Corellian Conflict: Special Assault Objectives

By Democratus, in Star Wars: Armada

Once per campaign turn, your team may declare that one of your assaults is a Special Assault, and it's then fought according to one of the campaign's two faction-specific objectives:


At first read, the concept 'resource points' didn't make sense to me. How would the Empire gain resources from blowing up space stations (instead of capturing them - salvaging parts floating around in space)? How would the Rebellion gain resources by blowing up raided ships? (It strikes me that this might reduce the number resource points for the Empire - which might also be an intriguing idea, but not what the rules say.)

On second read, I'm guessing it's just that the faction superiors might make more resources available to successful commanders. In other words, it's not about actually capturing particular resources which can be used for outfitting ships, it's about currying favor with your uppity-ups, who will then make more resources available to you.

How are you all thinking about this?

At first read, the concept 'resource points' didn't make sense to me. How would the Empire gain resources from blowing up space stations (instead of capturing them - salvaging parts floating around in space)? How would the Rebellion gain resources by blowing up raided ships? (It strikes me that this might reduce the number resource points for the Empire - which might also be an intriguing idea, but not what the rules say.)

On second read, I'm guessing it's just that the faction superiors might make more resources available to successful commanders. In other words, it's not about actually capturing particular resources which can be used for outfitting ships, it's about currying favor with your uppity-ups, who will then make more resources available to you.

How are you all thinking about this?

I'm thinking, who cares? You can make any fluff up you want in your head. FFGs job is to balance game design!

Also, I'm loving these objectives. Keep in mind that fleet building might not be symmetrical within a single team. So say the imps have built a nasty primary fleet and a smaller secondary fleet (or maybe its early in the game), the rebels can launch this devastating raid on a turn when they assault second and they know the imperials big fleet is committed to a big attack, they can then farm the smaller imperial fleet for points and resources making the turn a push or even a win despite getting hammered by the bigger imperial assault.

Well, you could almost make it about Salvage in one way or another. Which is Thematic.

With Hyperlane assault, the Rebels get in, cripple a Convoy, make off with what goods they can, and there you go... The Imperials only get supplies if the Convoy Makes it Through...

With Show of Force, its much the same thing... The Imperials are showing up and Kicking in Doors... They're cleaning-up as they go, picking up Rebels in Escape pods and using those to get Intel and Resources about the growing Rebel threat... The Rebels only maintain their resources if they manage to survive the show of force....

We know we have 3 types of points:

  • Campaign Points - Useful for winning
  • Resource Points - Useful for building bases/outposts - it is also implied they can be used to build your fleets
  • Refit Points - Useful for removing the "scarred" status and upgrading your fleets

I suppose Campaign Points could be looked at as Military Domination vs Popular Support for the Rebels (kinda like the Rebellion board game). Resource points could be political capital and your ability to convince your superiors that your campaign is worth them sending support to. Refit points feel likes supplies/logistics/etc.

But really, all 3 points are just an abstraction that's useful for tracking the campaign and forcing decisions. This is an easy one for me to keep my dis-belief suspenders on.

At first read, the concept 'resource points' didn't make sense to me. How would the Empire gain resources from blowing up space stations (instead of capturing them - salvaging parts floating around in space)? How would the Rebellion gain resources by blowing up raided ships? (It strikes me that this might reduce the number resource points for the Empire - which might also be an intriguing idea, but not what the rules say.)

On second read, I'm guessing it's just that the faction superiors might make more resources available to successful commanders. In other words, it's not about actually capturing particular resources which can be used for outfitting ships, it's about currying favor with your uppity-ups, who will then make more resources available to you.

How are you all thinking about this?

I'm thinking, who cares? You can make any fluff up you want in your head. FFGs job is to balance game design!

It may be that you don't care about 'fluff'. More strength to you. But many of us are here because we love the 'lore' quite deeply. So, there's no reason to pooh-poo our concerns, just because you don't share them.

