My local group and I had a lot of fun with the Corellian Conflict, and we are eager to revisit it once the new wave drops. While we enjoyed it immensely, nonetheless, it was the case that we had a blow-out campaign where Imperials got an immediate and big lead in the first week and then just continued to steamroll the Rebellion until they reached their 10-2 victory. I've done my best to follow lots of other anecdotal reports and experiences people have had with the CC, and it seems to be that this sort of situation wasn't entirely uncommon. After some reflection and discussion with my group, other local groups, and some online groups, I've got a list of possible issues and some house-rule solutions that might address some of these concerns. I'm very much interested in feedback, so if you played through the CC please do share your experiences by copying and pasting the survey below, adding your numeric response after each statement (1-5, or DK). You can elaborate on some of your reasons, but please do this below your copy-n-paste survey to make it easier to collect the data:
--------------------------------------------------------------------------------------------------------------------------------------------------------------
SURVEY (feel free to copy and past this with your responses, and I'll try and track the results):
Response: Enter a numeric response (1-5) from the Likert-Scale below after each statement, or a DK for "Don't Know"
- Strongly Disagree
- Disagree
- Neutral
- Agree
- Strongly Agree
(1) The Difficulty-to-Reward for the Rebel and Imperial special objectives (Hyperlane Raid & Show of Force) is even between the two factions' objectives:
(2) The "Show of Force" Imperial special objective is too hard for the Imperials:
(3) The "Hyperlane Raid" Rebel special objective is too hard for the Rebels:
(4) Fleets expand and grow too quickly in the Campaign:
(5) Limiting starting fleets to one-upgrade per ship is a good idea:
(6) When one side gains the momentum in the Campaign, it is too hard for the other side to swing it back:
(7) Fleets are often able to fully repair all of their damaged ships/squadrons after a game:
(8) Spynets, Repair Yards, and Skilled Spacers are roughly of equal value:
(9) The three Base Defense objectives (Fighter Wing, Planetary Ion Cannon, and Armed Station) are roughly of equal power:
(10) The nature of the campaign favors big, hard-to-kill ships over smaller but more fragile ships:
THANKS! Once I've collected general impressions, we can open further discussion, elaboration, and exploration of possible ways to mitigate whatever is commonly held to be an issue with overall balance/choice of the campaign.