This is very exciting news.
Thanks for posting it DabDarkLighter! You did well to spot it, I can't fidn any other reference to it on HNN (google)!
Right, time to start dreaming of what cool campaign rule mechanics the Corellian Conflict may have. Will we get some new optional rules that we can use for campaign battles? I for one would like to see:
#1 Rules for escaping to hyperspace i.e. legitamately exiting the board, so you can carry out hit & run attacks and conserve forces for the next battle.
#2 Limited resources: once unique commander or ship is gone, its lost for the campaign.
#3 Repair rules: lightly dmaaged ships can re-appear in action sooner than heavily damaged ones.
#4 Uneven battles, where one side will have a local superiority in strength, due to strategic manoeuvres. A guerilla force will after all always seek to strike with superior force, but faces the cosntant threat of being cornered en masse by its stronger foe or getting bad intel and underestimating its target's defences.
#5 Random event cards e.g. Alliance High Command sends reinforcements, an Imperial defector provides intel, Hyperspace engine failure on a warship, etc, etc.
#6 Experience gained: new generic ace & ship commander/crew cards that can be earned (not bought) by a ship or squadron successfully participating in a battle.
#7:New objectives e.g. Orbital bombardment, troop landing, planetary evacuation, attack on space stations
#8 Abstract Intelligence aspect, to determine where the enemies force are, and in what strength. E.g. Are you attacking a weak Rebel convoy or is it a major taskforce?
Above all naval battles given purpose by strategic campaign, sp even a lost batltle might allows some units to escape while heroic ships fighting ot the death make the enemy pay a high price for victory and so have significance to the campaign.
Maybe I am wishing for too much?
but its what I have done in my own solo-campaign system.
Fingers crossed for more news soon. Look forward to hearing other fan's ideas for an co-op Armada campaign.