CC Observations and strategic advice

By Green Knight, in Star Wars: Armada

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

Great breakdown.

I agree about the Diplomats. The map is just a little too big for any effective blocking of Show of Force.

Refits are the core of the game because economics is the core of the game. Anything that saves points when repairing your ships is a massive boost to your economy.

Spynet is the only other asset I consider worth having.

So I guess my only comments are to agree with you? :)

Our experience with Show of Force thus far has been zero imperial wins and 3 rebel wins. In 2 of those battles the imperial player was tabled. So we aren't worried about this mission favoring the Imps just yet. But our sample size is too small for any real conclusions.

Still waiting to see what will happen with Hyperspace Raid. Crossing my fingers that it is more exciting than some have reported. I believe it helps that all Rebel fleets are heavy with either very fast ships or masses of squadrons.

Thanks for putting this together!

1 minute ago, Democratus said:

Our experience with Show of Force thus far has been zero imperial wins and 3 rebel wins. In 2 of those battles the imperial player was tabled. So we aren't worried about this mission favoring the Imps just yet. But our sample size is too small for any real conclusions.

Still waiting to see what will happen with Hyperspace Raid. Crossing my fingers that it is more exciting than some have reported. I believe it helps that all Rebel fleets are heavy with either very fast ships or masses of squadrons.

That is very, very interesting. Because my own experience is rather limited, but I've gotten 120 points twice now, and can't understand how I'd fail to get at least 40, and more likely 80. With my Vader assault build, I have so much firepower to devote to kill those soft stations. And granted, I have some Armada skills, but I'm not super-skilled, so anything that helps expand upon my own experiences with the special assaults is great!

4 minutes ago, Democratus said:

Great breakdown.

So I guess my only comments are to agree with you? :)

Thanks for putting this together!

I hope to do a 2nd part later, with some fleet building tips and such. Stay tuned.

In every case, the imperials destroyed both of the bases, but spent more than 80 points to un-scar the destroyed ships.

It's a rude awakening to have to un-scar 2 ISDs (120 points of refit). Which exceeds the 80 + 30 free points.

Rebel ace squadron balls backed up by Yavaris/Sato make for great base defense

" As an added bonus they can't do hyperlane raid the next round " Can you explain? Do you mean they can't do a show of force? Why? I thought all that is needed is a free location outside corellia.

The biggest thing I have found and you covered it is that you need a group that is on the same page for players ability especially playing each other. If you have a WaAC player this can ruin it for the group. We have a couple of fleets that are scarred after the first round, each team decided independently that they would match up against each other in the second round. Either team could have really bootstrapped the other team and had one of the full health ````` ````````````````````````````````````````````440 point fleets go against the scarred fleets, but we are only in the second round and we all want to enjoy this campaign.

17 minutes ago, Xeletor said:

" As an added bonus they can't do hyperlane raid the next round " Can you explain? Do you mean they can't do a show of force? Why? I thought all that is needed is a free location outside corellia.

Massive typo.

Should be show of force THIS ROUND (i.e.the first round).

My editor will be fired.

17 minutes ago, Cusm said:

The biggest thing I have found and you covered it is that you need a group that is on the same page for players ability especially playing each other. If you have a WaAC player this can ruin it for the group. We have a couple of fleets that are scarred after the first round, each team decided independently that they would match up against each other in the second round. Either team could have really bootstrapped the other team and had one of the full health ````` ````````````````````````````````````````````440 point fleets go against the scarred fleets, but we are only in the second round and we all want to enjoy this campaign.

Yes. In the case of the campaign the journey is the destination. Maximize fun even if it means making a suboptimal gameplay choice here and there.

Well said Cusm, whose name is oddly dirty.

9 minutes ago, Green Knight said:

My editor will be fired.

Failed you for the last time did he?

1 hour ago, Democratus said:

In every case, the imperials destroyed both of the bases, but spent more than 80 points to un-scar the destroyed ships.

It's a rude awakening to have to un-scar 2 ISDs (120 points of refit). Which exceeds the 80 + 30 free points.

