##### THE CORELLIAN CONFLICT #####
#### WELCOME TO THE CORELLIAN CONFLICT ####
These are some ideas I have for CC house rules, based on my (still somewhat limited) experience (playing in 2 right now).
Not saying the CC NEEDS these changes, but I'm pretty sure I'm not the only gamer who likes to play around with extra options and tweaks.
Also contains a few CLARIFICATIONS and rules INTERPRETATIONS.
Finally I've added some NOTES, explaining my thinking.
FEEL FREE TO USE ALL, SOME, OR NONE AT ALL.
Feedback and other ideas very welcome indeed.
#### NEW RULES ####
### ATTACKING STATIONS ###
## ARMED STATION ##
The station attack values have been transposed. It should have 2 RED + 2 BLUE battery and 1 BLUE anti-squad.
#### SETUP ####
### CREATE TEAMS ###
The CC is primarily decided by PLAYER SKILL. Care should be taken to make teams as even as possible, unless all participants are looking for a more competitive experience.
### BUILD FLEETS ###
## HANDICAP ##
When building starting fleets:
- give rookies +20 fleet points
- give veteran players -20 fleet points
- all other players (those with "average" skills for the group in question) start with the standard 400 fleet points
It's possible to extend the handicap to including the final max score too: 520 for rookies, 480 for the hardcore veterans.
### PLACE BASES ###
Stickers are placed in the following order:
IMP: Corellia
IMP P1: Base
REB P1: 2 Presence, 1 each of Base and Outpost
IMP P2: Base
REB P2: 2 Presence, 1 each of Base and Outpost
IMP P3: Base
REB P3: 2 Presence, 1 each of Base and Outpost
NOTE: This is the order that makes the most sense, both in terms of starting balance and most varied starting scenarios.
#### THE CAMPAIGN TURN ####
### STRATEGY PHASE ###
## SECRECY, FLEETS ##
Fleets are NOT revealed prior to declaring assaults - they are considered secret information until match-ups have been decided. Once revealed the information can be freely shared with teammates. On subsequent round the same applies; the refitted and expanded fleets are secret until after match-ups are complete.
When battles are declared, use the name of the admirals involved to identify fleets. I.e. Admiral ACKBAR launches an assault on the Imperial base at Nubia. Darth Vader, forewarned by his spies, is waiting for him there.
NOTE: This rule takes away some of the leading side's ability to dictate engagements. It will probably also lead to more varied fleets and more "random" match-ups as sides try to outguess and adapt to their opponents' builds.
NOTE2: This rule allows Spynet tokens to have a secondary use (spying on an enemy fleet roster).
## SECRECY, RESOURCES ##
Teams should at all times keep a detailed record of their bases and outposts, their scarred ships and veterans, their refit and resource expenditure. After fleets have been revealed the opposing team may request to verify that everything has been done in accordance with the rules.
## SPECIAL ASSAULTS ##
# HYPERLANE RAID #
At the end of the game, the Rebel player gains 1 Victory token for each objective token remaining in the Imperial setup area (but not if it's in the middle "neutral zone").
NOTE: This is intended to discourage Imperial turtle tactics. The Imperial play CAN still turtle, but at the very least he needs to get his tokens into the neutral zone before game's end.
# SHOW OF FORCE #
Unchanged.
## 1ST ROUND ASSAULTS RESTRICTION ##
No BASE assaults are allowed on round 1.
NOTE: The reason for this is an early assault can tilt the balance of the campaign too early. Rebels take Corellia on round 1? Or Imps take a Rebel base? Or one side gets repulsed with heavy losses? Add some Special Assaults that end up favoring one side and it's suddenly not as fun or challenging as it's supposed to be.
### BATTLE PHASE ###
## SCORING BATTLES ##
On p. 9 of the booklet it says the winner always gets AT LEAST 1 CP. This is incorrect. The scoring on p. 10 is authoritative.
### MANAGEMENT PHASE ###
## DETERMINE BATTLE EFFECTS ##
This is the same as in the booklet, only reformatted for ease of understanding:
• Attacker wins (base or outpost): gains CP equal to Victory bonus value of that location.
• Attacker wins (unoccupied): gains 1 CP.
• Defender wins (base or outpost, or unoccupied: gains 1 CP.
• Special assault: neither player gains any CP, regardless of who wins or the Victory bonus value of that location.
