What's the state of your Corellian Conflict Universe?

By Norsehound, in Star Wars: Armada

Someone out there must have started the Corellian campaign by now. My play group just started up, but we may have some conflicts in the future delaying a real game going. Here's hoping we can get a few rounds in!

But I'm curious where other play groups are finding themselves. I'm particularly interested to see if anyone's suffering from being snowballed by repeated loses.

How is everyone's CC campaign state, now that we're a little ways after the official release.

Did the first round last week, going to play the next thursday.

3-0 to the imperial team with one campaign point to them, did both of the special assaults and one normal battle.
The rebel side took some loses in capital ships and expensive fighter squadrons, but seems to be able to repair most of it.

Looks like everyone is enjoying themself, probably wont be the last time we run the campaign.

Edited by Librarian85

First round coming up first Saturday in February.

Imperial flags reign everywhere!

...actually they reign in exactly 4 locations - 6 for the rebels. We've only just started :D

Hmm, thought people would be further along. I'm still interested to see how people are progressing in this thread!

We're at the end of Turn 2 (2 players - 4 fleets).

Turn 1

Imperials (me) won both battles of round 1. Screed's Interdictor fleet scraped a win against Sato's Salvation and Liberty fleet. Vader's ISD / Arq fleet held out to defeat Ackbar's Home One plus AFs fleet. Both were standard battles at unoccupied regions thereby giving me 2 campaign points. During the Management phase I built two bases giving me access to a Spynet, which my rebel counterpart already had and I deemed important.

Turn 2

We both decided to do our respective special assaults to accumulate resources. I won his Hyperlane Assault claiming 40 resources to his 20. He won my Show of Force with both of us claiming 40 resources. I'm maxed out on Imperial bases and had a lot of resources so during the Management phase I have now been able to build 500 point fleets.

Turn 3

Given I should be better equipped than him, I think this turn I will try to assault one of his Rebel locations (base hopefully).

For what it's worth, we believe playing 2 players with 4 fleets leaves the player who's playing catch up at a significant disadvantage during the Strategy phase. Because they always pick the first assault, the player who's leading can always choose the fleet match ups! With this in mind, from turn 3 onwards we will be deciding our fleets in private.

My current 6 player local campaign just finished round 1 with the finalization of the last part of the management phase tonight. But the round was a bloodbath: 3-0 to the Alliance, who lead with 3 campaign points to 0, and the loss of a major Imperial base. A big factor there was some miscalculations, bad luck, and newer players. The Empire lost its bid to assault a Rebel base*, while an Imperial shipyard was wrecked, and a second Imperial fleet ambushed and torn to pieces. I think the tallied up the costs for refitting spread across the 3 Alliance players was 91 points while the Imperials are down close to 400.

We'll see if there's any repeated defeats, but right now the Alliance has a major advantage in resources and in refit points with 4 repair yards in rebel hands while the Imperials lost one of theirs. One thing that I have noticed is that unless you really go for resources, they don't generate as quickly as I anticipated they might. I can only just barely afford a naked frigate, and I don't want to lose the option of upgrading my big ships. The refit vs. resource points also helps with some of the snowballing (I found I couldn't spend a full 33 refit points that I would have immediately invested into MC30 lethality upgrades).

*My own battle was the lone Alliance defence mission, protecting a fighter base under Mothma. Knocked out a flagship G8 interdictor, 6 flights of Tie fighters, and Rudor, forcing 1 crippled VSD (1 HP left, grrrr couldn't quite get it), 1 other VSD, and 2 gozanti to flee on round 4. Losses amounted to 1 flight of A wings, 1 flight of X wings, and 1 flight of Z95's with a few Vet awards handed out to Hera and an MC30. While a good defense, the 'WTF' award goes to our gallant base mover, who managed to wreck 2 GSD's, a gozanti, and a full 13 flights of assorted Tie fighters including 2 Defenders and Howlrunner for the loss of 4 flights of B wings, 2 YT1300's, and a GR75.

I'm scheduled in for an Imperial run through with a sliiiightly different group. See how that one goes soon enough.

Edited by Vykes

My current 6 player local campaign just finished round 1 with the finalization of the last part of the management phase tonight. But the round was a bloodbath: 3-0 to the Alliance, who lead with 3 campaign points to 0, and the loss of a major Imperial base. A big factor there was some miscalculations, bad luck, and newer players. The Empire lost its bid to assault a Rebel base*, while an Imperial shipyard was wrecked, and a second Imperial fleet ambushed and torn to pieces. I think the tallied up the costs for refitting spread across the 3 Alliance players was 91 points while the Imperials are down close to 400.

This is the kind of situation I am wondering about. if one team falls behind early, they may not have a realistic chance to catch up. The winning team will be maxing out 500 point fleets while the losers will be struggling just to unscar their ships. Might make for some very short campaigns.

The campaign is pretty balanced by the look of things, but generally speaking:

If one team falls behind by a good bit, especially during the early stages, it will be hard to get back into the swing of things.

That's the way of campaign play really; for there to be a sense of accomplishment, there must also be a sense of failure. Otherwise there would be no point in playing.

It's only a problem, I think, if one side is continuously winning most battles and leading the resource game.

If that's happening, maybe there is a fundamental problem with skill levels - after all that's going to be the really decisive factor here.

We played round 1 and My Ackbar fleet took an unclaimed repair yard giving the rebels 4 yards for 50 repair. My other team mates were new players and lost. I didnt realise that if you fail to take an empty space the opponent gets iy. but we had enough repair and rescorces for them to fix all damage and have about 25 pts extra.

I have 43 points extra and agonised over what to take. The opponents admiral has motti and my other team mates feared facing him. We are keeping lists secret and we rely on intel fed back from our own team on who has what. they you have to predict what he'll add. most fun.

We began round 2 and i'm posting Memes of the attacking and defending admirals as the battles are are anounced.

To Draw Motti out Ackbar attacked Corellia, sure enough motti defends. We'll see how my 443 list attacks against a Motti 435 list.

This is more exiting than a tournament! i'm rellay thinking of stratagy and what possible upgrades/ fighters he took.

We are on a slow burn of one round every 2 weeks, its ok, theres no rush and the players are pretty keen.

Sentry Box starts on the 29th... But we're running 2 Campaign turns a Fortnight (Every second Sunday), so we should slam through it pretty quickly....

Sentry Box starts on the 29th... But we're running 2 Campaign turns a Fortnight (Every second Sunday), so we should slam through it pretty quickly....

Remember to bring Vader and secondary reroll sources!

Sentry Box starts on the 29th... But we're running 2 Campaign turns a Fortnight (Every second Sunday), so we should slam through it pretty quickly....

Remember to bring Vader and secondary reroll sources!

Rebel Grand Admiral.

I'm trying to convince myself not to start with 3 Large Ships and throw a Hyperlane Raid turn 1, daring someone to blockade Run past me....

Sentry Box starts on the 29th... But we're running 2 Campaign turns a Fortnight (Every second Sunday), so we should slam through it pretty quickly....

Our campaign also starts on the 29th, and I'm praying a FAQ will be released by then, but not expecting it. We will probably be playing 4 Empire vs 4 Rebel.

Round one for our campaign had mixed success for the Rebels. Rebels had a successful hyperlane raid and took a neutral system, but lost an important base worth two campaign points. One Imperial fleet was tabled and one suffered moderate losses. Only one Rebel fleet lost a ship in the first round.

So the Empire is ahead in Campaign points, but suffered greatly. I think the Rebels are in a very strong position for round two.

Edited by Quadro28

We did two of our three battles for the first round, with the third happening just before we do the next round. I'm on team Empire and, well, things aren't off to a great start. Admiral Motti was a newer player and was defeated by Commander Sato over the world of Aurea in an early Rebel offensive. Moff Jerjerrod (me) led a counter-attack that destroyed Rebel-sympathizing stations in a show of force, but took heavy losses and had to retreat from the Froz system. The third, Tarkin versus Cracken at Talus, is anticipated to be an Imperial victory based on player experience.

The Rebels came out ahead so far, but it may be more of a psychological victory than a strategic one. The teams went home feeling like the Rebels are unscathed, but battle number three will be hard for Cracken to win, so the first round may be more even than it felt like. The Alliance put the Empire on the defensive and may construct new bases in the systems where they won, but they only claimed two campaign points and didn't upset the Empire's array of high-points bases. The problem for the Empire right now is repairing the lost ships in Motti's tabled fleet and a few lost ships in Jerjerrod's, while also keeping up with the Rebels in fleet upgrades. I worry that next round will see the Rebels bringing greater forces to the table than the Empire, and we may have a round of early retreating to avoid being crushed, handing more wins to the Rebels just in order to catch up in fleet points. I also may suggest a desperate strategy in which Motti unscars nothing, builds the fleet up, and goes for an all-or-nothing attack. If he overwhelms the enemy and doesn't lose a ship, excellent and he's back on top. If not, it's early enough in the game that he might as well retire and bring in someone fresh.

Edited by pasewi

In the first round of both my campaigns, the Rebels blew out the Empire, 3-0, stealing many resources from the special assaults. The Rebels had mostly minor losses with only 2/6 needing to spend resource points for refitting, but the empire is in a much worse way. Some of them can't even unscar everything, and probably won't be able to unscar everything next round either, pending how things go. Certain builds just really need an upgrade suite to perform well.

I was also surprised to see that out of a total of 6 imperial fleets, there were no gladiators (so no Demo anytime soon) and no Rhymer. Certainly the potential for Rhymer, but they are missing some key tools in their fleets.

The only thing that I think doesn't quite jive with the campaign rules so far, is that we had a game where a grand total of 3 squadrons died, and those were the only things even remotely close to engaging the entire match. So a Mov of 8 and 32 points of destroyed squadrons determined that the empire needed to retreat and surrender the planet...we'll probably house rule for later campaigns that there needs to either be a higher MOV or a minimum of destroyed points. Just something so that the second player can't turtle and win by refusing to engage. Makes for unfun gameplay.

We've completed three rounds in our six player CC campaign.

Here are some key observations.

1. Hyperlane Raid is broken. This objective severely disadvantages the Rebels.

The way the objective is setup, the Rebels need to take out an Imperial ship. However, the Imperial player can turtle in the corner at speed zero, setup the rocks to make the Rebel fleet approach difficult, thus delaying engagement until turn 6, or never if the Imperial player has Grav Well tokens. This objective needs a major rework for the sake of balance.

2. Repair yards are very important.

Our Imperial team made a strategic decision to concentrate on repair yards as these give 5 refit points PER PLAYER. After round three, we had seven yards while the rebels had none. Thus a massive refit point advantage (55pts vs 30pts). This allows the Imperials to essentially refit an ISD1 for free, while the rebels get the equivalent of an MC30.

3. Coming from behind is very hard.

In our current game, we are starting round four. All the Imperial fleets are at 500pts with excess resources in the bank. Rebel fleets are at ~450pts with scarred vessels. It will be very difficult if not impossible for the Rebels to come back. Every squadron or ship loss will need to be replaced and not having enough repair yards or bases make this very difficult.

4. Specialist fleets are king.

One of our Imperial players designed a lists specifically to defend, both Hyperlane Raid, Base Assault, et al. This fleet concentrated on castling with VSDs and an Interdictor with YV support. This combo is deadly as it can seriously slow down the Rebel fleet, delaying engagement until turn 5, even with the Rebels rushing in as fast as they can. Specialist attacking fleets are also as effective.

We've built a tracker to log our progress in the campaign. I've attacked the link below for reference.

https://docs.google.com/spreadsheets/d/1nwE6Y3x6BVvxS7nEmQh8Mz9Lct02f2nsFq_uONieoqU/edit#gid=1876721525

We have completed the first round. Imperials won all 3 of the first round battles, with nobody taking losses in excess of allotted maintenance points.

The rebels did though, so I think all of them will have to use resources to unscar everything, so will cut down on the amount they can add.

A new Imperial base was built and a rebel base was destroyed; none of the missions were special assaults, so it currently stands Imps: 4, Rebs: 0.

