I've spent some time mulling over the CC rules and have jotted down some of my musings.
Please note that actual experience is based on A) an ongoing vassal campaign (Imperial, Vader, primary assaulter), B) a just starting RL campaign (Imperial, Vader, Grand Admiral), C) observing ongoing vassal campaigns and reading forum posts/blog articles.
So I'm by no means an authoritative source. Keep that in mind when reading, so you don't mistake my observations/claims for hard facts.
This is purely with a 6-player version in mind. I haven't even considered the implications of running it with less/more players.
##### OVERVIEW #####
First and foremost: the Corellian Conflict is largely decided by player skill; it's the outcome of the battles that decide the outcome of the campaign. If a team loses every battle it's screwed, no matter how clever the strategic play.
With that in mind I think it's in everyone's best interest to make teams as equal as possible (in terms of player skill) and keep builds "reasonable". By equal is mean it's not a good idea for 3 strong players to group together in one faction, with the aim of murdering an opposing team of weaker players. Just don't. No point even starting. You'll never get to the end. By reasonable I don't mean sub-par, but maybe not try to eke out every last drop of competitive edge to grind your buddies into the dust. For all 6 players to stick around to the end they need to have a good time. You can lose and still have a good time. But you can't always be frustrated or helpless. That kills the campaign. Applies both to the actual battles and the overall campaign.
That said there can be only 1 winner of each battle and 1 winning team. So for there to be any feeling of progress for a team, there must be the possibility of failure. No sugar coating that fact. But I think everyone gets the difference between a hard-fought win, and a slow wasting where one team is always superior to the others.
#### ATTRITION STRATEGY ####
CC is a war of attrition: You need to bleed the enemy more than he bleeds you, IN RELATION TO THE AMOUNT OF RESOURCERS EACH TEAM HAS AVAILABLE.
Always keep in mind who can afford losses: you or your opponent. It makes no sense to kill an enemy squad or flotilla if you'll lose two squads or a more valuable ship. Then it's better to disengage or even retreat. This is VERY DIFFERENT from the normal tournament mindset.
Unless there are extra resources at stake of course: a base defense maybe, or a special assault, or just the option to build a base at a good location. These things can impact your willingness to fight and take losses. Always evaluate your potential losses vs potential gains, both long term and short, for your own fleet and for your side.
And keep in mind the status of the enemy side too: maybe the fleet you're fighting has many scarred ships; if you can kill them, even if it leave you weakened next round, it can benefit your side as a whole and maybe force that enemy admiral into retirement (possibly taking several uniques with him).
### HYPERSPACE RETREATS ###
Learn to use them. Time your attacks so you can disengage by hyper on rounds 4 or 5 if you need to. Sure, they ship counts as destroyed for VP, but you don't have to repair it.
Not much more to say than that.
Special note: If rebels insist that a Rieekan zombie that retreats doesn't get scarred by retreating, that it miraculously healed instead, just pick up your stuff and leave. You're trying to have a good time here, but if they want to play at trolls, let them do it alone. And no, I'm not joking.
### ONCE BITTEN, TWICE SHY ###
It's OK to take losses in a battle. Even fairly big losses. IF you can refit that is.
If you don't have enough resources, you may well have to go into battle with scarred ships and squads (especially early in the game, when you've no banked resources). PERMANENTLY losing a generic squad or flotilla isn't so bad, but even a raider or TRC90 can hurt very bad indeed (remember they take their upgrades with them, except the admiral). Losing a big ship can cripple you completely.
My point is you can fight a hard battle. Once. But then you need to take it a bit slow in your next battle, then repair the rest of your ship, get some new upgrades, and be ready again the turn after.
That's MUCH preferably to getting hammered twice in a row. That will only leave you crippled - or force you to retire.
## LAST STAND ##
If you know you will have to retire a fleet, talk to your team: maybe it's better if you go all in and try to hurt an enemy fleet as much as possible before retiring. Might not always work, but it can help tip the balance in favor of your team.
#### ASSAULT STRATEGY ####
Whomever is behind in CP (Rebels are behind if tied) gets 2 assaults, which is usually preferable. So it's best to lead in refit/resources, inflict more losses on the enemy than he does you, AND have less CP. It might not be possible, but if it is, always try for it. As a side note this makes Special Assaults even nicer: they give no CP, but plenty of resources.
Imperials will want to set up their remaining bases ASAP. Preferably in good systems, but even a decent system is better than none at all, as it gets you the 25 base resource point, plus whatever the location offers.
Rebels have less base options, but a lot of outposts. They want to either grab those key special or just grab the high-resource locations.
### SPECIAL ASSAULTS ###
To me it seems Show of Force is laughably biased to favor an Imperial victory, with 80-120 resources in the bank. Conversely the Hyperlane Raid is doable, but much harder to score points off.