NOTE: This means that winning a battle at a +0 location where there is a base/outposts gains the attacker NOTHING if he wins, but the defender gets 1 CP. But if the system is unoccupied, the winner always gets 1 CP, regardless of the Victory bonus value. This is intentional (effectively discourages the Empire from going after suspected Rebel outposts).
## CONSTRUCT NEW BASES AND OUTPOSTS ##
The winner of a special assault (Hyperlane Raid or Show of Force) does NOT get to potion of building a base/outpost at that location.
NOTE: This is intended to encourage more regular assaults (which indirectly makes Skilled Spacers more worthwhile). Special Assaults are now able to give a short-term boost in resources, but at a price (no construction option).
## REFIT AND EXPAND FLEETS ##
# DISBANDING #
If a player wishes, he may disband a ship, squadron and upgrade. The component is removed from his fleet and the fleet points are lost.
If a unique component is disbanded, it returns to the pool of available uniques and can be added to any fleet on a SUBSEQUENT round.
The admiral can't be disbanded. The only way to get rid of an admiral is to retire the entire fleet.
Titles can't be removed from ships, but disbanding a ship with a title disbands the title too (the title is then returned to the pool as described above).
NOTE: This could give an edge to the side with the strongest economy. That's not the intention. The intention is to help players who make some bad choices early on, or players who have ended up with choices that are now sub-par given the evolving nature of the campaign.
# CHANGING SHIP MODELS #
A ship can be turned into a costlier version of the same ship by paying the difference in resources.
A ship can be turned into a cheaper version of the same ship for free (the fleet points are lost).
Ships must be unscarred before they can change model.
# SQUADRON UPGRADES #
A player has the option of upgrading a generic squadron to a unique squadron of the same type by paying the difference in resources.
Squadrons must be unscarred before they can be upgraded.
# GENERIC SQUADRON VETERANS #
If a generic squadron qualifies for veterancy, the owning may decide to upgrade it as described above and keep the veterancy. If the player doesn't wish to upgrade (or can't, because there are no remaining uniques) the veterancy is lost.
# SET ASIDE COMPONENTS #
Cards NOT equipped to any ship still count towards the fleet point total. Only cards that are disbanded no longer count.
# SQUADRON LIMIT #
Fleets CANNOT be built with more than 1/3 the fleet points in squadrons.
When expanding a fleet, a squadron CANNOT be added if it would cause the 1/3 rule to be broken after it was added.
If battle losses causes a fleet to exceed this limit, it CAN still bring all its squads into battle.
#### ADDITIONAL CAMPAIGN RULES ####
### HYPERSPACE RETREAT ###
## RIEEKAN ##
A Rieekan zombie that retreats into hyperspace is still destroyed in the status phase and becomes scarred.
NOTE: In effect retreats are no better (or worse) for Rieekan than any other admiral.
### STRATEGIC EFFECTS ###
## DIPLOMATS ##
New use: 2 Diplomats can be spent to block attacks on any location with a PRESENCE sticker. 3 Diplomats can block attacks on a location with a BASE or OUTPOST sticker.
NOTE: Diplomats are still kind of weak, but at least now they can be used to block attacks on a key base or exposed outpost in a valuable system.
## SKILLED SPACERS ##
New use: Spacers that are not spent to change objectives can instead be spent to give a single ship or unique squadron a Veteran token for the duration of the battle. Ships/squads that already are veterans gain no additional benefit.
## SHIPYARDS ##
Unchanged. These are excellent already!
## SPYNET ##
New use: Prior to declaring assaults, a spynet token can be spent to look at the fleet roster (except objectives) of any one enemy fleet. This one is only relevant if using the secret fleets rule.
### RETIRE THE FLEET ###
If a fleet is retired, all unique cards (including the admiral and any titles) are returned to the pool of available components and are available for re-use on any SUBSEQUENT round (same as disbanding).
NOTE: This rule aims NOT to punish a side that's forced to retire a fleet. Having to start from scratch with a 400-point fleet is bad enough. Even the retired admiral could reappear later on!
#### CORELLIAN SECTOR LOCATIONS ####
The booklet lists both Corfai and Talfaglio as +1 VP location, while the map says +2/+0 respectively. Given the difference in resources the map is probably correct.
Corfai: Use the values on the map (+2 CP).
Talfaglio: Use the values on the map (+0 CP).