Galactic Civil War: The Corianus Campaign

By Rekkon, in X-Wing

This thread is for the operation of the current iteration of my Galactic Civil War campaign. If you are interested in participating (via Vassal), shoot me a PM.

The campaign map:
1. Corianus 1* – Toxic World (Light Asteroids) [0]
2. Corianus 2 – Verdant World (Light Asteroids) [4] - EMPIRE
3. Corianus 3 – Leisure World (Regular Asteroids) [6] - EMPIRE
4. Corianus 4 – Commerce World (Minefield) [12] - EMPIRE
5. Corianus 5* – Water World (Dense Asteroids) [2]
6. Corianus 6* – Ice World (Minefield) [0]
7. Outpost – Observation Post (Regular Asteroids) [2]
8. Outpost – Chop Shop (Nebula) [2]
9. Space Installation – Repair Depot (Derelict) [2] - REBEL
10. Outpost - Munitions Depot (Ionized Dust Cloud) [2]
11. Corianus 7 - High-Yield Gas Giant (Planetary Ring) [10] - REBEL
12. Trade Route - REBEL
Format is Name – Type (Unusual Feature) [Fleet Point Value]
* indicates the strategic target is currently unexplored.

Imperial Roster*
Gerson (GMT+8)
Echoblammo (UTC-6)
Mdl0114 (GMT-6)

Rebel Roster
Vladamex (GMT+1)
Swick (GMT-5)
Innese (GMT-6)

*Needs to send me huge ship builds.
Rekkon is GMT-6.

Resource Links:
Campaign Rules 6.3.0
Roster File
SciFi Name Generator (has Star Wars human and non-human)

Each team will need to choose their faction leader, who will be responsible for sending me their attack targets each turn.

TURN 1 (Deadline January 8th) - COMPLETE

Battles
Corianus 4 (Minefield): Supply Raid [75 points] Gerson vs. Vladamex (Empire is the defender) (Rebel victory)
Corianus 7 (Planetary Ring): What Price Victory? [75 points] Mdl0114 vs. Swick (Imperial victory)
Rebels take uncontested control of the Repair Depot.
Imperials take uncontested control of the Trade Route.

Final Score

Rebel: 20 (auto) + 20 (new target) + 5 (victories) - 5 (defeats) + 14 (control) - 4 (trade route) = 50
Empire: 20 (auto) + 20 (new target) + 5 (victories) - 5 (defeats) + 10 (control) + 10 (trade route) = 60

TURN 2 (Deadline January 16) - COMPLETE

Battles

Corianus 4 (Minefield): Exfil [80 points] Gerson vs. Innese (Rebel Victory)

Corianus 7 (Planetary Ring): Asset Recovery [100 points] Mdl0114 vs. Vladamex (Rebel Victory)

Trade Route (Random): Space Superiority [50 points] Echoblammo vs. Swick (Rebel Victory)
Final Score

Rebel: 20 (auto) + 20 (new target) - 0 (lost a target) + 15 (victories) - 0 (defeats) + 30 (control) + 10 (trade route) = 95
Empire: 20 (auto) + 20 (new target) - 25 (lost a target) + 0 (victories) - 15 (defeats) + 4 (control) - 4 (trade route) = 0

TURN 3 (Deadline January 30) - COMPLETE

Battles

Corianus 2 (Light Asteroids): Data Theft [100 points] Echoblammo vs. Swick (Imperial Victory by default)

Corianus 3 (Regular Asteroids): Space Superiority [100 points] Mdl0114 vs. Swick (Imperial Victory by default)

Corianus 4 (Minefield): Asset Recovery [100 points] Echoblammo vs. Innese (Imperial Victory by default)

Corianus 7 (Planetary Ring): Space Superiority [150 points] Gerson vs. Vladamex (Rebel Victory)

Intelligence Gathering (Random) [100 points] Mdl0114 vs. Vladamex (Rebel Victory)

Rebels take uncontested control of the Trade Route.

