After playing one full campaign for Corellian Conflict, I took notes on things and tried to inject a little more fun into the game. Here's what I developed with some explanations on things if I feel I need to add some in. We're currently playing with 5 players a side in case you're wondering. Enjoy, @Mikael Hasselstein
1. Initial fleet composition is 300 points
a. Each ship may have a single upgrade.
b. No unique squadrons or upgrades.
c. Admirals are not mandatory at the 300point fleet phase. By the time 400 points has been reached, an admiral must be included in the fleet.
Thoughts: In the original Corellian Conflict, the game shot up from 400 to 500 far too quickly. I wanted to promote more of an escalation to the game and allow people to not have 4/5 of their fleet essentially locked in prior to the start of the game. It does make round 1 fleets mostly big ships and 3-5 squadrons.
2. Setup
a. Base and outpost selection is as follows:
i. Imperials – Corellia
ii. Imperials – Base 1
iii. Rebels – select two places to have presence (combination of base or outpost)
iv. Imperials – Base 2
v. Rebels – two more places to have presence
vi. Imperials – Base 3
vii. Rebels – Two more places to have presence
3. Round 1 rules
a. Base and outpost assaults are not allowed round 1
Thoughts: This one might just change to "Corellia cannot be attacked round 1.
4. Bases
a. In games beyond 3v3 players, the number of bases and outposts shall be as follows:
i. Imperials may have up to 7 bases
ii. Rebels may have up to 6 outposts and 4 bases.
Thoughts: Following the CC rules, a 5 player game would take up every space on the map. The 3 player version seems sufficient and helped to foster the slow burn I wanted in the CC.
5. Management Phase
a. Fleets may use resource points to add upgrades or new ships. If a ship/squadron has earned a veteran token, it may be exchanged for the opportunity to upgrade a squadron to a unique squadron of the same type. A ship may exchange the veteran token for a unique upgrade such as a title for that ship.
i. Ex: After the first round, Jimmy’s CR90 Corvette A has earned a veteran token. During the refit phase, he decides to spend points to add the “Leia Organa” Officer upgrade to his ship. The veteran token is then discarded and he may add the card to his list.
b. Ships may not be removed from fleets, but they may be refit if needed. The point cost difference between the two must be paid if the resource costs more and points are lost if the ship resource costs less.
i. Ex: Bryan decides he wants to upgrade his GR-75 Medium Transport to a GR-75 Combat Refit. The Medium Transport costs 18 points and the Combat Refit costs 24 points. Bryan must pay 6 points to remove the medium transport from his list and add the combat refit. Dan, however, decides he does not like his Imperial Star Destroyer II and decides to field an Imperial Star Destroyer I instead. The ISD II costs 120 points and the ISD I costs 110. He does not need to pay any point cost, but he does lose the 10 points from his fleet point total for other purchases.
c. Squadron totals are tiered
i. Total <= 300: you may deploy 100 points worth of squadrons
ii. 300 < Total <= 400: you may deploy 134 points worth of squadrons
iii. 400 < Total <= 500: you may deploy 167 points worth of squadrons
6. Fleet retirement
a. In the event a player chooses to retire a fleet, they have two options. First, any player may retire a fleet at any time. All unique upgrades and squadrons used in that fleet are now unavailable to other players for the rest of the campaign. The player may build a new fleet with the initial list building rules.
b. If a player loses over 50% of the total fleet cost in one battle, they may instead use the average fleet cost of all other players to rebuild a fleet utilizing the initial fleet composition rules for the next round. Average fleet total is always rounded down.
i. Ex: Matt decides to go down in a blaze of glory and attacks Steve with a fleet of scarred ships. During the battle, his 400 point fleet loses 230 points of ships and upgrades, leaving him with a very crippled fleet for the next round. He decides to retire the fleet and takes the average fleet totals instead (400, 440, 390, 375, and 398) and builds a new fleet at 400 points.
Thoughts: The goal is to prevent list retirement abuse, but also to allow a player who got hit hard to jump back into the game. It also makes the option of spending all the refit points on upgrades and ships, then attack as aggressively as possible to do damage to the opponent. This was not something we saw in the original CC.
7. Scenario specific rules
a. During the Hyperlane Raid scenario, Imperial fleets must leave the deployment zone. Any Imperial ship that does not do so is considered destroyed when determining the victor for point totals. These ships are not scarred, however.
8. Retreating
a. Players may elect to retreat the remains of their fleet starting at round 4 of a battle. At the beginning of the round, the player discards their command dial and declares they will be jumping into hyperspace. Squadrons engaged with enemy squadrons will not be able to flee and are considered destroyed and scarred. All unengaged squadrons are able to flee as normal.
b. A ship or squadron under the effect of Rieekan’s ability are still considered scarred if they would be destroyed at the end of the round, even if the ship is declared to be retreating into hyperspace.
9. Some of the resources available on planets have the following rules:
Thoughts: In the Original CC, the only planet resource anyone cared about was the shipyards. I decided that giving the other bonuses a secondary effect might make people consider using them. Surprisingly, people have gone out of their way to gather these other bonuses this game rather than just go for high resource and shipyard locations.
a. Diplomat
i. You may spend a diplomat token to designate locations as “off limits” to attacks.
ii. You may spend a diplomat token to gather support, allowing a single player to earn one unique upgrade for a ship or change a generic squadron into a unique squadron.
b. Spynet
i. Discarding a spynet token allows a player to redeploy one ship or two squadrons after fleets have been deployed.
ii. A spynet token can also be used to remove one of the three base assault options from a defending player.
1. Ex: Stuart declares an assault on Corellia. The defender, Jay, may select one of three special scenarios. Stuart uses a spynet token to remove the Armed Station from the objectives Jay may use so he must pick either Fighter Wing or Ion Cannon.
c. Skilled Spacer
i. As a second player in a conflict, you may discard a skilled spacer token to exchange one objective of the three available objectives
ii. After deployment, discarding a skilled spacer token allows the player to move one objective token on the battlefield distance 1-2 from the current location.
10. Victory Conditions
a. At the end of each round, points are awarded for victories and the first team to reach 16 points will be declared the victor.
b. After a team has won 10 victory points, either team may declare a “tactical assault” (read: All-out Assault). There will be two battles, a 3v3 battle and a 2v2 battle.
i. The winner of the 3v3 battle will earn 4 victory points.
ii. The winner of the 2v2 battle will earn 2 victory points.
Thoughts: The All-out-Assault in CC made the entire rest of the campaign largely worthless. Instead, you could boil down the game into one massive 3v3 game and call it. So instead, I thought giving the games point values means it's not always the inevitable conclusion to a CC campaign. Again, we have 5 players, I have 3 kids at home, and didn't want to play for 30 hours, so I split it from a 5v5 to a 3v3 and 2v2. Do what works for you.
11. Additional Rules
a. Hondo Onaka is unique for both factions. Only one Rebel OR one Imperial player may use that upgrade card.
I'm sure more will be added as I refine the rules. CC is a great way to play Star Wars Armada. I'm more than happy to clarify anything.