What's the state of your Corellian Conflict Universe?

By Norsehound, in Star Wars: Armada

End of round 2, Rebels have Corellia and Imperial flags burn a cross the sector. 4-2 rebels, they have the refit & resource advantage, they've all maxed to 500. Things bode poorly for the empire.

That said, we're all having a blast, and there's been no blow out battles but that may be coming.

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....

The imperial trick is if they cant flatten your fleet is crawl at speed 1 and force a draw or you to come to them

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....

The imperial trick is if they cant flatten your fleet is crawl at speed 1 and force a draw or you to come to them

Sure. Give me the Initiative and the Initiative in Battle! Speed 3'ing right down your throat, before turning on a Dime, Dumping Fighter-Bombers and then Sato-ing you to pieces sounds just fine to me..... :D

Round 1 was three rebel wins.

1st assault, 1 mc80H for two ISDII.

2nd defense, couple of z95 and x wings for a raider and a VSD

3rd was hyperlane assault. One gonzit, tie advance rhymer and three tie bombers.

Rebels got 40 refit points and 74 resources to imperial 45 refit and 53 resources.

I don't remember the precise lay of the land in terms of planets or scores at specific junctions... but our campaign has roughly played out as follows. The early turns saw the empire falling behind in campaign points. We set our Rebel presences on mostly worthless worlds and their strategy was to flush out our bases to choke our resources even when it wasn't providing much gain. They've been pretty successful and I think we were only able to rush out to a 3-1 campaign point lead in response.

The problem now being that they've been successful to the point of clawing back to 4-4 at the conclusion of turn 4. The resource choke did hurt and put us in a position where we wanted and needed to build a new base - but then we were swept and had no victorious locations to establish one.

We planned the turn 5 assaults already, and it's the biggest round so far for potentially arriving at end game with all three matches being base assaults that are worth something. We figure that the empire can walk away 8-4 if they sweep as they picked our base from a presence on a +2 world. We probably shouldn't have done that, but we won an engagement there previously and already felt the pain from attacks on our resource generation.

I think the goal is to protect our scarred ships, and in the worst case scenario just trigger the final assault next turn. I don't know how they're going to play this though. Our rebels are in an appropriate situation where we don't have much left to lose. It would be super beneficial for us to not have to worry about trying to entirely refit our scarred fleets and going all in. They could take their foot off the gas if it looks like they could progress with a 7-5 and happily carry on the choke. But it only takes a couple of good matches and we could probably even turn that around, I think?

I don't have the point or location details with me, but our first round had The Empire successfully defending one of their bases, the Rebels unsuccessfully defending one of their bases and the rebels routing the empire in an unincorporated planet. So it was Empire 2-1, but don't know the VP or resources atm. I successfully defended my base leaving only a CR90 and Tycho on the board with me losing the Demolisher and a Raider I, my ISD-I only had one hull left though. The rebel base destruction had higher causualties on both sides and the third encounter was a rebel routing of the empire.

So Alamo City Fleet Comnand currently has 3 campaigns running with 6 different players in each one.

Campaign 1 ran into a hiccup so they are waiting on a game to complete to finish turn 2, but it is looking like a slight edge for the rebels other than the fact one if the rebels took severe losses! (Got tabled)

Campaign 2 is starting their 3rd round and are showing some real wackyness. That group of guys have some real chemistry for being jokester! Here is a crawl one of the grand admirals made up:

https://brorlandi.github.io/StarWarsIntroCreator/#!/AK_iVsOvZ03Toi4laAhL

When you read it you'll never view Star Wars the same again.

Campaign 3 is where Ardahael and myself are in. We actually expected to do better, and it turns out our newb is the one pulling his weight. We made the mistake early on in thinking we had the advantage when we procured some serious resources in the first round, and so went after imperial bases in the 2nd round. That did not go as well for Us. While we are not hurting casualty wise as we are all at full 500pt strength with change. The imps have been clever and have denied us key victories so they are up in VP 4-1. We are just now starting our 4th round.

