I thought I would start a thread for discussions, tactics and fleet builds for the three previewed scenarios from the Corellian Conflict campaign pack.
https://www.fantasyflightgames.com/en/news/2016/7/22/the-corellian-conflict/
Here are a few of my thoughts.
Station Assault

Main Points
- First player must kill one station to break even, both for an 80 point bonus or neither for an 80 point penalty.
- Second player places both stations which can be quite close to their board edge.
Unknowns
- Hull value of the stations. 13 has been previewed on the back of the box but that was for an armed station. My guess is 6-8 hull and no defence tokens.
Depending on how many hull these stations have this scenario could be too difficult for any first player to decide to take. In a similar way to choosing to play advanced gunnery if the enemy have an ISD or MC80A, you hardly ever see it selected.
Denying player 1 the station repairs is a marginal benefit but forcing the enemy to pump 6 or 8 (or maybe even 13) damage into an unarmed station to break even is nasty. Admittedly the stations are static and probably have no defence tokens (I hope).
An Interdictor in the defending force with Gravity Shift can pile up the obstacles in front of the stations or move the stations themselves even further from the enemy. The defenders could also abuse G8 Experimental projectors, tractor beams and Konstantine to simply keep enemies from breaking through to get to the stations in the allotted 6 turns. Defenders could instead hang back on/near the stations allowing them to be attacked but punishing the attackers as they do so and taking little damage in return and conducting the odd repair.
For the attacker massed bombers, slugger ships like VSD-Is or drive by fleets containing Ackbar and/or TRC spamming corvettes could be useful. However you still have to deal with the defenders and may not be able to spare lots of firepower on the bases if the defenders are aggressively pressing your fleet. If the bases are split up just keep you fleet together and knock off one base and its defending units at a time.
Jamming Barrier

Main Points
- Up to 12" long energy barrier halving number of attack dice.
- Second player places the barrier after fleet deployment.
- No extra VPs
Unknowns
- The effects of dust field obstacles
I can't really see a great advantage for this scenario. The second player gets to place the barrier after deployment but it is only 12" long and effects both sides equally.
I suppose Rebels could place it in front of Imperial ships cutting down their front firepower while they work their way around a flank.
Imperials could place it in the direction of their line of advance, off to one side, so if the Rebels outflank them on that side they gain protection and can just hit the accelerators to fly past.
If you can arrange the fight around the barrier it can hamper TRC90s or Rhymer balls with Tie-Bombers. It can also allow close range ships to approach the enemy and suffer less from large red dice volleys as they advance, then simply punch through the barrier into knife fighting distance.
As first player I may be tempted to simply plot 2-3 initial Nav commands and relocate the battle to some place away from the barrier and start the fighting around turn 4.
Salvage Run

Main Points
- Station in the centre.
- Lots of obstacles nearby.
- 4 objectives very close to the station.
- Free Nav tokens for second player
Unknowns
- The effects of dust field obstacles
This scenario can generate a big scrap in the middle or encourage fast ships to dart in, grab a token and then zoom off. The second player could position the 4 tokens east, west, south-east and south-west of the station giving a slightly shorter distance to travel.
Speed changing upgrades such as Q7 Tractors, G8-Exp and Konstantine could hamper enemies trying to grab tokens. Deployment effectors like G7 Gravity Wells or Admiral Titus can help disrupt the enemy from reaching the objective tokens in time.
A large bomber force can discourage ships getting too close to the station, Independence and or Fighter Co-ord Teams could help get them there quickly and the Vector is always good for Firesprays.
Slugger fleets of VSDs, ISDs, and the double brace Liberty will relish the concentration of combat around the station.
Interdictors using Grav Shifts can reposition a wall of obstacles for the enemy to negotiate while clearing out your own approach lines to the station.