Score Progress (not awarded yet)

Rebel: 20 (auto) + 20 (new target) - 25 (lost a target) + 10 (victories) - 15 (defeats) + 12 (control) + 10 (trade route) = 32
Empire: 20 (auto) + 20 (new target) - 0 (lost a target) + 15 (victories) - 10 (defeats) + 22 (control) - 4 (trade route) = 63

The Rebels know the location of one Imperial support ship.

Edited by Rekkon

Thanks Rekkon for starting the thread. The campaign map looks really interesting!

I've sent my squadron to you via PM. Swick and I will figure out if we want to have a single faction leader, or if we will coordinate each turn.

Squadron Roster is nice, but it looks like it's not fully updated with latest (W10) info. I'll update it and share with everyone.

Looking forward to starting the campaign!

Couldn't have said it better Vlad. I've drawn my own little Galaxy Map on paper for organization, and am awaiting a PM from Gersun for List Collab and Leadership.

I've made my own Squad Spreadsheet, so I think I'll stick with it. Names and qualifications don't matter too much do they?

And another question on Fleet Points, when you capture a Strategic Target, do you instantly gain that many Fleet Points to spend on reinforcements next turn, or is that an extra amount of points I get per turn, in addition to the other methods, like the number of targets you control.

Thanks Rekkon for starting the thread. The campaign map looks really interesting!

I've sent my squadron to you via PM. Swick and I will figure out if we want to have a single faction leader, or if we will coordinate each turn.

Squadron Roster is nice, but it looks like it's not fully updated with latest (W10) info. I'll update it and share with everyone.

Looking forward to starting the campaign!

Players are expected and encouraged to coordinate each turn. The faction leader is merely the person responsible for sending me the attack targets.

Use whatever you like. The file I provided is old, but better than starting from scratch. It was also constructed in the days when we had few enough upgrades that listing them all made sense. These days players would be better off just tracking what they own, rather than having zero columns for everything.

I've made my own Squad Spreadsheet, so I think I'll stick with it. Names and qualifications don't matter too much do they?

Names do not particularly matter, but you need a way to distinguish between individual pilots. You could give them serial numbers for all I care. In a similar matter, you have to be able to tell individual ships apart if any of them have modifications/titles/etc. while others do not. If you have one Stealth Device TIE equipped for Howlrunner and it is down for repairs, she can fly another, but it will not have the SD.

Qualifications DO matter if you have any plans to retrain pilots into different ships. If not, you can ignore it.

And another question on Fleet Points, when you capture a Strategic Target, do you instantly gain that many Fleet Points to spend on reinforcements next turn, or is that an extra amount of points I get per turn, in addition to the other methods, like the number of targets you control.

Everything you earn a turn, be it from the targets themselves or other bonuses (like victories), is awarded at the end of the turn and are available to spend during the Purchase Reinforcements phase. Strategic Targets give you their value every turn they are controlled. Fleet Points carry over, so you can save them up for something big if needed.

Additional forces have been allocated to this sector. Innese joins the Rebels, and Mdl0114 joins the Empire. This also expands the campaign map.

Edited by Rekkon

Thanks Rekkon for the prompt replies, and also a warm welcome for Innese and Mdl0114 into the campaign :)

Few more questions for our friendly GM :)

1) Will the campaign allow the use of wave 10 ships (now that they've been fully spoiled, and added to Vassal)? Details for Vassal support here: https://teamcovenant.com/star-wars-x-wing/x-wing-vassal-module-6-2-6-available

2) Do you have a timeline in mind on when we want to start the campaign, and the tempo for how fast we want to play (so we can plan accordingly)?

3) What would be the preferred communication method for the campaign? Group e-mails? Either way, it'd be great to know the time zone for each of the players, so we can factor that in when communicating (my time zone is CET, i.e. GMT+1)

1) Waves are fully legal once they have been added to the Vassal module, so yes. I will check if I have to update the appropriate tables in the rules.

