First of all: I like the CC as it is. Maybe with some little house rules.
This thread is for the people who like test things or was dissapointed by the actual CC. More precisely, dissapointed by the lack of depth of the strategic phase.
I think the idea I will bring here is pretty interesting for those hard-house-ruled campaigns but I wanted to keep it light for those who don't want to complicate the actual system. The main idea is to add some narrative to the CC and some consecuences to the matches.
- Burn all the objectives rules from the CC rulebook and the map.
-
Attacking a base: instead of choosing one of the three objectives, the Base-Defense objectives are assigned at the start of the strategic phase, one for each base and must be assigned the three before assigning one again. The objective assigned will be played if its base is attacked. Fair play!
- Attacking anywhere else: instead of the actual rules, the second player choose any objective from his task list .
- When building their fleets the first time, instead of choosing three objetives, each player wil have a task list with every existing objective but the Base-Defense objectives. When a player choose and play one objective from his task list he must mark it as done and cannot choose it again unless he has every objective marked (what I doubt).
As you see this add a lot of variation (something some people complain about). The lore is easy. Second players are doing something somewhere (patrolling, pursueing an enemy vessel, seting a trap) when a hostile force interrupt them!!
In the following post I add the new rule for each objective. To be honest I don't have a CC Rule for each objective yet but I am on it.