The Sykwalker Campaign is still not strategically challenging enough? Today I had another ingenious idea: BRINGING REAL SPACE TO THE CORELLIAN CONFLICT!
What bugs me for a long time now about CC is that the map is in essence a fraud . There are no real spacial relations in CC. One could throw the map out of the window and merely use a flat list instead. The spatial relations do not matter. The reason for this is that fleets that would have locations and limited movement would make a campaign of 6 players where each campaign round every single player is able to fight a battle impossible. So, it is understandable that FFG chose the rules how they are in standard CC. However, there is a IMO better solution. Here is the the one I entertain at the moment: In essence this solution is to have the spatial relationships to determine initiative , not to limit fleet movement .
- A grid linking the planets of CC must be used. Something like each planet is linked to 3 to 5 planets.
- During campaign setup, each player choses a location for his fleet.
- If an assault on a location is declared, fleets are chosen as usual for the battle by both sides, but both participating parties checks how many steps in the grid the chosen fleets are away from the location declared. Whoever is closer, has initiative. In case of a draw, the assaulting party has initiative.
- There are 2 special zones: One consists in the the green hyperspace lane + the corellian system, the other one consists in the yellow hyperlane + the corellian system. The distance between different planets in one and the same special zone is always 1.
- After a battle the victorious fleet has its location at the location of the battle. The losing side has to retreat to a location in distance 1.
Of course, this needs a small overhaul of the The Skywalker Campaign as presented above (especially considering Special and Base Assaults). This will follow next week. Finally, there is space in the the Corellian System!
Edited by Darth Veggie