Have played two rounds in the Copenhagen group in Denmark.

Rebels lost all three battles in the first round, Empire scored 1 campaign point, Vader harvested an impressive 120 resource points in the Show of Force mission.

It was total ESB all over again :P

Rebels won two battles in the second round and scored 2 campaign points, Rebels won their Base Defence mission 202-200 VP, a very important close run victory defending the Repair yards at Nubia.

So despite Rebs are behind in the Resource department, they are slowly catching up and lead in the campaign 2-1 CP

So we are going to play third round next week, which i'm looking forward too :)

Madison, WI had 4/6 players make it due to frozen roads. The 2 games played were minor wins for Rebels. If the 3rd game gets played in time we will add it to results.

Total ship losses in 2 games were an Arquitens and a VSD1.

Squad losses were severe. Rudor, Cienna, 4 TIE fighters, 1 Advanced, 1 interceptor on Imps. Rebels lost Luke, Wedge, Biggs, Shara, Jan, an Awing, 2 YT1300s, a HWK, and lots of Xwings.

All players could repair fully and only 2 needed to tap into more than their alotted repairs.

Overall, Very even yet

https://brorlandi.github.io/StarWarsIntroCreator/#!/AK_iVsOvZ03Toi4laAhL

When you read it you'll never view Star Wars the same again.

That's about what I expected :) but in spite of all that it still feels like we're about to see something epic play out. Thanks Star Wars!

Interesting to see at least one group considering the endgame already. I kind of wish there was an app out there to support the campaign and link maps of all the base locations... if only I was stronger with Javascript.... all I can do is art!

Imperial flags reign everywhere!

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

First round is done.

2 solid wins for the Empire and 1 solid win for the Rebels.

The big differences that that Imps got full house on Show of Force, while stealing 40 resources on Hyperlane Raid.

And we get 2 assaults next round.

Its too early to tell of course, but a pretty good (but not overwhelming) start for Empire.

Read more here:

https://community.fantasyflightgames.com/topic/239309-corillean-conflict-vassal-2-biggs-co-vs-gink-co/

In mine, we're splitting our campaign between three players. Since one of our number is, well, clearly better than the other two of us, he'll be playing both sides of the defense while player three and I are taking the offensive sides of the respective factions (for a four-way setup). Thing is, player three's wife is expecting soon, and he doesn't know how long he'll be out. Though maybe we'll have a couple of new players show up...?

I still have yet to decide on an Imperial list, mostly because I'm still trying to find a tournament list I like. Either one ISD, two VSDs, a Glad-Rdr rush list, or an ARQ battery with friends and Vader. Dunno. :|

So uppdate after round 2
4-0 to the empire team, the imperial fleets are now 500 points with more points in the bank. probably just going to play one more round and then go for the big battle.

The reason for the big diffrence is the amout of player experience and talk between the teams.

Probably going to do some house rules and reform the teams and have a new go at it.

First round my fleet of paired Victory and paired Gozanti, all the Tie Fighters, Tie Fighter aces, and 3 tie advanced pulled a game in the Nebula Outskirts. Discussion ended up in us going with the Gozanti having no dials.

As they were the major way I had to push the 12 squadrons, I had no real chance, but took the time to destroy his MC80 nd a chunk of his squadrons like Jan and Nora I think. I walked with Howlrunner getting veteran status, and a Victory limped out with a few shields left and his Pelta and Nebulon in hot pursuit.

We just had Round 2. Round one was 2-1 in favour of the Rebellion, and Round 2 was the same.

It's hard out here for an Imp.

We just had Round 2. Round one was 2-1 in favour of the Rebellion, and Round 2 was the same.

It's hard out here for an Imp.