2) Currently the plan is to start "after the holidays." I am hoping this means after Christmas and not after the New Year, so tentatively the 27th. Obviously all the players have to have approved Squadrons before we begin, but if one person is causing delays, we will begin/continue without them. In previous iterations we aimed for one campaign turn per week. That amounts to 1-2 battles per player per week. Ideally it only takes a day or two to receive both faction's attack orders, leaving 5-7 days for everyone to schedule with their individual opponent(s) on Vassal and report results. I highly recommend keeping logs of your battles. This timeframe is neither fixed nor inflexible. If week contains a major holiday, we can always extend the turn. Similarly, if everyone gets done early, we will start the next turn immediately. It is also not expected that everyone play every turn. If life gets in the way, notify your teammates and one of them can pick up the slack.

3) I plan to put all public information in this thread. Current plan is to use e-mail for private faction communication. In days past we had a forum where I could control access, but it is no longer. A good idea might also be some private Google Sheets or something so your faction can see every teammate's Squadron.

I am US Central Time. UTC-6.

Thanks Rekkon for all the answers - sounds good.

The Rebel trio of Swick, Innese and myself is getting ready to liberate the Corianus system from the oppression of the Empire once and for all.

Question about the epic ships - I take it that we need to collectively manage our Epic ships (1 Capital and 2 Support ships per team), correct? So each team needs to come up with the "Starting Equipment" for our Huge ships before we start the campaign?

Campaign rules updated to 6.2.3. The biggest change is to how Extra Munitions are handled since I was answering questions about them based on the new rules when the posted document had the old ones.

Rules updated again.

*Updated language regarding unique crew that also have pilot cards.
*Created new restrictions for high-PS generic pilots. Also created new high-PS Rebel generics as stand-ins.
*Updated the scenario table. Intent is for half of the entries to be the “whacky scenarios,” one-third to be Space Superiority and one-sixth to be Supply Raid.
*Added additional scenarios from various expansions.

Still need e-mails addresses from Gerson, Echoblammo and Swick. Echoblammo and Vladamex have turned in initial Squadron lists. First come first served on unique pilots.

Only 1 Glaive and Gamma pilot means I need to rework my squadron, so much for a thematic squadron. I'll try to get it done within the next couple days.

Edit: also the example doesn't make sense. Why is 1 Glaive and 3 Gammas ok, but 2 Gamma, 1 Glaive, and 1 Shadow not?

Edited by mdl0114

My apologies, but it had to be done, lest Imperial players throw Worlds-competitive squads on turn 1. I have made several passes updating restrictions that no longer made sense (like the old large-base ship limiter that was written in the days when each faction only had 1-2 of them). At some point the rules had also allowed turn 1 Brobots, and I had to wonder what I was thinking when I wrote that.

Because Glaives and Shadows are both "extra restricted." Perhaps that is too much and a max of one of each would be fine, but the "extra restricted" category are the high-PS generics that could be the most problematic. The Royal Guards are left over from previous iterations where they were problematic (because apart from some unique pilots, they were guaranteed to start the campaign as top PS). The Shadows had a similar problem, though that was also back in the days before the decloak nerf, so perhaps they are less of an issue now.

I have to craft the restrictions with an eye on the worst case scenario. The old restriction for high-PS generics was limiting the total number in a faction to the number of players in that faction. Six players? Six Royal Guards. They could be one per player or all in one player's Squadron if, for example, he was the "TIE Interceptor guy." This worked fine when we only had one or two such pilots per faction, but there are so many options now that an Imperial faction (with say six players) could have six Royal Guards, six Shadows, six Glaives, six Gamma Vets and six Omega Specialists. So instead of high-PS generics being a minority of the total pilots in a faction (as intended), they end up closer to half or even a majority, depending on how the players assemble their squadrons. The Empire and Scum can fight at relative parity in such an environment, but the Rebels still have exactly zero generics above PS4.

It just really makes it hard on a faction to say "hey you 3-4 people in different time zones, 1 of you wants a high PS generic so the rest of you are screwed!" Also additive, rather than subtractive, design seems the way to go for me. Add more Rebel generics, or with a theme of the Rebellion being a small group of exceptionals let them take multiple uniques, seems like the more fun option.