Rebel ace squadron balls backed up by Yavaris/Sato make for great base defense


That's just a tactical error by the Imperial player, though. With 11 Hull and 11 shields, you should not lose an ISD in CC (especially if it's backed by Motti). Engagement won't start on Round 1, and ideally won't start until Round 4-5 if the Imperial approaches correctly. This does not give the Rebels many turns to kill the ISD, especially if it has a fighter escort and the Rebels are using Bombers as a main means of damage. Stacking Engineering (or Nav) on the ISD can make it very resilient in the last few turns, but even if engagement starts early an ISD that is at risk of racking up the damage cards can always use HyperSpace Escape if it feels even the smallest amount of threat that it might be killed in the next round.

In a dual ISD list, the Rebels simply should not have enough turns to kill both ISDs, so they have to pick one to focus down. That one should hyperspace exit if it feels the threat is sufficient. Thus, the Imperials are not going to have to spend any refit points on their ISDs and can put them to their fighter screens or whatever else. Rebel ships, however, are typically not nearly as tanky (excluding the MC80s) and will be at a greater risk of actually being destroyed during battles.

3 hours ago, Green Knight said:

### 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

I don't have my book in front of me, but I could've sworn that when a Rebel player takes a turn picking his locations, he picks both his base and his outpost at the same time (secretly marking which is which). Therefor (using your above logic), when the first Rebel player picks his 2 locations, he would/should pick Saberhing and Selonia, leaving Xyquine to the Empire and Vagran available for the 2nd Rebel player. This means that in fact both sides would have 3 Repair Yards, not 4 and 2.

Again, I don't have my book in front of me but I could've sworn that's how the set up worked.

14 hours ago, Xindell said:

I don't have my book in front of me, but I could've sworn that when a Rebel player takes a turn picking his locations, he picks both his base and his outpost at the same time (secretly marking which is which). Therefor (using your above logic), when the first Rebel player picks his 2 locations, he would/should pick Saberhing and Selonia, leaving Xyquine to the Empire and Vagran available for the 2nd Rebel player. This means that in fact both sides would have 3 Repair Yards, not 4 and 2.

Again, I don't have my book in front of me but I could've sworn that's how the set up worked.

Actually that's not quite what the book says.

It says:

ONE IMPERIAL PLAYER PLACES HIS STICKER.

Then

ONE REBEL PLAYER places ONE OF HIS STICKERS.

So far, so good.

Then it proceeds to say that each REB must places one each of BASE and OUTPOST, in any order.

Then it says teams take turns until each IMP has placed 1 sticker and the REBS 2.

Now, for a time I was very certain that this meant (alt A):

IMP (Corellia)

IMP

REB

IMP

REB

IMP

REB

REB

REB

REB

That's what I've based this on.

If, however, this is the wrong interpretation (I'm leaning towards this now and will use it in our upcoming RL campaign) things change a bit:

IMP (Corellia)

IMP

REB

REB

IMP

REB

REB

IMP

REB

REB

There is a thread in the rules sub re. this btw.

It's both rereading the text like 10 times AND play experience that makes me think the latter version is right. I've submitted this as a rules question to FFG.

It gives a more even setup, something along these lines.

Empire: Corellia 45+yards
Empire: Nubia 41+yards
Rebels: Saberhing [base] 41+yards
Rebels: Selonia [base] 37+yards
Empire: Xyquine 36+yards
Rebels: Vagran [base] 33+yards
Rebels: Duro [outpost] 17+spacers
Empire: Crash's Drift 38+spacers
Rebels: Centerpoint [outpost] 5+spynet
Rebels: Raider's Point [outpost] 4+spynet

Imps: 45 refit, 160 resources

Rebs: 45 refit, 137 resources (162 if they drop spynets and go max resources)

Edited by Green Knight

Linking to original base placement discussion:

I think when I read it originally, I literally read it as the Rebs put two each time, which is annoying because I am usually good at not doing that sort of thing. Now that you have quoted it to me, I can totally see the ambiguity with how it should be interpreted. Hmm, I suspect the intention was that the Imps get the best place on the map (Corellia), then get the choice pick of the next one as well, then the Rebs get to slowly 'catch up' by placing 2 to 1 after that, leaving a pretty even overall set up. But maybe the Imps are supposed to have more of a head start afterall, since they will only control effectively half as many locations as the Rebels. Interesting. If they ever get around to responding to your question, let us know!