Funny thing is the both your fleet and my fleet are breaking all the Meta list builds and still we are doing well. Both of us have a Large ship, Squadrons more for screening than making bomb runs and our Commanders are in the scrum and not hiding in the back. I guess ISD's and MC80's are still good for something, in the right hands. :P

Edit: double post

Edited by Jambo75

First round my fleet of paired Victory and paired Gozanti, all the Tie Fighters, Tie Fighter aces, and 3 tie advanced pulled a game in the Nebula Outskirts. Discussion ended up in us going with the Gozanti having no dials.

As they were the major way I had to push the 12 squadrons, I had no real chance, but took the time to destroy his MC80 nd a chunk of his squadrons like Jan and Nora I think. I walked with Howlrunner getting veteran status, and a Victory limped out with a few shields left and his Pelta and Nebulon in hot pursuit.

Anyway we're one battle away from completing campaign round 3, and it's currently 3-0 to Imperials. The next match up sees a 500 point Vader fleet assaulting a rebel outpost being defended by a 500 point Ackbar fleet. Could be a pivotal battle in the grander scheme. If the rebels lose, their best or perhaps only option might be the grand finale, if they win well, it could see the resource difference closed significantly.

Edited by Jambo75

Had a rough start for Empire.

Turn 1: Konstantine lost by 10 points but inflicted more damage. Motti was basiclly tabled but I (Grand Moff) won my game.

Turn 2: Motti was tabled save a few hyperspace escapes...Konstantine won just then! So now we furfilled our inital plan of claiming 3 Spynets. I am yet to play my fellow Grand Admiral for round 2.

Edited by Trizzo2

Round 2 is just finished, and boy was it bloody!

After a strong 1st round the Empire went on the offensive, launching 2 assaults on suspected rebel bases. The rebels, desperate for resources, went for another raid.

Tarkin failed to take the rebel base at Xyquine, but inflicted massive damage on the already weakened fleet under Rieekan. Vader managed to seize the Saberhing base, but paid a heavy price to the Ion Cannon to do so. Finally Konstantine fought off the rebel raid (40-40 split).

Round 3 sees the Empire with 2 bloodied fleets - and one that's maxed out. Rebels have 1 strong fleet and 2 that are rather weak, all things considered (one may have to be retired). The biggest difference is the resources situation - Imos have the upper hand i both refit and resources.

Round 3 will be very important for the Rebels; can they somehow fight their way out of the quagmire and claim vital resources and bases?

Read more here (maps included): https://community.fantasyflightgames.com/topic/239309-corillean-conflict-vassal-2-biggs-co-vs-gink-co/?p=2605797

Edited by Green Knight

I'm on a rebel 3 man team as Fleet Admiral, Doddona Commanding. XO's are leading Ackbar and Riekan Fleets. Versus commanders Jerjerod, Konstantin, and Fleet admiral Ozzel.

In the setup/Escalation phase, empire made some really weird choices which allowed the Alliance to claim several key systems including five of the coveted repair yards. Our sixth system was just a resource grab.

In the opening blitz I attacked Raiders point and Corellia. They launched a show of force. My attack was successful at Corellia, captured the base. Raiders' was lost, and the site of force was a total disaster. So our economic victory strategy was stymied as they took a bit of a lead. Their fleets collectively were about 15 points stronger for the next round, but our fleets remained strong, I suffered no casualties and trans damage was easily repaired between our now six ship yards, needing very little resource investment.

We just concluded round two, and things look a bit more certain now. They launched a counter assault aimed to retake Corellia, which I repulsed with acceptable losses while causing significant damage. Ackbar was sent on a poorly organized Hyperlane raid which was sadly unsuccessful. In order to makeup for weak industrial output the empire launched another show of force and we're completely anhilated this time.

So going into round two it's 3-1 Rebels with a strong economic lead as well.

Round 2 of the Austin campaign just concluded. The Imperials have won just a single victory in the second round, which leaves the Rebel fleets at close to 500. One Imperial list had to reboot going into round-3, we're all in the 400s. I think we're looking at playing round-3 and seeing how it goes. This is one tough uphill climb though.