Corellian Conflict: Overall Strategy

By The Jabbawookie, in Star Wars: Armada

2 hours ago, The Jabbawookie said:

How can a campaign end round two? Barring surrender, you’d have to kill a base every single battle to hit twelve points, right? Did everyone retire their fleets?

I heard of wonderful balanced CC Campaignes. I really envy that experience, because it always happened like this, when I played it myself or some other players around here:

First round goes bad for Team A.
Second round goes even worse, because Team B got more points after round one and Team A couldn't repair or couldn't recruit.

Third round Team B has nearly 500 pt. fleets with lots veterans, but round three never happens because all fleets of Team A stick around 420 to 450 pts. with scarred units and noone wants to loose battle after battle again and again.


Loosing was bad and winning was lame. When it happend to be a great campaign for you, than the force has been with you!

23 minutes ago, Triangular said:

because it always happened like this

23 minutes ago, Triangular said:

First round goes bad for Team A.

Sounds like Team A needs a more balanced set of players. Failing that..... well....hmm..... git gud! :P

1 minute ago, The Jabbawookie said:

Sounds like Team A needs a more balanced set of players. Failing that..... well....hmm..... git gud! :P

I didn't look for advice, buddy. I just wanted to share an experience, because someone asked: "Advice, insight or anecdotes are all much appreciated!"

3 minutes ago, Triangular said:

I didn't look for advice, buddy. I just wanted to share an experience, because someone asked: "Advice, insight or anecdotes are all much appreciated!"

I'm not sure my response is worthy of the term "advice." :) I was just kidding around. But I'll keep the snowball effect in mind, thanks for the info.

50 minutes ago, Triangular said:

I heard of wonderful balanced CC Campaignes. I really envy that experience, because it always happened like this, when I played it myself or some other players around here:

First round goes bad for Team A.
Second round goes even worse, because Team B got more points after round one and Team A couldn't repair or couldn't recruit.

Third round Team B has nearly 500 pt. fleets with lots veterans, but round three never happens because all fleets of Team A stick around 420 to 450 pts. with scarred units and noone wants to loose battle after battle again and again.


Loosing was bad and winning was lame. When it happend to be a great campaign for you, than the force has been with you!

Honestly, as much as I *want* to like the campaign, we've had very similar experiences. Also, the fact that simply not playing (hide and hyperspace out ASAP) is often the smartest move is the worst thing ever. There is zero motivation for me to want to play a game where the best strategy is not to play the game.

Corellian Conflict does a lot of things right, and I love the extra options it introduced to the game, but I've honestly yet to have a truly enjoyable experience with it. That being said, the biggest our player base has ever been was when we ran the campaign. There was a time we had 14 active players... The good old days.

Has anyone tried a Special Assault denial strategy?

In theory, this would work by ensuring that all of the opposing side's special assault targets were occupied or diplomat-blocked. There are a LOT of drawbacks though, so not sure if it'd be worth it. High risk for dubious rewards. I think it's only even theoretically possible in 3v3.

Sorry @Ardaedhel , I've no idea. :(

If I could actually GET to play Armada sometime let alone the Campaign - I'd be able to contribute in a more meaningful way!

But, given the lukewarm feedback about CC - do you guys think that if there were more varied scenarios at play, CC would be more interesting?

Or is it more of a case of once one side loses there's no real way for them to get back into the game, that's dampening the CC experience?

:mellow: