CC Strategy Questions

By JBar, in Star Wars: Armada Fleet Builds

I'm really liking the CC rules so far, but I'm questioning a few things so far when it comes to fleets and overall strategy.

1st. What is the point in attacking some of the planets that don't offer many resources? I suppose some places offer special bonuses, but It's looking to me like the game will mostly just be a back and forth fight over a few key systems such as Corellia to get victory points and resources to build you fleet before the final engagement.

2nd. What is the point in going after victory points? As I mentioned earlier, why not focus on getting resources for building the biggest fleets possible with hopefully minimal losses. As soon as your opponent gets close to winning, just declare a final battle.

3rd. Lets say I'm the rebels and my fleets are desperately needing more resources after some losses. The rulebook recommends declaring a special Hyperlane Raid assault to get more resources. So that sounds like a good idea, but I feel like the objective makes it hard to gain resources against a larger fleet without losing more ships in the process. I guess I just feel like it would be easier to attack somewhere else and build a base for the next turn instead, unless you had a very lucky Hyperlane Raid match.

I might be missing some key strategical components, but these are my questions so far.

I'm really liking the CC rules so far, but I'm questioning a few things so far when it comes to fleets and overall strategy.

1st. What is the point in attacking some of the planets that don't offer many resources? I suppose some places offer special bonuses, but It's looking to me like the game will mostly just be a back and forth fight over a few key systems such as Corellia to get victory points and resources to build you fleet before the final engagement.

2nd. What is the point in going after victory points? As I mentioned earlier, why not focus on getting resources for building the biggest fleets possible with hopefully minimal losses. As soon as your opponent gets close to winning, just declare a final battle.

3rd. Lets say I'm the rebels and my fleets are desperately needing more resources after some losses. The rulebook recommends declaring a special Hyperlane Raid assault to get more resources. So that sounds like a good idea, but I feel like the objective makes it hard to gain resources against a larger fleet without losing more ships in the process. I guess I just feel like it would be easier to attack somewhere else and build a base for the next turn instead, unless you had a very lucky Hyperlane Raid match.

I might be missing some key strategical components, but these are my questions so far.

1, when a base is destroyed, you can't put a sticker over it. Also, opponents might not throw their best fleet at it, so you might want to target those for the resource missions.

2, if you aren't near 4 victory points from the end, you can't start the final battle. Opponent can just go for the lame win at that point.

3, as far as hyperlane raid: you can build a surgical strike fleet that will just wreck 2-3 ships and gets out without a hitch. Its useful to give resources to your other fleets which might not be as tailored to the objectives.

1, when a base is destroyed, you can't put a sticker over it. Also, opponents might not throw their best fleet at it, so you might want to target those for the resource missions.

Not sure what you mean here about the sticker. Is there a rule in the campaign that prevents you from building a base over a destroyed base?

You seemingly can build Bases on destroyed bases.

However.

There are limits to how many bases you can have... And you may not want a base at that location, either... In either case, you will have destroyed the enemy base - and it needs to be marked as such.