Hows CC going.

By EbonHawk, in Star Wars: Armada

We've just finished round 3 in our 3 vs 3 campaign. My fleet is currently all Veteran bar my GR-75s and has won 2 lost 1 so far. I'm on the Rebel side and looking at the imperials their lists are starting to get shaky with the scarring but they have the upper hand in amount of refit points for now, all the fleets seem fairly balanced ship wise trading blow for blow.

My last game resulted in Two ISDs and a 'dictor and all imperial squads being sent back to the chop shop for repairs while the Rebels hyperspace retreated an AfMk2 to save its scarring, got a scarred CR-90 (duly repaired) and lost Jan flat out RIP. I seem to currently hold the squadron advantage in the campaign and it's paying dividends.

How's everyone else's CC going??

Our final game was just shared this morning by FFG-OP's Facebook Page.

IN short - The Imperials have been running roughshod over the Rebels all Campaign, and just as the Rebels were starting to get up to 500 a fleet in equity, they Imperials declared the all-out-assault so they could push the battle forward while all of their Ships and Squadrons had Veterancy, and the Rebels had None.

We finished our fourth round and the Empire (my fleet) is proving to be a juggernaut. We have lost 4 games (all from our newest player) and lead 8-3. All fleets are at or close to 500 points. We just declared All Out Offensive and just waiting to coordinate everyone's time.

Our game was over quite soon after it started. Imperials lost Corellia in the first round. They had to go with a scarred ISD in the second. Their attempt to retake Corellia failed in a bloodbath for both sides. Then their "Show of Force" was a desaster. The fleet was tabled in round 3 without destroying a single station (and loosing 4 scarred squadrons).
They only had 87 Refit and Ressource Points per player, but would have needed 142 and 175 pts. to repair. They gave up, before the third player with the scarred ISD played the third battle of the second round. Otherwise they would have faced three rebel fleets with 500 pts. and several veteran units.

We have to start another campaign...

It seems that CC is a good system but participants need to ensure that each side has roughly equally skilled players.

Won mine at the end of round three. My Interdictor list (Suppression refit with two Victory Is and a Gozanti) was up 2-0, my Rhymerball (ISD I, Gozanti, two Arquitens light) was down at 0-2 but was able to mostly repair scars but had only made it up to about 420-some points. My opponent had two fleets that were both 1-1, with no scars at around 420-440 points. Then the Rhymerball finally came through and I tabled him at Centerpoint, suffering a few minor scars and losing an Arquitens. Following that I again tabled him with my Interdictor list, leaving only one squadron unscarred. He did the math on how much it would cost just to unscar and surrendered after I noted that one of my fleets would be hitting 500 and hinted that I'd be taking a base over.

Had we continued I would have most likely taken over the most valuable base he had (or at least inflicted heavy losses) and from there my plan was to just keep hitting bases or grabbing high resource planets. My thinking was that if I have twice as many resources I can handle a game where we each suffer massive casualties, but I can keep stripping uniques from him or forcing him to spend points just to put ships back on the table. Essentially, I was going to use the massive advantage I would have had in round four to cripple his income and then build up resources so that even getting tabled wouldn't stop me from fielding a scar-free list. I mean, he can scrap the fleet and start over but then he's still taking 400 points to defend a base against 500.

We're planning to do another one later this year, where we'll both use Rebel units but I'll be the Imperials as far as the campaign rules are concerned (I was the "Rebels" in this campaign). I'm currently debating if we would enjoy the campaign more with a house rule or two to prevent a snowball effect, but I'm going to wait until we're closer to starting because I'm hoping for a proper 2v2 to happen. It's also been suggested that I emphasize the value of preserving ships, since part of my win was because I'm a lot less willing to lose ships to get kills or gain victory tokens. Either way I enjoy the progression as fleets grow in strength so I definitely want to do another.

Yes if the players are imbalanced it will make for a quick campaign. Think before sides are chosen player skills should be balanced and teams picked from that but some people would have issues as only comfortable flying certain side.

17 minutes ago, Democratus said:

It seems that CC is a good system but participants need to ensure that each side has roughly equally skilled players.

We thought we did. Out of our six players, 2 are veterans, 1 had played 3-4 games (2 against me), 1 had played twice, I had played 5 games and one had only played a demo game. The 2 veterans were rebels because the rest of us had most Imperial ships. I have a great fleet and my first 3 games were against the veterans and I only lost the Demolisher twice and 2 squads in those 3 games, while they were at about 80% losses for those games; it helped that my first game had Ion Base Defense. That really helped the player that had 2 games under her belt do better in following rounds. Our complete noobie tried but I don't think he has as much experience with competitive tournament games.

Our campaign finished a couple weeks ago,although we decided to still play the all out assault for fun as soon as we can synch schedules. Imperials ended up winning by sweeping the last two rounds, all in very tight matches that came down to final dice rolls basically. Very fun time. Only issue with the 2v2 is the credits needed to be scaled. Was at 500 with money in the bank after round 3 and didn't get that tension other folks have seemed to have.

3 minutes ago, draco193 said:

Our campaign finished a couple weeks ago,although we decided to still play the all out assault for fun as soon as we can synch schedules. Imperials ended up winning by sweeping the last two rounds, all in very tight matches that came down to final dice rolls basically. Very fun time. Only issue with the 2v2 is the credits needed to be scaled. Was at 500 with money in the bank after round 3 and didn't get that tension other folks have seemed to have.

In my experience you have to start at 300, which is what I did, or even 200. That way you get really contained skirmishes in the early battles and get to see the fleets grow more satisfactorily. In this way the battles feel more epic once you have proper fleets and at least in my case I grew more attached to mine, knowing it started as a single victory with squadron support to now where its two VSDs, an ISD, and two gozantis with a massive squadron screen.

I agree with the above sentiments about balancing each team's player experience. Our 8 player CC has the Imp side with 3 strong players that have participated and performed well in competitive events and 1 new player while our Rebel side has 2 new players (me being 1 of them) and 2 experienced players (1 of which I think played at competitive events). We kind "shoehorned" ourselves in that situation because 2 of the Rebel players wanted to play Rebels and I only had Rebels. Some of the guys are pretty down on themselves, but I'm still treating it as a learning experience and I've picked up a few things facing the stronger Imp players. 1st round started off even, but the 2nd and 3rd rounds only saw 1 victory for the Rebels each while slowly bleeding away our outposts/bases.

19 minutes ago, Forresto said:

In my experience you have to start at 300, which is what I did, or even 200. That way you get really contained skirmishes in the early battles and get to see the fleets grow more satisfactorily. In this way the battles feel more epic once you have proper fleets and at least in my case I grew more attached to mine, knowing it started as a single victory with squadron support to now where its two VSDs, an ISD, and two gozantis with a massive squadron screen.

We would likely do that in a second play through. Although I think we'd still also scale incomes to slow the build up down. I played defensively in my first two games and just didn't lose a lot in the fighting so it ended up being a fast build.