This past weekend JJ and I had the opportunity to ask FFG Mike a number of questions we had encountered in the process of preparing to play the Corellian Conflict. Mike said there would eventually be an official campaign FAQ, but for now, these are the answers he provided.
1. What is the fighter limit after turn 1?
A: One-third of your current fleet. If, due to ship losses, your fighter strength exceeds one-third, you can still field your entire fleet as-is (you do not have to destroy fighters), but you cannot purchase additional fighters until balance has been restored.
2. At what point are fleets public?
A: After each build phase and before assaults are declared each turn.
3. Is it intended that winning a base assault against a +0VP location give the attacker zero campaign points?
A: Yes.
4. After constructing their starting 400-point fleet, do players keep any leftover points as resources?
A: No.
5. What would happen if a Rebel player were to retreat all of his remaining ships during a Show of Force special assault with the intent of ending the mission before the Imperial player had time to destroy one or both stations in order to deny the enemy resources?
A: The stations count as destroyed, granting their resources to the Imperial team.
6. What happens if an Imperial player retreats ships during a Hyperlane Raid special assault?
A: The ships also count as destroyed for the scenario, granting their victory tokens and resources to the Rebel team.
7. Does "having initiative" in an assault mean the player can choose whether to be first or second player?
A: No, "having initiative" means being first player.
8. Are the battery and anti-squadron values on the Armed Station card transposed?
A: Yes.
9: If a battle ends because all of one player's ships have been destroyed, what happens to any of his remaining squadrons?
A: They are counted as destroyed for the purposes of scoring the scenario, but they do not become scarred.
10. Do upgrades not equipped to any ship count as part of your fleet total? If not, can players "overbuy" to create an "upgrade slush fund" for customizing their fleet at the start of any given turn. If so, presumably a player would have to lock in any "customization" before assaults are declared (not tailor their upgrade choices after seeing their opponents fleet)?
A: ?
*We came up with this one on the drive home, so it did not get answered.