Corellian Conflict Questions: Dev Answers

By Rekkon, in Star Wars: Armada

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.

Yep, so still waiting on the FAQ because I still can't parse #1 in regards to the fact that if you're not at the full limit, but close, buying a squadron could increase your fleet size and thus your squadron limit to accommodate it.

Awesome work. Thanks for asking these and posting the answers.

Yep, so still waiting on the FAQ because I still can't parse #1 in regards to the fact that if you're not at the full limit, but close, buying a squadron could increase your fleet size and thus your squadron limit to accommodate it.

Our meeting was a brief, natural language discussion. I am pretty certain that all that matters is the proportions of the fleet you actually put on the table. Fighters <= 1/3 means fine. FFG is not going to require players to go through the hoop jumping of "fixing" an illegal fleet by first buying a new ship and only then buying new fighters.

If you are at legal fighter capacity before and after you buy new stuff, you are fine, which seems to be the situation you are describing. You do not add a fighter, then compare your newly increased fighter total to the allowable proportion dictated by the old fleet total. Similarly, you cannot say "I am at legal fighter capacity now, so I can add something that pushes me over and thus field an illegal fleet composition."

Yep, so still waiting on the FAQ because I still can't parse #1 in regards to the fact that if you're not at the full limit, but close, buying a squadron could increase your fleet size and thus your squadron limit to accommodate it.

I don't have a problem with this scenario, we perform the check squadron ratio test after buying all ships, upgrades, and squadrons.

Yep, so still waiting on the FAQ because I still can't parse #1 in regards to the fact that if you're not at the full limit, but close, buying a squadron could increase your fleet size and thus your squadron limit to accommodate it.

The way I see it is as follows:

Round One - 400pt limit (134pts of squads)

[Example]

Round Two - You spend 45pts on fleet upgrades - your fleet limit is now 445 (max 148pts squads) whether or not your actual fleet is 445 or not.

Round Thee - You another 50pts on fleet upgrades - your fleet limit is now 495 (max 165pts on squads)

Your actual fleet cost will vary due to losses, upgrades etc so as long as your squads never exceed your max limit your fleet can be composed of anything up to your total fleet limit.

Thus after the third battle if you have lost your Yavaris (62pts) from your 495 point fleet - you can still field 165pts of squads even though your actual total cost will only be 433.

You will not be able to purchase anymore squadrons until you have gotten your fleet back up to 495 - then you could spend an extra 5 resources to get your fleet to 500 so you can squeeze in the extra 2 squad pts.

Edited by Kendraam

even simpler way to look at it

after round 1, your squadron limit is always 50% of your ships with all upgrades including commander (which is 1/3 of the total), and the maximum total is 500

Constant squadron limit changing? Ok thats annoying.

Really should just be "Initial 400pt = 134pts, then max of 500pt = 167pts regardless of your actual ship list" just to keep it simple.

Not to mention how the hell would you know your opponents didnt add more fighters, break the limit theyre suppose to have, but its under the 167pts so maybe they lost a ship and thats why the numbers are off? Other than this is obviously among friends so odds of someone bring a prick like that are low.

You can always house rule squad limit.

Number 8 makes a lot of sense.

I hope they going to have a printable errata on the station card?

Ship they printed the dice backwards? Wow

As has been discussed in other threads, this answer to the squadron question is a bit of a conflict with the rulebook and standard list building rules. I suspect it's a quick off the cuff answer that may well change if/when a FAQ is released. That said, this is still not a competitive format. It's really designed to just 'play with ya mates' so just agree to one rule or the other when you start and it's all good.

For me, being able to add 33 points of squadrons as your first upgrades, if you choose to do it that way, is not going to somehow OP your fleet. "Ermagerd!! Yer ferters are 39% of yer flert now! Irt's so OP!" I say follow standard rulebook/FAQ rules. Your limit is 500, you get 167 in fighters, even if you've only spent 450. Easy Peasy.

And don't forget to have fun!

Wait wait wait. The ship/squadron dice on the armed station is backwards?

Thats....a huge typo. Plus im kinda worried that makes that station too much of a presence for the points it offers. I actually thought the 4die AA made sense considering it had to fire at ships first: it prevents you from just sending the squads at one station to evaporate it. Now its the opposite, i dont want my ships anywhere near that thing lol

Wait wait wait. The ship/squadron dice on the armed station is backwards?

Thats....a huge typo. Plus im kinda worried that makes that station too much of a presence for the points it offers. I actually thought the 4die AA made sense considering it had to fire at ships first: it prevents you from just sending the squads at one station to evaporate it. Now its the opposite, i dont want my ships anywhere near that thing lol

Wait wait wait...

Didn't you say that: "Offensively, the Pelta is Crap" in the Pelta, Pelta, Pelta, topic?

Whereas the Pelta Command has a Front arc of Blue, Blue, Red, Red, which is the same as the Armed Station?

... Because I find that a conflict :D

Red-Red-Blue-Blue is okay. But its not as scary for Anti-Ship fire as compared to Anti-Squadron Fire... Anti-Squadron Fire, that was terrifying ...

Edited by Drasnighta

Yes, but the Pelta is not a free source of damage, the Station is.

As i said, i viewed it as a severe deterrence against sending only squadrons at that thing as it had to attack ships first.

I just found the dichotomy between "I don't want my Ships anywhere near that thing!" and "Offensively its Crap" to be worthy of mention... :D I mean, I'm glad its reversed, it makes a bit more sense to me now :)

But I'll drop it now. Or at least, move it over to Pelta, because I;ve been happy with mine so far.

Hah! I'm bringing some salt to the next round now! :) We ended up deciding to play the armed station as printed even though it seemed weird... and then our Rebels very narrowly lost a base defense - like 21 points narrow! All in jest though, Empire wouldn't have brazenly hung out near the station with flotillas under threat of double reds & blues - so the entire match would have played differently. Good to know though, not like this is going to be our only campaign.

We also went into round two with a general 167 point fighter cap. No one is at risk of reaching that cap yet - and round two was a bloodbath, so I suspect most resources are going to go into refitting rather than new purchases, if not all in some cases. So we'll see, but I'm not worried about it being game breaking.

for number 10 I think yes and that's the point, reward your victories with flexibility going forward, but when you declare yourself as an attacker/defender you have to have your fleet set and ready.

Can't wait to see the FAQ. Interesting answers so far. Logical too.

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.

An easier way to state this might be "if, after purchasing a new squadron, your fleet exceeds its legal squadron limit, you cannot purchase that squadron."

*Legal number of fighters with room for more = legal before and legal after)= CAN purchase.

*Legal number of fighters without room for more = legal before and illegal after = CANNOT purchase.

*Illegal number of fighters with room for more (purchasing additional ships) = illegal before and legal after = CAN purchase.

*illegal number of fighters without room for more (not purchasing additional ships) = illegal before and illegal after = CANNOT purchase.

Illegal stops looking like a real word after you type it enough times.

With a caveat of "after purchasing", I can "deal" with it :)

So Silver Crane mentioned in the Snipe ruling thread that Michael Gernes said you can snipe so long as you are not engaged with an escort squad.

Did you hear about this while there?

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.

Are we able to just take off upgrades and get rid of them? I don't really care if I create a slush fund, but if I find out a certain upgrade was a terrible idea and have to lose the ship twice to get those points back, I feel that's pretty terrible too.

I am mildly surprised by the answer to number 3. Having the Bonus Value on the map in a +0, +1, +2, format makes it seem like it is meant to be an addition. Omitting the "+" sign would have made it more intuitive.