Edited by Mikael Hasselstein

Just thinking how fun the grav well projector will be on these missions, pinning a foot of deployment area will be efficient.

Just thinking how fun the grav well projector will be on these missions, pinning a foot of deployment area will be efficient.

How about grav shift reroute? that station you were defending, you thought it was where? Yeah, no..

Might have to get a second IntSD for the campaign

So another thought.

I was looking at the CC map and I noticed 2 things.

1- there are 2 big, colourful laser lines on it with some systems on it. I'm going to go ahead and assume these are the Hyperspace lanes you can ambush as rebels. In other words, any systems in there are likely more difficult to keep for the imps

2- There is a big "box" full of systems. I'm assuming these are "core" systems where imperial fleets can do a "show of force"

I'm guessing this is a mechanic to allow both sides to have a set of systems that are undesirable to keep for the other side because of the possibility of having to play a green objective there, potentially feeding the opponent.

Yeah. I'm very curious about the various symbols, lines, and boxes on the map. I hope they are more than just decorative!

So another thought.

I was looking at the CC map and I noticed 2 things.

1- there are 2 big, colourful laser lines on it with some systems on it. I'm going to go ahead and assume these are the Hyperspace lanes you can ambush as rebels. In other words, any systems in there are likely more difficult to keep for the imps

2- There is a big "box" full of systems. I'm assuming these are "core" systems where imperial fleets can do a "show of force"

I'm guessing this is a mechanic to allow both sides to have a set of systems that are undesirable to keep for the other side because of the possibility of having to play a green objective there, potentially feeding the opponent.

Edited by ManInTheBox

So another thought.

I was looking at the CC map and I noticed 2 things.

1- there are 2 big, colourful laser lines on it with some systems on it. I'm going to go ahead and assume these are the Hyperspace lanes you can ambush as rebels. In other words, any systems in there are likely more difficult to keep for the imps

2- There is a big "box" full of systems. I'm assuming these are "core" systems where imperial fleets can do a "show of force"

I'm guessing this is a mechanic to allow both sides to have a set of systems that are undesirable to keep for the other side because of the possibility of having to play a green objective there, potentially feeding the opponent.

There currently nothing to say that green objectives are faction specific. Assuming that's the case, you could probably expect a greater tussle over the the relevant worlds, and a greater reward for holding them.

They actually specifically said the objectives are faction specific and the exact quote has already been posted on this thread....

At first read, the concept 'resource points' didn't make sense to me. How would the Empire gain resources from blowing up space stations (instead of capturing them - salvaging parts floating around in space)? How would the Rebellion gain resources by blowing up raided ships? (It strikes me that this might reduce the number resource points for the Empire - which might also be an intriguing idea, but not what the rules say.)

On second read, I'm guessing it's just that the faction superiors might make more resources available to successful commanders. In other words, it's not about actually capturing particular resources which can be used for outfitting ships, it's about currying favor with your uppity-ups, who will then make more resources available to you.

How are you all thinking about this?

I'm thinking, who cares? You can make any fluff up you want in your head. FFGs job is to balance game design!
Bro',

It may be that you don't care about 'fluff'. More strength to you. But many of us are here because we love the 'lore' quite deeply. So, there's no reason to pooh-poo our concerns, just because you don't share them.

So,here's a possible fluff. A scum (or rival corporate entity) has valuable resources (fuel, ammo cells,etc.) that they are happy to sell to the Empire...provided the Empire helps them with their competition (ie, the "owners" of the 2 stations in the system). The rival entity gets what it wants (a monopoloy), and in turn they sell (or give) resources to the imperials.

Just to be clear:

There are two faction specific green objectives: Hyperlane Raid and Show of Force.

There are other green objectives (Ion Cannon, Fighter Wing, Armed Station) which are usable by either faction.

Edited by Democratus

So another thought.

I was looking at the CC map and I noticed 2 things.