2 minutes ago, Xindell said:

I think when I read it originally, I literally read it as the Rebs put two each time, which is annoying because I am usually good at not doing that sort of thing. Now that you have quoted it to me, I can totally see the ambiguity with how it should be interpreted. Hmm, I suspect the intention was that the Imps get the best place on the map (Corellia), then get the choice pick of the next one as well, then the Rebs get to slowly 'catch up' by placing 2 to 1 after that, leaving a pretty even overall set up. But maybe the Imps are supposed to have more of a head start afterall, since they will only control effectively half as many locations as the Rebels. Interesting. If they ever get around to responding to your question, let us know!

I think this makes more sense that my original interpretation. Sides are more evenly matched.

Empire: Corellia 45+yards
Empire: Nubia 41+yards

Rebels: Saberhing [base] 41+yards
Rebels: Selonia [base] 37+yards
Empire: Xyquine 36+yards
Rebels: Vagran [base] 33+yards
Rebels: Duro [outpost] 17+spacers
Empire: Crash's Drift 38+spacers
Rebels: Centerpoint [outpost] 5+spynet
Rebels: Raider's Point [outpost] 4+spynet

Imps: 45 refit, 160 resources

Rebs: 45 refit, 137 resources (162 if they drop spynets and go max resources)

Edited by Green Knight

Great OP Green Knight, excellent points (disagree with you on Rieeken and map vs book on the planet data!)

The attrition side of things needs to be expanded upon I think - I think early Rebel strategy should be exactly that, deny the Empire resources whilst risking as few of yours as possible. Attack Corellia - upside of winning is huge but don't lose to many ships in the attempt. It'll be a tough fight so get out of Dodge if things look bleak; but it is well worth the risk.

If things go badly after a few turns then it is likely the Empire will have a ton of resources so you then need to shift away from attrition because it won't hurt them and go for neutral planet grabs to get some bases down. Now the rewards for winning are better for the Rebels as you'll get well needed bases but if you lose the Empire won't really be gaining anything they won't already be getting.

Hyperlane Raid needs to be avoided unless you can engineer a favourable match-up. And it's unlikely you'll completely win Show of Force but you can make them pay dearly for one station whilst getting the VP win to establish a base. So be prepared to defend your Bases and against SoF.

Once you're up to 500pt fleets then it'll be a race for easy cp wins - maybe try a +2 CP base attack if you can engineer the right match-up but otherwise try and win two out of three fights and be prepared for the All Out Assault.

2 hours ago, Madaghmire said:

Well said Cusm, whose name is oddly dirty.

Actually it's not, or not really or maybe not what you think. It's an old UK indie/dance/electronic band's name.

I know our group is pretty much looking forward to All Out Assault when the first team reaches the required points and we all are just enjoying the journey.

Our Armada community is smaller and really laid back even during the seldomly held tournaments. Coming from X-Wing our local community is great, but a large portion is typically in "win first & second, have fun third" tournament mode; which can be fun but it makes the game less fun doing that week after week.

42 minutes ago, Green Knight said:

Empire: Corellia 45+yards
Empire: Nubia 41+yards

Rebels: Saberhing [base] 41+yards
Rebels: Selonia [base] 37+yards
Empire: Xyquine 36+yards
Rebels: Vagran [base] 33+yards
Rebels: Duro [outpost] 17+spacers
Empire: Crash's Drift 38+spacers
Rebels: Centerpoint [outpost] 5+spynet
Rebels: Raider's Point [outpost] 4+spynet

I don't think the Rebs get to place BASE BASE like that.. each Reb player places one of each in any order.. ('either order' would have been less confusing I think.)

Edited by homedrone
11 minutes ago, homedrone said:

I don't think the Rebs get to place BASE BASE like that.. each Reb player places one of each in any order.. ('either order' would have been less confusing I think.)

Good point!

That needs to be considered!

Man did we set up wrong. We had all bases and outposts deployed on turn 1. It actually makes diploments really effective and makes getting any campaign points a pain since most matches are base assaults.

Oops. Not like it will be the only one we play

We did Imp/Reb/Imp/Reb/Imp/Reb/Reb/Reb/Reb.

That seems to be what the rule book states. <shrug>

11 minutes ago, Democratus said:

We did Imp/Reb/Imp/Reb/Imp/Reb/Reb/Reb/Reb.

That seems to be what the rule book states. <shrug>

It seemed so to our group as well.

But I've changed my mind.

I think the bit about "in any order" means that each Rebel player can chose which of their placements is a base and which is an outpost.