Hi all!
Our play group (of 6) was very excited to start our very first C campaign some 2 months ago. After reading some of the posts in this forum we decided to add some of the house rules proposed (mainly by @Green Knight here https://community.fantasyflightgames.com/topic/241727-cc-my-ideas-for-house-rules-and-tweaks/ )
Now we are about to finish it, and the overall feeling is disapointment. Most of us want to restart our regular league soon, and are not too eager to start a new campaign, at least not without heavy house-ruling.
I think most of the bad feelings come from these 2 points:
A.- Lack of strategic depth. The game mechanics are soooo shallow that they could be non-existent. Strategically there are only 2 decisions to take:
1. where to place the first bases and outpost (and there is little variation to this point. the decisions you should make are quite standard and variations difficult to defend)
2. which system to assault each turn, which turns to be a no brainer because there are no limits: if you are assaulting an enemy controlled system, you go for the most valuable one (why not!?) In our campaign the Rebels had the upper hand from the beginning and they kept assaulting Corellia until they got it on the second attempt. Then they started with the next most valuable system....
and that is all.
B.- Repetitiveness. As you have to attach yourself to a fleet, and with the present fleet rebuilding rules, there is no variety from turn to turn. Attaching yourself to your fleet/team, that in other games works quite well, in this game has been a problem as we had the feeling of playing the same game once and again. With 6 players at least you have the possibility to play 3 different matches before you start replaying the same game with little variations. With just 4 players I guess it is even worse.
There are also minor bugs. For example, losing by 1 point is the same as losing by 400 (except for the fact that now you have to rebuild your fleet). Thus, many matches ended by turn 4, because one of the players realized it was very unlikely he was going to win and hyperspaced (which was the right decision). Planning the whole match, schedulling the whole afternoon, take a 1 hour trip, just to play half game is very dissapointing!
Some ideas we are musing over are:
1.- access to some ships is limited to control over some systems or group of systems
2.- communication lines joining the systems as secure travel routes. You can ignore them but you risk some drawback (a % of the fleet starts the match scarred...?)
3.- systems defenses are improved by nearby controlled systems, maybe as reinforces coming in from hyperspace(?)
4.- large defeats (jumping to hyperspace leads to large defeats) may lead to losing control of nearby systems
5.- garrisons (you have to leave a % of your fleet to control a system). Maybe these garrisons are the ones brought as the reinforcements of point (3)
6.- spynets and/or commandos (instead of spacers?) may be used to retain garrisons, or sabotage system resources, or ship repairs/building
So, what is your experience? Have you incorporated house rules to improve the campaign?
Edited by dmborque