So the rebels are kind of down and out for now, but there is still plenty of opportunities for a comeback.

We've completed three rounds in our six player CC campaign.

Here are some key observations.

1. Hyperlane Raid is broken. This objective severely disadvantages the Rebels.

The way the objective is setup, the Rebels need to take out an Imperial ship. However, the Imperial player can turtle in the corner at speed zero, setup the rocks to make the Rebel fleet approach difficult, thus delaying engagement until turn 6, or never if the Imperial player has Grav Well tokens. This objective needs a major rework for the sake of balance.

I think at least one Rebel fleet needs to be designed for and assigned to this objective. Without much thought, stuff like this may work: Tractors, high-offense MC30s, Yavaris with B-Wings and Intel, lots of flotillas to block enemy movement, lots of accuracy. All to reliably destroy at least one ship in one volley.

We just finished turn one of our 2-player, 3 fleet each game. One clear Imperial victory (bad setup) and one that came down to the last roll. A B-Wing attack on a defenseless 1 hit point VSD that failed to do a single point of damage. So 2 pts for the Imps and 0 for the Rebels. Next turn Vader tries the first Base assault and the Rebels try their Hyperlane Raid.

I've got an Interdictor in my hyperlane raid defense but it's a fleet that I made with all the leftover ships I had so it isn't optimized for anything in particular.

I do think that there needs to be three scaled victory conditions. The regular "tactical" victory of 9/12 campaign points and two more difficult victory conditions for when one team takes a significant lead. Something that gives the losing team a big boost but gives the other team a Supreme Victory if they pull it off.

Edited by Hedgehobbit

The Rebels New Republic has taken the core and the Empire has already been pushed to the fringe in an early surprise and very successful assault.

We're planning the third round at the moment.

Round 1

The imperials won two battles, although one was a hyperlane assault, so VP points-wise it was even.

Neither side took significant losses, and everything was unscarred out of repair points. The additional resources from winning the Hyperlane raid helped boost the Imperials, and they went into round 2 with a few tens of points advantage.

Victories: Imperials 2 - 1 Rebels
VPs: Imperials 1 - 1 Rebels

Round 2

This was a lot more brutal then round 1. The Imperials attacked a Rebel base and destroyed it, at the cost of an ISD (victory by just three points!). A Rebel attack on an unclaimed system was also successful (win by eleven points!), but they took more damage thanks to losing fewer upgrades. The third battle was a comfortable win for the Imperials, with medium damage to the Rebel fleet.

Victories: Imperials 2 - 1 Rebels

VPs: Imperials 3 - 2 Rebels

Round 3

Currently in the planning stages - a couple of Imperial fleets are already maxed out at 500, while the Rebel damage and loss of a base (including a repair yard) mean for the first time there will probably ships scarred, as well as something of a points disadvantage.


I suspect that our campaign has been affected by the very low losses in round 1, meaning that everyone was boosted in round 2. No-one's been in danger of fielding a severely crippled or under-strength fleet so far - it's only now that that's happening, and even then it's not too bad.

Edited by Hedgehogmech

...

This is the kind of situation I am wondering about. if one team falls behind early, they may not have a realistic chance to catch up. The winning team will be maxing out 500 point fleets while the losers will be struggling just to unscar their ships. Might make for some very short campaigns.

I'm waiting to see how this goes as well, because that was a pretty damning round 1 by most accounts. But I'm curious as to whether the Imperials will unscar their ships, or push for new materials to go for a bigger win. It is, after all, an option. But the Alliance has done a lot to capture high resource points and shipyards, so this should be an interesting little case study.

Round one the Rebels pulled out a 2-1 victory with Rebels destroying an Imperial base. One fleet on both sides took heavy casualties but most of the fleets survived mostly unscarred. Still early but the Empire losing a base was pretty big for us Rebels.

Still early but aggressive players seem to be taking the most hits in the early game. Might suggest playing more defensively in the first couple rounds until you get some points built up. And Base Defenses do have a nice advantage with the Base Defense Objectives. We'all see if the Empire has what it takes on the Attack.