CC- setup question

By Wawa666, in Star Wars: Armada Rules Questions

Greetings Admirals
We are going to start the CC Camp and one question arises; how shoud we proceed with selecting locations at the begining:
1.
-imp 1st player- imperial base
-reb 1st player- rebel activity x 2

-imp 2nd player- imperial base
-reb 2nd player- rebel act. x 2
-imp 3rd player- imperial base

-reb 3rd player- rebel act. x 2
OR:
2.

-imp 1st player- imperial base

-reb 1st player- rebel activity

-imp 2nd player- imperial base
-reb 2nd player- rebel activity

-imp 3rd player- imperial base
-reb 3rd player- rebel activity
-reb 1, 2 & 3rd- rebel act.


Until the FAQ drops, you'll have to choose which interpretation to go with.

It seems to balance better going with option 1, though, and that seems to be the general consensus.

I thinnk that option 1 is valid as it gives minor advantage (IMO) to the rebels and option 2 major advantage to the imperials and I have a feeling (by reading rules again and again) that option 1 is the one intended

No 1.

As we didn't have a clear ruling before starting our campaign, I let the Rebel Grand Admiral choose which option he preferred. He went with option 2.

We went with option 2 as it seemed to most closely follow a strict reading.

But CC is casual, so do what works for your group!

On 3/16/2017 at 10:45 PM, Green Knight said:

No 1.

The upcoming FAQ will confirm no 1.

Hello Bjørn,
In response to your question:
Hello, Corellian Conflict In what order are stickers placed when setting up the game? The rules note that Corellia goes to the Imps, then Imps pick a base location then 1 rebel player places 1 sticker (not 2). In a later section it says teams alternate until each Imp has place 1 sticker and each Reb 2 stickers. So do each rebel place 1 sticker only, and then place their 2nd sticker after every player has placed their 1st sticker? Or do each rebel actually place both stickers when their turn comes up? Phrased differently, is it: A) Corellia - Imp - Reb - Imp - Reb - Imp - Reb, then each rebel places another sticker or B) Corellia - Imp - Rebx2 - Imp - Rebx2 - Imp - Rebx2 The rules - and my instincts - tell me it's A, but it's not clear cut. Cheers Bjørn
When it is each Rebel player’s turn to place stickers he places 2 Rebel Presence stickers. That paragraph is slightly confusing and will be addressed as an errata. The revised paragraph should read:

To begin, the Imperial team places an additional Imperial Base sticker on Corellia. Both teams record the presence of an Imperial base on their Team Roster. Then, one Imperial player places his Imperial Base sticker on one of the locations on the campaign map. Both teams record the presence of an Imperial base on their Team Roster. Then one Rebel player places one of his Rebel Presence stickers on one of the locations on the campaign map. The Imperial team records the Rebel presence at that location on their Team Roster. The Rebel team, however, records whether this location is a Rebel outpost or a Rebel base. Each Rebel player must place two Rebel Presence stickers. These stickers can represent outposts or bases. However, only half of the total Rebel stickers can represent bases, the other half must represent outposts. Whether the Rebel Presence sticker denotes the location of an outpost or a base is only recorded on the Rebel Team Roster and kept secret from the Imperial team.

Thanks for your question!
Michael Gernes
Game Producer

Even after seeing the confusion and sending you some corrected text, it's still a poorly worded paragraph.

"...Then one Rebel player places two of his Rebel Presence stickers..."

This would have been so much more clear.

As it is it STILL says one Rebel player places one sticker and never continues to specify that the same player immediately places a second sticker. It only says that each player places 2 stickers - not with what timing they are placed.

26 minutes ago, Democratus said:

Even after seeing the confusion and sending you some corrected text, it's still a poorly worded paragraph.

"...Then one Rebel player places two of his Rebel Presence stickers..."

This would have been so much more clear.

As it is it STILL says one Rebel player places one sticker and never continues to specify that the same player immediately places a second sticker. It only says that each player places 2 stickers - not with what timing they are placed.

Yeah, I agree.

Sigh.

But at least we get intent confirmed.

Also looks like the two stickers placed by each Rebel player do NOT have to be exactly one Base and one Outpost.

He (Gernes) appears to suggest that as long as the total stickers placed consist of half bases and half outposts, the order doesn't matter.

26 minutes ago, Kendraam said:

Also looks like the two stickers placed by each Rebel player do NOT have to be exactly one Base and one Outpost.

He (Gernes) appears to suggest that as long as the total stickers placed consist of half bases and half outposts, the order doesn't matter.

It's not merely a suggestion - it's the new RAW :D

FFG needs to hire some English Comp majors to double review their text before releasing. Great game designers, but they have a habit of writing vague directions.

41 minutes ago, Cusm said:

FFG needs to hire some English Comp majors to double review their text before releasing. Great game designers, but they have a habit of writing vague directions.

In their defense, writing game rules is extremely difficult and Armada (and many FFG games) use a rules-exception design that has core rules that are broken by other game components, upgrades in Armada's case. This design is super fun but is a nightmare to maintain and the difficulty of covering every situation without breaking something is multiplied (not additive) with every expansion. Case in point, the endless loop with Instigator and Valor Rudor (I think?).

We are already seeing many issues every new Armada Wave and this will only get more convoluted with more releases. Not in their defense, the CC rulebook was poorly tested and worded. Way too many gaping holes and strange wordings, without commenting on their design decisions.

6 minutes ago, Thraug said:

Case in point, the endless loop with Instigator and Valor Rudor (I think?).

We broke that quickly :D

1 hour ago, Thraug said:

In their defense, writing game rules is extremely difficult and Armada (and many FFG games) use a rules-exception design that has core rules that are broken by other game components, upgrades in Armada's case. This design is super fun but is a nightmare to maintain and the difficulty of covering every situation without breaking something is multiplied (not additive) with every expansion. Case in point, the endless loop with Instigator and Valor Rudor (I think?).

We are already seeing many issues every new Armada Wave and this will only get more convoluted with more releases. Not in their defense, the CC rulebook was poorly tested and worded. Way too many gaping holes and strange wordings, without commenting on their design decisions.

Coming from a X-Wing player and several of their card games, having players looking for exploits compounds the problem. The X-Wing guys are having a field day exploiting the new TIE that's not even out yet - TIE Aggressor using IG-88's Aggressor Only ship upgrade. It is a pet-peeve of mine with FFG, and I know game design and writing rules is extremely complex, so I will just make the occasional snide comment, wish something was written better and happily give them more of my money on a large array of their games.