The jury is still out on this one (I've a forum thread going), but that's my feeling ATM. Given the attrition aspect of the campaign, I think the Hyperlane objective needs a little tweak to make it more balanced.
Imps: Always do Show of Force. There is no downside. At the worst you'll split resources 40-40 as you're forced to flee after taking out 1 station. Losses will be light, but no CP are gained. And that's the worst case. Preferably repeat as often as possible/needed.
Rebs: I don't know what to say. Declare it at your own peril, be prepared for turtling and bring a fleet optimized for speed and punch. Then maybe you'll get 80 points off it. Maybe.
### BASE ASSAULTS ####
Base assaults are hard, but not impossible. By the look of the Fighter objective the advantage is valued at about 40 points.
## FIGHTERS ##
Can be significant. 5 extra TIEs. 2 TIE Bombers and a Decimator. 2 Defenders and a TIE. 4 Y-wings. 2 X-wings and 2 Zeds. 2 Lancers and a Y. Can be enough to keep a squad-heavy opponenet at bay, or boost an already strong fighter force.
## ION CANNON ##
It's pretty **** strong. Esp. if the defender has Strategic and you don't. The opposite is true if the defender doesn't have strategic (shouldn't pick this one).
## STATION ##
Station is nice. Firepower is mediocre, but the extra activation can be significant. 13 hull wo defense tokens isn't much though, but still it's shots not fire at your ships.
#### LOCATION STRETEGY ####
There are a total of 25 locations on the CC map:
- There are 13 locations in the Corellian system and on the hyperlanes.
- There are 12 locations outside the Corellian system and on the hyperlanes.
- Note that Crash's Drift is ON a hyperlane.
### DISCREPANCIES ###
If there are discrepancies between map/rules booklet, the map takes precedence (Corfai, Talfaglio).
### SPECIALS ###
There a 4 types of specials: Shipyard (6), spynet (3), skilled spacers (6), and diplomats (3). There are (7) locations without specials.
Specials vary in utility: yards (premium), spynets (good), spacers (decent), diplomats (rubbish).
## YARDS (Premium) ##
Locations: Corellia, Nubia, Saberhing, Selonia, Xquyine, Vagran
Hands down the best special, since you WILL be needing those refit points! One yard gives 5 refit to EACH player. That's 15 points with 3 players a SIDE. On top of any resources from a base or the location bonus. Take Corellia itself: With a base it generates 25+20=45 resources total, plus 5x3=15 refit total, for a unified total of 60 refit/resources! Even Vagran, the weakest yard location generates 25+8+5x3=48 refit/resources.
Starting with setup: GRAB AS MANY YARDS AS YOUR SIDE CAN GET HOLD OFF, EVEN IF IT MEANS PASSING OVER LOCATIONS WITH BETTER RESOURCE VALUES AND/OR OTHER SPECIALS. This means Imperials will get 4 yards (Corellia, Nubia, Selonia, Vagran) and Rebels 2 yards (Saberhing, Xyquine). This means 50/40 refit to Imps/Rebs round 1, barring any lost bases.
The Empire MAY forgo the 4th yard (Vagran) if they want to neuter Rebel hopes of running the anti-Show of Force "Diplomats tactic". I'd advise against it, as this tactic pretty much sucks anyway, and if the Rebels go for it, good for the Empire. Also, even assuming maximum rebel success and focus for the first 2 turns
## SPYNET (Good) ##
Are assigned to players after assaults are declared. Allows you to redeploy a ship or squad pair. The ability to redeploy after deployment is finished can be very strong. It allows feints - and recovering from a bad initial setup.
Imperials should grab 1 Spynet. It's just too good not to. Redeploy your ISD or Demo? Trick the Rebels during Hyperlane Raid or Show of Force? Grabbing 1 also prevents the Rebels from grabbing all 3, which can be important. You don't get too many resources from spynet locations (5/4/2 respectively), but don't forget the base you build provide 25 points, so it's not so bad.
Rebels want at least 1, preferably all 3. Out-deploying the Empire is always a good thing and this really helps with that. Another good reason NOT to pursue diplomats!
## SPACERS (Decent) ##
Are assigned to players after assaults are declared. Allows the DEFENDER to swap out 1 objective per spacer. The ability to tailor your objectives to fit whatever fleet you're facing sounds pretty sweet, until you realize how rarely you'll actually get to do this. Between Special Assaults, Base Defense and all the locations with Campaign Objectives only, spacers just don't come into play very often.
Imperials can grab 1 spacers if they kind of happen to be in a system they kind of happen to have won a battle at. If that system isn't too shabby (like Duro or Crash's Drift). That 1 spacer should be enough to handle any non-base defense, non-raid attacks the Rebels might mount.