Maybe it's just me, I don't really like low PS swarms of generic expendables and I'm dissatisfied with any attempt I try with the TIE bomber to be relevant and useful. I'm probably going to scrap this squadron and start over, see if I can come up with something else fun.

I wouldn't bother at this point.

It just really makes it hard on a faction to say "hey you 3-4 people in different time zones, 1 of you wants a high PS generic so the rest of you are screwed!" Also additive, rather than subtractive, design seems the way to go for me. Add more Rebel generics, or with a theme of the Rebellion being a small group of exceptionals let them take multiple uniques, seems like the more fun option.

Maybe it's just me, I don't really like low PS swarms of generic expendables and I'm dissatisfied with any attempt I try with the TIE bomber to be relevant and useful. I'm probably going to scrap this squadron and start over, see if I can come up with something else fun.

That is a fair point and is also why I was trying to corral a single e-mail chain for everyone in each faction to facilitate the distribution of unique resources.

For the most part, I do not like adding my own pilots or ships to the campaign, but the latest version does include the option of three Rebel generics to help out at least a little.

The structure of the campaign basically dictates starting with a bunch of generics and just like any large scale conflict, everyone is expendable. The joy of the campaign is making those surviving generic pilots unique with improvement and several turns later examining the wild ride had by the few who have survived from the beginning. GCW is not about grooming a single "hero" and shepherding them through an adventure. It is about making a team to fight a war and getting your people through it as best you can while they write their own stories. I had one TIE pilot fresh out of the Academy go toe-to-toe with Han Solo himself, dodge two point-blank shots from the Millenium Falcon, then shoot down that Rebel scum an instant before he escaped to hyperspace. They dumped medals on him by the bucket and probably scooped his remains into the same one after his next mission. Another player wrote a nice backstory for one of his pilots, and then he got shot down and captured by the Empire in his first mission. GCW is like playing XCOM on Ironman mode.

I haven't had anything on the email side from my group, so here's hoping I don't step on any toes with my squadron. If so other Imps just shoot me an email and we can cage-fight for our 1 high PS generic.

I fly back tomorrow morning, so I will be ready to pacify the terrorists in this system before the new year. Let me know if there is anything I can do to help get this campaign rolling!

Rebel players: READY

Now just waiting on Imperial bureaucracy.

Both sides have submitted attack orders, and I have generated the necessary scenarios. As soon as the Imperials confirm their final Squadron lists we can begin. The heavier elements of the Imperial force have been delayed by "technical difficulties," but starfighter operations can begin without them.

Ok, I am going to go ahead and get us started. Check the top page for the battle list. Because we are in a holiday interval, I pushed back the deadline for completing this turn. Additionally, there are only two battles to fight, so at least one player each side gets a free pass this turn.

How this works again:

1. Each team submits their attack orders to me. Each team gets one attack order per player.

2. Any time a team attacks a strategic target controlled by the other or when both sides attack the same uncontrolled target, a battle is generated per the tables in the rules.

3. Each team privately submits to me which of their players are taking which battles. Attacks are mandatory; defense is optional. An individual player can play as many battles as the team sees fit, allowing teammates to fill in for a temporarily absent individual or giving a particularly crippled Squadron time to recover. Once both side have assigned a player to a battle, I will update the posting, and those two player are free to schedule their Vassal match.

Echoblammo is UTC-6 btw Rekkon. Might live close to ya.

Possible but unlikely. NW Minnesota.

Nope, Eastern Iowa. I'm probably like 10 Hours from ya :)

But Glad to finally get things started! Id say there is a sufficient amount of hype going around. The Imperial Navy shall upload its strategies soon...

http://cdn.obsidianportal.com/assets/28262/RoyalGuard.jpg

Imperial Sovereign Protector Rekkon.

First battle pairing posted. Waiting on an Imperial player to take the Corianus 7 battle.