Corellian Conflict best with only 2 players?

By Crabbok, in Star Wars: Armada

I think they'll just leave us to rot.

#armadaisdead #returnofthenelson #ihaveabadheadachetoday #prettypleaseFFG

I guess my rule for a multiplayer game would be:

1) Does a 4 player game add something meaningful that isn't present in a 2 player game?

2) Can I play 3, or 5 players?

Now I can understand if #2 won't work here but I hope #1 does.

For example, if a 2 player campaign starts at 300 points, but a 4 player campaign starts at 600, and each player brings their own commander, so now your 4 player game is offering a VERY new experience - Well that could work.

Or if at least the point total was so significant that it genuinely helps to have the extra people controlling everything and setting dials etc. In a 2500 point game I'll be perfectly ok with having 6 people playing, for example.

But if a 4 player mission has each side with only 400 points, I'm going to feel like I'm wasting my time.

What would REALLY make a multiplayer game of Armada truly amazing - would be if each player involved had their own secret hidden victory condition. Suppose you get a deck of "Agenda" cards. Each Agenda card awards points if you do what it says during the campaign. Maybe each player gets 3 agenda cards. Some cards will award only 1 or 2 points, while some might award 3 or even 4 if they are especially hard. If you accomplish all 3 of your agenda goals, you get a bonus point, and at the end of the campaign the player who gets the most is the overall winner (Even if his or her faction lost the campaign).

Examples:

Agenda - "Flawless Victory"

Points 2

Win one mission without loosing any ships

Agenda - "Tactical Retreat"

Points 4

Flee the battlefield with one Medium or Large ship on turn 1, and still win the mission.

Agenda - "Ace hunter"

Points 2

Destroy more squadrons than any other player during the campaign

Agenda - "Structural Engineer"

Points 1

Repair at least 4 points of hull on a station during the campaign

Agenda - "Betrayer"

Points 4

At the start of the final mission - reveal this card and you may attack friendly ships as though they are enemy ships. After you destroy at least 53 points of ships, you then revert back to "friendly" status and must then WIN the final mission to complete this card.

Just spitballing here, but I love hidden objectives and the aspect of bluffing. Stuff like that rules.

So do you think that the Corellian Conflict campaign would work best as a straight up 1v1 duel? I suspect that it might, at least in some ways.

I generally have some problems with co-op games, because as a team, there is usually one GOOD way to proceed, and when there's one best choice, it takes some of your freedom away. I personally mitigate this by doing crazy things- (In Zombicide I'll often try to get the team killed by taking unnecessary chances, just because it's a purely for-fun game). Anyhow, I really am not a huge fan of sharing the battlefield with another person. In a campaign, where future missions depend on the decisions your team makes - having one bad teammate will not only ruin your game, it could ruin your month.

So do you then tell them what to do? And if so, they are no longer playing the game. An Alpha Player will emerge on either side to dominate the decisions, and then it's really just 1v1 again, with people alternating who touches each piece, and who rolls each die.

Or am I overthinking it?

As far as i have understood it every player can have his (or her) own fleet. Then you as an admiralty each side decide which fleets to deploy where.. ( Taskforce Fishface defends the station, Taskforce Zombie-nebs attack Nubia etc. .. I hope that it supports parallel missions so we can have both the Batlle of Nubia and the station battle at the same time at two different tables..

In our brief campaign we had decisions to make and also had a 3x300 v3x300 final battle.

We said the player with the most expensive admiral (alive at the time) was in command and had final say on decisions, Fleet movements, multiplayer activation order etc.

It worked out well. Tarkin outranks Vader who outranks Motti with poor old Mr Bronson on the bottom rung.

Well, I guess it all works while everyone is alive... Tagge included...

Once the Death Star Blows up, though...

So what's going on with this? I'm really curious to hear how the campaign rules are impacting the combats and player decisions.