Rebels have a bit more use for Spacers. Not a whole lot more, but still. Depending on the locations chosen for Rebel OUTPOSTS, it can be nice to have a spacer or three if the Empire assaults. Hardly essential, but not complete rubbish either.
## DIPLOMATS (Rubbish) ##
Largely useless (well, completely useless for Imperials, marginally useful for Rebels). Are placed before assaults are declared. Can be used to prevent assaults from happening at UNOCCUPIED locations only. Applies equally to both sides equally. Diplomats seem so cool... until you realize you can't actually protect your bases or outposts with them. Bummer. You can only block your opponents (and your own team) from assaulting an unoccupied system. Typically used to block access to Premium/Good systems.
Imperials have NO USE WHATSOEVER for diplomats and should AVOID THEM AT ALL COST. Why? Because they are limited to 7 bases. They can't afford to pick up enough diplomats to even try to make them worthwhile. Also diplomats aren't good enough to be concerned about the Rebel side picking up all of them.
Someone has tried to make a case Rebels can grab all the diplomats and thereby shut down the Empire's ability to conduct Show of Force assaults. This is a failed tactic. Why? Because there are 12 systems eligible for Show of Force. There are 3 diplomats, one of whom is located in the Corellian system (Drall). Thus, if the rebels use all their stickers during setup to A) grab 3 diplomats and B) maximize their presence in the hinterlands, they will have 5 presence stickers and 3 diplomats, making them able to block 8 of 12 locations. Useless.
And since there is very little reason for the Empire to establish early bases outside Corellia/the Hyperlanes, the rebels will get no help there. Even assuming 2 successful Rebel attacks during round 1, they can only have 7 stickers + 3 diplomats on round 2. Still useless.
They could, hypothetically, manage another 2 assaults (1-1 after round 1, giving rebs initiative) during round 2, so could have (with another 2 wins) have 9 stickers + 3 diplomats come round 3, and would be able to stop the Empire from launching a Show of Force. BUT the hinterlands are full of crap locations which kind of hurts the Rebels AND if the Rebels have done THIS WELL, THIS EARLY, chances are that the Empire is not going to do well anyway. FINALLY, given a more typical setup and playthrough, the Empire will have AT LEAST one system available for Show of Force, making the diplomat gambit entirely useless.
Now, I've already said that I think Show of Force is really strong for the Imps, so that might provide an incentive to go the Diplomat route. It's still a no go from me. I think it's too much of gamble, grabbing all those weaker systems and hoping you can block all attack options. What if it doesn't work? It only takes ONE eligible system to run Show of Force. One. And in the meantime the Empire is racking up more resources while the rebels are holding low-value Diplomat planets with their Outposts.
Feel free to disagree, but I just don't see how Diplomas are viable.
### INITIAL SETUP STRATEGIES ###
Given the above, it makes little sense to me not to do the following:
Empire: Corellia 45+yards
Empire: Nubia 41+yards
Rebels: Saberhing [base] 41+yards
Empire: Selonia 37+yards
Rebels: Xyquine [base] 36+yards
Empire: Vagran 33+yards
Rebels: Duro [base] 42+spacers
Rebels: Centerpoint [outpost] 5+spynet
Rebels: Crash's Drift [outpost] 13+spacers
Rebels: Raider's Point [outpost] 4+spynet
Imps: 156 resources, 150 refit, 306 total
Rebs: 141, 120 refit, 261 total
Alternative Rebel strategy 1: drop spynets, maximize resources. Gain 11+14=25 extra resources from Polanis/Corfai, but no redeployment tokens. This invites the Empire to go outpost hunting in those +2 systems, which could give them an early lead. This can be to the Rebellion's advantage, securing the initiative for several round in a row while they catch up in points!
Imps: 156 resources, 150 refit, 306 total
Rebs: 165, 120 refit, 285 total
Alternative Rebel strategy 2: go for diplomats, so possibly shut down Empire Show of Force in round 3+. Against a clever Imperial player this is rally hard to get to work, and the return is very limited (see above for more on this).
As a final note the Rebels can tweak their builds a bit. Crash's Drift, for example, is kind of hard to defend without a base, and pretty valuable, so the Imps might hit here early. If they do this on Round 1, use the spacers and the strongest defensive build to deny them. As an added bonus they can't do show of force this round AND the rebels will likely keep the initiative in round 2. And that's just one example of the kind of considerations that must be made.
The Imps, however, have far less leeway IMO. Dropping Vagran in favor of Duro is the only viable tweak IMO, and even that is dubious.
I think that's enough for now. Lots of things I haven't covered yet: fleet build archetypes, build strategies, refit strategies etc. Maybe I'll will write some more on that later.
FEEDBACK/EXPERIENCES APPRECIATED!
Edited by Green Knight