1- there are 2 big, colourful laser lines on it with some systems on it. I'm going to go ahead and assume these are the Hyperspace lanes you can ambush as rebels. In other words, any systems in there are likely more difficult to keep for the imps

2- There is a big "box" full of systems. I'm assuming these are "core" systems where imperial fleets can do a "show of force"

I'm guessing this is a mechanic to allow both sides to have a set of systems that are undesirable to keep for the other side because of the possibility of having to play a green objective there, potentially feeding the opponent.

Once per campaign turn, your team may declare that one of your assaults is a Special Assault, These Special Assaults can only be declared in certain locations

I think that those 2 lines, consisting of 3 planets each will be those certain locations that you can use the faction specific objectives in

So another thought.

I was looking at the CC map and I noticed 2 things.

1- there are 2 big, colourful laser lines on it with some systems on it. I'm going to go ahead and assume these are the Hyperspace lanes you can ambush as rebels. In other words, any systems in there are likely more difficult to keep for the imps

2- There is a big "box" full of systems. I'm assuming these are "core" systems where imperial fleets can do a "show of force"

I'm guessing this is a mechanic to allow both sides to have a set of systems that are undesirable to keep for the other side because of the possibility of having to play a green objective there, potentially feeding the opponent.

Once per campaign turn, your team may declare that one of your assaults is a Special Assault, These Special Assaults can only be declared in certain locations

I think that those 2 lines, consisting of 3 planets each will be those certain locations that you can use the faction specific objectives in

The rebel ones, yeah.

Imperials in the big box.

So another thought.

I was looking at the CC map and I noticed 2 things.

1- there are 2 big, colourful laser lines on it with some systems on it. I'm going to go ahead and assume these are the Hyperspace lanes you can ambush as rebels. In other words, any systems in there are likely more difficult to keep for the imps

2- There is a big "box" full of systems. I'm assuming these are "core" systems where imperial fleets can do a "show of force"

I'm guessing this is a mechanic to allow both sides to have a set of systems that are undesirable to keep for the other side because of the possibility of having to play a green objective there, potentially feeding the opponent.

There currently nothing to say that green objectives are faction specific. Assuming that's the case, you could probably expect a greater tussle over the the relevant worlds, and a greater reward for holding them.

They actually specifically said the objectives are faction specific and the exact quote has already been posted on this thread....

Yeah, I done a bad read.

So another thought.

I was looking at the CC map and I noticed 2 things.

1- there are 2 big, colourful laser lines on it with some systems on it. I'm going to go ahead and assume these are the Hyperspace lanes you can ambush as rebels. In other words, any systems in there are likely more difficult to keep for the imps

2- There is a big "box" full of systems. I'm assuming these are "core" systems where imperial fleets can do a "show of force"

I'm guessing this is a mechanic to allow both sides to have a set of systems that are undesirable to keep for the other side because of the possibility of having to play a green objective there, potentially feeding the opponent.

Once per campaign turn, your team may declare that one of your assaults is a Special Assault, These Special Assaults can only be declared in certain locations

I think that those 2 lines, consisting of 3 planets each will be those certain locations that you can use the faction specific objectives in

The rebel ones, yeah.

Imperials in the big box.

That makes sense coz there are 6 in the "hyperspace lanes" and 6 in the big box.

At first read, the concept 'resource points' didn't make sense to me. How would the Empire gain resources from blowing up space stations (instead of capturing them - salvaging parts floating around in space)? How would the Rebellion gain resources by blowing up raided ships? (It strikes me that this might reduce the number resource points for the Empire - which might also be an intriguing idea, but not what the rules say.)

On second read, I'm guessing it's just that the faction superiors might make more resources available to successful commanders. In other words, it's not about actually capturing particular resources which can be used for outfitting ships, it's about currying favor with your uppity-ups, who will then make more resources available to you.

How are you all thinking about this?

I'm thinking, who cares? You can make any fluff up you want in your head. FFGs job is to balance game design!
Bro',

It may be that you don't care about 'fluff'. More strength to you. But many of us are here because we love the 'lore' quite deeply. So, there's no reason to pooh-poo our concerns, just because you don't share them.

