN EVEN BE COMBINED TO CREATE EPIC FLEET BATTLES!
—description from the publisher
- fleet battles with capital ships and fighters
- space, Homeworld universe
Mechanics (from transcript analysis)
- Campaign progression — a 10-part campaign guiding from skirmishes to major battles
- Miniatures combat — competitive tactical miniature battles for 1-4 players
Video topics + discussion points
Quotes (from this video)
- it's more of a shelf really
- I can't wait to give it a go even if a lumineer makes me think I'm playing specifically as a Candlestick
- snake bite is the name of a drink
References (from this video)
- Deep tactical puzzle and planning
- Strong asymmetry and scenario variety
- Smooth card action system and pacing
- High replayability through scenarios
- Vibe and flavor feel faithful to Homeworld IP
- Prototype rulebook with lingering clarity issues
- Token symbology is hard to distinguish; setup is fiddly
- One shared rulebook slows setup for asymmetric halves
- Scenario-specific guidance could be clearer
- space warfare, tactical maneuvering, asymmetry
- Two-player sci-fi space battles inspired by the Homeworld video game series
- scenario-based progression loosely tied to Homeworld lore
- Star Wars: Rebellion
- Undaunted
Mechanics (from transcript analysis)
- asymmetric factions — Two factions with different ships and abilities, but similar assets.
- Combat Dice — Dice-based combat where hits reduce unit strength; rerolls can modify outcomes.
- Combat: Dice — Dice-based combat where hits reduce unit strength; rerolls can modify outcomes.
- Command Cards — Cards grant actions and can be used to activate units; some cards include interrupts.
- Dice Rolling — Each round both players roll for initiative; higher roll acts first and the other gains a Valor token for rerolls.
- initiative dice/roll — Each round both players roll for initiative; higher roll acts first and the other gains a Valor token for rerolls.
- medal victory condition — Winning by collecting medals for completing tasks; end when all medals claimed or round ends.
- terrain/ Minefield elements — Terrain elements affect movement and engagement, influencing strategic choices.
- Unit Activation — A card activates a unit, representing a group of ships acting together.
Video topics + discussion points
Quotes (from this video)
- this is a prototype I mean complete prototype
- the symbology is to be quite Frank atrocious
- the card action command system is really smooth as well
- it's a puzzle for sure
- quality of life improvements