Corellian Conflict: Instating the Draft?

By ForceSensitive, in Star Wars: Armada

Thinking on the upcoming Corellian Conflict and also on our home grown campaign starting in a week and I'm trying to figure a way to divide up the unique cards. Was thinking draft off the top of my head. But then how do you draft it? Anybody got some input?

Is there no way to come to a consensus about what is most needed for a build? Like if some is doing Reikan Aces or DeMSU wouldnt you let them have dibs on certain ones? Although, a strict "first come, first served " system might help break up certain common power builds and encourage improvisation.

I feel like this is more of an Imperial thing because of the predominance of Demolisher and Rhymer. Rebels have so much more diversity of lists that it's not as hard to split things up. That said, wave 5 would help Imperials out with this immensely. The Light Cruiser is going to open up a significantly different play style which doesn't need Rhymer or Demolisher.

I feel like this is more of an Imperial thing because of the predominance of Demolisher and Rhymer. Rebels have so much more diversity of lists that it's not as hard to split things up. That said, wave 5 would help Imperials out with this immensely. The Light Cruiser is going to open up a significantly different play style which doesn't need Rhymer or Demolisher.

How do you know? Do we know what this Light Cruiser will add to the game for the imperials, because I agree the Imperials at the moment feel a bit one dimensional in take Demo and some form of the Rhymer ball.

Its a fun mode. Throw Demo and Rhymer out the window.

If you are playing CC with people who will cry about not getting them then I'm sorry to say you are playing with the wrong people.

Jeez, they aren't must takes...

I feel like this is more of an Imperial thing because of the predominance of Demolisher and Rhymer. Rebels have so much more diversity of lists that it's not as hard to split things up. That said, wave 5 would help Imperials out with this immensely. The Light Cruiser is going to open up a significantly different play style which doesn't need Rhymer or Demolisher.

How do you know? Do we know what this Light Cruiser will add to the game for the imperials, because I agree the Imperials at the moment feel a bit one dimensional in take Demo and some form of the Rhymer ball.

We know from the preview that it's a broadside oriented ship with mainly red dice. We also know it can make use of TRCs without help from Needa. That alone makes it utterly unique in the Imperial stable.

I was wondering about the synergistic build part being an issue as well. If I draft/get Dodona like I want to, then I certainly want Luke. But I don't see that really being an issue when playing with friends. But deciding who gets Yavaris in such a case might be a little tougher, because Dodona and Riekan both want that ship in their fleet.

There's also the issue of maintenance over the long game. It might be better to have your fleet maintenance potentials evenly distributed as something to consider. Making certain combinations potential liabilities.

I think it's going to be a decent strategy to not use all of the good unique upgrades right away, that way they survive so you can use them to win the more important battles later in the campaign. If your opponent uses he's demo or rhymer or akbar early you should have an easier time beating them.

So mabey just divide up the commandera, but like someone said that should come naturally based on the type of list you want to play.

I would make it team policy that only ships with veteran status can be upgraded to unique. This means the unique titles will get more value and it also means that the guy flying the ship knows how to keep it alive and kill things with it.

We still know so little about how fleets are assembled, modified and shared.

I'm curious if FFG will suggest/impose a method for the distribution of uniques among the team members, or if they'll just say: figure it out as a team.

This would be a great way to introduce a fourth player to each team - the grand admiral. That person gets to decide who gets what, and who fights where. Not just for the initial distribution of uniques, but later on with the resources and refits.

I would say the solution is as simple as this: don't marry specific lists to specific team members. Work with your team to compose all three of your lists knowing that you might be called on to fly any of them, or probably even all of them at one point or another. It solves so many potential problems, and in my opinion sounds way more fun than flying the same list (with tweaks from resources) every week for 6 weeks. :)

Thinking on the upcoming Corellian Conflict and also on our home grown campaign starting in a week and I'm trying to figure a way to divide up the unique cards. Was thinking draft off the top of my head. But then how do you draft it? Anybody got some input?

Clear away the furniture, throw the cards in the middle of the room, and fight it out.

For our campaign, the players plan on collaborating on building 3 fleets. Each fleet will have the unique ships/cards/squadrons that best fulfill its purpose.