So,here's a possible fluff. A scum (or rival corporate entity) has valuable resources (fuel, ammo cells,etc.) that they are happy to sell to the Empire...provided the Empire helps them with their competition (ie, the "owners" of the 2 stations in the system). The rival entity gets what it wants (a monopoloy), and in turn they sell (or give) resources to the imperials.

Or it is Imperial Extortion:

The Empire blows up these two stations making a "Show of force" and this causes other systems to fall into line and give up some resources so they aren't next on the list.

That's how I interpreted the card, at least.

I've always viewed these kind of campaign points as "approval from above".

It's not like you are going to terrorize several systems into giving you all the parts for a Star Destroyer which you then assemble yourself between turns.

Capital ships have to be sent to you from the fleet. So your Resource Points must be influence with the high command that you can spend on requisitioning new ships, squadrons, and personnel.

So another thought.

I was looking at the CC map and I noticed 2 things.

1- there are 2 big, colourful laser lines on it with some systems on it. I'm going to go ahead and assume these are the Hyperspace lanes you can ambush as rebels. In other words, any systems in there are likely more difficult to keep for the imps

2- There is a big "box" full of systems. I'm assuming these are "core" systems where imperial fleets can do a "show of force"

I'm guessing this is a mechanic to allow both sides to have a set of systems that are undesirable to keep for the other side because of the possibility of having to play a green objective there, potentially feeding the opponent.

I'm confident that you're right about the lines being the hyperspace lanes, namely the Corellian Run and the Corellian Trade Spine. (You'll notice that there's also a bit of hyperlane coming out of the left-hand side of the 'box'. That would be the extension of the Corellian Run going towards Coruscant.

I'm also confident (based on what I can barely read) that the 'box' is not full of systems. It is the Corellian system proper, which has a number of densely populated worlds, including Corellia itself and Centerpoint Station which you can see in the 4 o'clock of the box.

I think it would be interesting if those hyperlanes indeed offered the opportunity to play that objective, but not elsewhere. I also hope they have some other properties at the strategic level in the Strategy (or Management) Phase

At first read, the concept 'resource points' didn't make sense to me. How would the Empire gain resources from blowing up space stations (instead of capturing them - salvaging parts floating around in space)? How would the Rebellion gain resources by blowing up raided ships? (It strikes me that this might reduce the number resource points for the Empire - which might also be an intriguing idea, but not what the rules say.)

On second read, I'm guessing it's just that the faction superiors might make more resources available to successful commanders. In other words, it's not about actually capturing particular resources which can be used for outfitting ships, it's about currying favor with your uppity-ups, who will then make more resources available to you.

How are you all thinking about this?

I'm thinking, who cares? You can make any fluff up you want in your head. FFGs job is to balance game design!
Bro',

It may be that you don't care about 'fluff'. More strength to you. But many of us are here because we love the 'lore' quite deeply. So, there's no reason to pooh-poo our concerns, just because you don't share them.

So,here's a possible fluff. A scum (or rival corporate entity) has valuable resources (fuel, ammo cells,etc.) that they are happy to sell to the Empire...provided the Empire helps them with their competition (ie, the "owners" of the 2 stations in the system). The rival entity gets what it wants (a monopoloy), and in turn they sell (or give) resources to the imperials.

Or it is Imperial Extortion:

The Empire blows up these two stations making a "Show of force" and this causes other systems to fall into line and give up some resources so they aren't next on the list.

That's how I interpreted the card, at least.

That's exactly how I interpret it. And thought it pretty obvious/intuitive at that.

They don't have to be ship parts, etc, could be as simple as food or manpower resources.

Of the two objectives, I'm most excited about Hyperlane Raid.

Forcing the imperials to run the gauntlet will be terrifically cool!

Of the two objectives, I'm most excited about Hyperlane Raid.

Forcing the imperials to run the gauntlet will be terrifically cool!

It reminds me of the early Rebel mission in EAW where you capture the shuttles going to Kessel. It