Suggestions for Two Player Corellian Conflict?

By Forresto, in Star Wars: Armada

So a friend and I might try to play CC but its only going to be the two of us.

Do any CC players have suggestions for a two player 1v1 campaign? Such as how to compensate for the lack of four other players or scale the overall campaign down and the like.

We were thinking of each playing two fleets rather then three and maybe bumping up the list cap from 500 to 600. Having never played CC im not sure and would welcome any advice.

Edited by Forresto

Well, The Rulebook itself recommends that each player should command 2 independant fleets to effectively make it a 2x2 game.

But if you're hard on it only being 1 Fleet each, then... I don't know. The opportunity for both sides to gain points is very limited... Since the Campaign side with the fewest campaign points is always the attacker... And if its Even, its the Rebels... And that's always the attacker from both a "Select which system to attack" and the "Always First Player" side of things...

I don't know how it will go, in my head working it out, to be honest... A lucky game and the disparity between the only fleets flying becomes massive.

I was going to say have each player have 2 to 3 forces,

My friend and I have been playing a 2p Corellian Conflict campaign since December. It's loads of fun.

We've done a fake 3x3 campaign (because we're neeeeeerds and each have enough ships for it), making effective fleets out of our individual forces has been a blast. We just sort of roleplay the 3 individual fleets because the balancing mechanisms they've set up are quite good- we've had to go through the full decisionmaking process, scrapping fleets, being careful of matchups, etc.

We used the stock CC rules for fleet points, victory conditions, etc. So each of us had 3 fleets. This is pretty important for game balance- getting coverage on a certain # of systems, attacks per turn, etc is key because on their down turns the rebels have to be able to push the imps while building addl outposts and bases, and the imps need to be able to do shows of force etc without wasting a turns' worth of victory points.

I'd say it's much better to have more fleets of fewer points for each player than fewer fleets of more points, because the campaign isn't built for only one fleet per side.