No one player will be linked to a single fleet. Instead, the team as a whole will own the 3 fleets collectively and each turn will split up the task of commanding them in battle.

Edited by Democratus

I'm kinda anticipating something in the rules to dictate a resolution method to this conundrum. But in the event there isn't, it's good to figure something out now. Next week I'll be in a homegrown campaign for 8 weeks, our second run of one, but we don't have such build restrictions. But if we choose to in the future, what do?

I think it's worth putting some advance consideration into what effective combinations you can make that won't selfishly hog all the good uniques on the same fleet. What's your preferred three-fleet combo?

On the Imperial side, I'd go with:

  • Motti Rhymerball as the main generalist force.
  • Ozzel or Screed running DeMSU. Specifically tasked with assassinating key Rebel ships.
  • Konstantine VSDictor fleet. I think this fleet archetype could come into its own when you can control your matchup somewhat. This will effectively counter Cracken or Mothma swarms of TRC90s.

Of course, you could also just do Motti Rhymerball, Ozzel MSU, and Screed DeMSU. But that would be disappointing.

For Rebels, perhaps:

  • Rieekan aces. This fleet gets Yavaris and Toryn Farr, and is probably the main hitter.
  • TRC swarm.
  • Ackbar cruisers.

The Rebels are more open in this, because they're not quite so one-note in the 1v1 scene as the Imperials are.

Some thought could be given to making a defensive fleet as well, in conjunction with some of the special objectives it might prove a valuable asset. Good thinking on having an assassin fleet to call in.

Like triple Interdictor with a repair flotilla to guard stations.

IMO...I don't think the campaign is designed for the same fleets to be brought into each battle. Things are going to be very fluid...damaged ships you don't want to risk due to not having enough points to repair it, various new objectives and battle locations which will demand a different kind of build, etc. I think the various fleets will build themselves at times depending on the situation.

IMO...I don't think the campaign is designed for the same fleets to be brought into each battle. Things are going to be very fluid...damaged ships you don't want to risk due to not having enough points to repair it, various new objectives and battle locations which will demand a different kind of build, etc. I think the various fleets will build themselves at times depending on the situation.

I had presumed otherwise, but I think you might be right.

That would put a lot of complexity is the assembly of forces. How much of her strike force must the first player declare to the second player's team, before they decide which player's strike (defense?) force will counter the attack?

I wonder if there'll be intel options other than what has already been indicated in terms of redeployment.

(If not much, I can see an opening for fan-brew integrating of X-Wing and/or Imperial Assault.)

Thinking on the upcoming Corellian Conflict and also on our home grown campaign starting in a week and I'm trying to figure a way to divide up the unique cards. Was thinking draft off the top of my head. But then how do you draft it? Anybody got some input?

From what I've seen about the CC people can share uniques across lists, it'll just be scarred if your teammate got him killed.

Thinking on the upcoming Corellian Conflict and also on our home grown campaign starting in a week and I'm trying to figure a way to divide up the unique cards. Was thinking draft off the top of my head. But then how do you draft it? Anybody got some input?

From what I've seen about the CC people can share uniques across lists, it'll just be scarred if your teammate got him killed.

If you mean what you seem to be writing - that two people on the same team can both use the same unique, then I have to say "nuh-uh!"

Here's what they said in Playing the Long Game:

This is particularly notable given the fact that all the game's unique cards are unique to an entire team, not just within a single fleet. This means, if one of your teammates is running Darth Vader as her commander, you cannot run Darth Vader at the head of his elite TIE Advanced Squadron.

But, I think you mean to say that Teammate A can use Vader in one battle, and then Teammate B can use him in a subsequent battle. That's certainly what itzSteve seems to be saying, and we'll have to wait and see if that's the case.

But I do wonder about Commander and Squadron Vader. If the team pays for both, they can certainly only field one of them in any of the three fleets doing battle. But is there a bench where they can leave Squadron Vader while Commander Vader is being used? If so, isn't a 'bench' a very inefficient use of points?

I think drafting commanders would be the way to go for an Armada draft. You get your commander which does take points off your fleet, and you build the rest.

But for Corlerrian Conflict i think there is just a casualty list for when a unique gets thrown on it so it is not used again. There are very few cards that have the same persona in Armada (Vader is the only one that comes to mind).