Corellian Conflict: Encounter deck rule

By ForceSensitive, in Star Wars: Armada

Going to be running a league like event in Columbus Ohio soon and for fun would like to use the Corellian Conflict as the method. Our store ran one in the past to a fair bit of success when it was released, but as the common consensus goes it was somewhat missing something. For us, one of the major sticking points was having this large map and almost strictly sticking to battles over a few key systems. To resolve this issue I would like to propose an additional rule set to the gameplay called the Encounter deck.

Basic concept: A deck of cards is assembled, one for every system in the conflict. Instead of players deciding the last game location via the 'declare assault' method, the last two players, one from each team, flip a card from the shuffled deck and play an 'encounter' at that location. An encounter is played with the objectives limitations of the system it occurs in and initiative is decided by lowest fleet total gets choice.

That's what I want to do anyway. I need to figure out what needs to happen to the deck so players don't have encounters at bases, outposts, and presences. Which I'm assuming I'll just remove from the deck pre shuffle and flip. Any foreseeable problems with this?

Edited by ForceSensitive
Auto correct is an amazing tool that I'm grateful for...99% of the time

There is a possibility you throw off the balance by not allowing a team to get in a pair of base assaults in a round.

I would potentially make it an optional deal, but maybe sweeten the pot a little. Like the winner gets some extra resources or a squadron gets veteran even if it dies? That way they can choose if hitting a particular system is important enough to give up the possible reward.

Like the idea of shaking it up though.