Changes my group made to the Corellian Conflict

By Payens, in Star Wars: Armada

So I have only played the Corellian Conflict once before. The first time around we noticed that basically the Skilled Spacers was never used as people are usually pretty good about picking their objectives.

Second we found that for Defense Ion Canon was basically ALWAYS picked I think most people have talked about how powerful that one is.

My new group made a couple of changes that I thought was interesting to make the campaign in my opinion more effective.

1. They changed it where Skilled Spacers does the job of the Spynet... AKA allows you to move a Ship (which in my opinion made sense).

2. You can use a Spynet token to remove a one of the objectives when you are attacking a base... so if you have one you can remove the Ion Canon objective. Again I thought this made sense as the Spynet disables the Ion Canon type of thing.

3. You can use a Spynet token to Counter a Spynet token. which again makes sense as one sypnet counters the other.

This has made the game play very interesting... where if both teams have spynet then is it like do we want to attack a base what if they do... etc etc.. has also made attacking a base possible.

I like the idea so I figured I would pass it along.

Diplomats is the real stinker of the tokens. Skilled spacers is fine in my opinion; It's not the most valuable, but it's a nice extra bonus from mid tier worlds. It also gives you some freedom to run Objectives that could backfire in a battle against a similar fleet (Fighter Ambush is a big one).

As for spynet... If that's the sole use for the token, I don't think I'd bother wasting a base on such resource poor worlds if that's all I got for them.

Not sure why it's felt that Spynet needed a change. Spynet is a very powerful tool for attacking and defending by letting you reposition a ship after both sides have deployed. You can use it to set up a flanking maneuver on the attack, or to place down a bait scarred ship before whisking it off to the opposite side of the board out of danger. As a tool, Spynet is the best game-to-game ability you can get. Because of this, it's only available on less valuable planets, and that seems to have a disproportionate impact on team decisions.

The two that are currently the least valuable on average are probably Skilled Spacers and definitely Diplomats. There just aren't enough valuable planets that aren't immediately taken for resources by the time Diplomats can be used. Congratulations, you saved... Froz? Really? What was the point of that?

Skilled Spacers is less of a problem with the ability and more a problem of the campaign structure. It's only viable for defenders, and only if you have a really terrible matchup on a planet that doesn't force a green objective choice.

On 12/9/2017 at 9:58 AM, thecactusman17 said:

Not sure why it's felt that Spynet needed a change. Spynet is a very powerful tool for attacking and defending by letting you reposition a ship after both sides have deployed. You can use it to set up a flanking maneuver on the attack, or to place down a bait scarred ship before whisking it off to the opposite side of the board out of danger. As a tool, Spynet is the best game-to-game ability you can get. Because of this, it's only available on less valuable planets, and that seems to have a disproportionate impact on team decisions.

People just miss that Spynet is a boost for certain fleet builds, and may be worthless for others. If you're going to be out-deployed and you have one or two high-value units, it's tremendously valuable. If you have a crazy build like two ISDs, being able to redeploy one of them could win you the game. Being able to redeploy both should have warm yellow liquid flowing down one of their legs. Similarly, Demolisher ... You set it up in the middle and they deployed everyone in the center third of the setup area to keep you from jumping anyone? Congratulations, you're now on one flank ...

Oh, dear, did you (the first player) pick Fighter Ambush as the objective? Setup went one ship for each of us, then all of the fighters, then the rest of our ships. Guess I'll re-position Ten Numb and Norra Wexley to help hit your most important ship ...

It takes skill to use properly, but so does deployment in general. To say it again, it benefits certain fleet builds more than others.

Here is my idea, along similar lines. Haven’t tested it yet.

Logistic Limitations for Corellian Conflict

This variant seeks to add a little more texture and strategic decision making to the campaign by imposing some limiting factors. This requires more record-keeping than a typical CC campaign.

  1. Special Assaults. Special Assaults may only be played once during the campaign. (Alternatively, Special Assaults may only be played by the team with fewer campaign points.)
  2. Base Defense.
    1. Assigning Base Defenses. As soon as a base is placed on the map, the Grand Admiral of that team (secretly) assigns a base defense objective to it and records that information. Initially, the Grand Admiral has access to a pool of all three objectives — Ion Cannon, Fighter Wing, and Armed Station. When one is assigned to a location, it cannot be used again until the remaining base defense objectives in the pool are used as well, at which point the pool “refills” and all three objectives are available again. (In other words, you can’t give all your bases the same thing for defense. If you assign Ion Cannon to your first base, you will only be able to assign Fighter Wing or Armed station for your second base, and whichever one is left over for the third. All base defenses are available again for your fourth base.) The base defense objective assigned to a location is secret information until the base is attacked.
    2. Base Assaults. When a base is attacked, the base defense objective recorded for that location is revealed during the “select objectives” step of setup. If the base is destroyed, any new bases built at that location will be picked from the owner’s base defense pool at the time it is built — previous bases have no bearing on the defenses of a new one. If the attack fails and the base is not destroyed, the base defense objective remains the same for future battles at that location until the base is destroyed.

  1. Strategic Effect Tokens and Espionage . While still able to mark unoccupied territories as “off limits” for attacks, Grand Admirals may also assign Diplomat tokens to enemy bases in an attempt to learn the base defense objective assigned to it. More than one token may be assigned to an enemy planet. Once all Diplomat tokens have been placed, roll 1 red die for each token on a controlled planet; the base defense objective is revealed if any hits or crits are rolled.
21 hours ago, Tayloraj100 said:

Special Assaults. Special Assaults may only be played once during the campaign. (Alternatively, Special Assaults may only be played by the team with fewer campaign points.)

What's your thinking behind this?

21 hours ago, Tayloraj100 said:

Strategic Effect Tokens and Espionage . While still able to mark unoccupied territories as “off limits” for attacks, Grand Admirals may also assign Diplomat tokens to enemy bases in an attempt to learn the base defense objective assigned to it. More than one token may be assigned to an enemy planet. Once all Diplomat tokens have been placed, roll 1 red die for each token on a controlled planet; the base defense objective is revealed if any hits or crits are rolled.

Interesting idea, but with Spynet in the game ... well, this is an Espionage function.

OK, really wacky idea time:

Strategic Effect Tokens and Swaying Planetary Governments. Diplomat tokens may unoccupied territories as “off limits” for attacks. In addition, Grand Admirals may assign Diplomats to unoccupied systems to sway them to be friendly to that side. When Diplomat tokens are placed, a single Diplomat token may be declared as swaying the unoccupied system. If the other player does not declare an assault into that system, the player who placed this Diplomat token must declare an assault into that system. However, ifdeclared an assault into the system, the usual roles are reversed when battle is played out: the player with the Diplomat token in the system is the second player in all respects. However, after the battle is resolved, the player who placed the Diplomat token is the winner, that player's team gains the Victory Bonus Value for the system.

Overpowered? Probably.

On 1/7/2018 at 5:44 PM, elbmc1969 said:

What's your thinking behind this?

That I’d seen a lot of people saying that there’s a runaway leader problem in CC and the Special Assaults seemed like a significant contributor. Only being able to play one when you are behind is a good solution to keep the losers in the game. Alternatively, limiting them to one play, ever, adds a lot of tension to those battles, and might also keep resource totals from getting too far apart too quickly.

And, yes, Spynet tokens make more sense for spying but the Diplomat tokens needed to be more useful. Plus, using an embassy as an excuse to scope out the local military deployments is almost standard behavior. I mean, if you’re going to drive by the planetary defense installation anyway, you might as well pay attention to it.

Edited by Tayloraj100