We just finished a Corellian Campaign here in Perth, Australia. It was great fun, but we hit the same problem many people have reported, which is that the rules reward success to the degree that the winning team can quickly leap ahead of their opponents, making future wins easier, and creating a snowball effect.
Rewarding success makes a sense, but all players were of the opinion that individual games are more fun when more evenly matched.
The simple anti-snowball rules below are designed to narrow the gap somewhat while still leaving the advantage with the player who has earned more points.
- The points difference between the players fleets is awarded to the disadvantaged player as temporary recruitment points.
They may spend these points with the following restrictions:
- If they can afford a capital ship(s) with these points, they must buy the ship(s) before any squadrons*. Flotillas do not count for this rule**
- No title or upgrades may be purchased for this Capital Ship***
- Any remaining points can be spent on non-unique Squadrons
- The Capital Ships and Squadrons do not count as friendly to the fleet****
- All ships and squadrons bought with Temporary recruitment points count towards the game score, but are then permanently removed after the tally has been made.
*the reason players must buy capital ships if they can is to reduce the risk of an unusually amount of fleet of squadrons actually benefiting the disadvantaged player. In practice this means a Rebel will never be able to spend more than 38 temporary points of Squadrons (if they had 39 remaining they would need to buy a Corvette-B) and an Imperial will never be able to spend more than 43 temporary points on Squadrons (if they had 44, they would be required to buy a Raider-I).
**buy one if you wish, but these rules are not intended to actively encourage more flotillas.
***the rule is intended to narrow the gap, not allow TRC Corvettes or OE Flak Raiders. It should always be better to buy ships using real resource points.
****this means that the freebooters do not benefit from Admiral's abilities or similar rules that affect friendly ships, to ensure that properly purchased ships and squadrons are superior.
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For example:
- Charlie has an Imperial fleet of 460 points.
- Samantha a Rebel fleet of 410 points.
- The gap between the fleet sizes is 50 points, so Samantha may spend 50 temporary points. She can afford a capital ship so must buy one first (she chooses a Corvette-B for 39). She then has 11 points left, so buys an A-wing.
- Both fleets are now 460 points, although Charlie's carefully selected upgrades on his ships leave him feeling confident of victory while Samantha thinks she at least has a good chance of a win.
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The result should be a campaign that has much closer games, and while there are major benefits to being the team that is makes the most points and takes the least casualties, the individual matches should be more fair and enjoyable.
Comments and additional suggestions are welcome. We'll be trying this out in a campaign starting here this week.
Edited by MattShadowlord