The Corellian Conflict campaign is great fun - in fact it might be one of the best Armada expansions we have seen up to the present day. However, it is far from being without problems .
- Apart from fleet design and evolution there are nearly no real strategic considerations the players are required to make.
- The map is no map. Spatial relations are pointless. A flat list of locations that present the resource value, victory points, strategic effects, objectives, and which special assaults are possible would fit the same purpose.
- There is no real variety considering initial bases/outposts (each side picks three repair yards and some other high resource planets or spynets).
- Apart from spynets all other strategic effect tokens are quite boring or even pointless.
- Early special assaults are mandatory for imperials, whereas rebels should avoid them.
- Player objectives are easily circumvented by campaign objectives/special assaults/base assaults.
- As soon as fleets are maxed out, the same static fleets meet again and again in the battle field.
- There is the possibility to win by victory points, but who wants that? We are playing it for the All-Out-Offensive anyway, right?
- But quite often we won't see it at all, because snowballing kicks in and the campaign dies.
Some of this problem are rooted in the aim of the Corellian Conflict campaign. For example, the reason for why the map is in essence a fraud is that if fleets would have locations and limited movement, a campaign of 6 players where each campaign round every single player is able to fight a battle would be impossible. If your fleet is at the far corner of the map, but all enemy fleets are in the opposite direction, bad luck. No battle for you this campaign round. Hence, this is most likely the reason why the Corellian Conflict does not have a real map.
However, there is a solution to this. In fact, there are solutions to all the problems mentioned above. And at being this solution aims THE SKYWALKER CAMPAIGN!
This is
not merely a collection of house rules
. This goes way down to the core mechanics of the Corellian Conflict. The Skywalker Campaign is meant to be a complete overhaul of the original rule set in order to create a strategically deeper, more gripping campaign with a little bit of thematic painting on top. To give a general outlook of how it works:
- Whereas the original CC is a battle for resources (which often leads to snowballing) and victory points (what in the worst case makes the All-Out-Offensive superfluous), this overhaul is a campaign of gearing up for the All-Out-Offensive, which automatically takes place after game round 6. Up to that point the players fight their battles about locations that give special bonuses and gimmicks for the All-Out-Offensive (you control the nebula of Crash's Drift? You will choose during the All-Out-Offensive where the two nebulas will be; you control Xyquine II? You will get for the All-Out-Offensive a turbolaser upgrade of your choice you can even equip to a ship that has all turbolaser slots already taken).
- Each of these locations has its specific objective that must be played when a battle takes place there. They are the Armada objectives, but most of them with slight or radical changes to ensure more fun and to mitigate the first player bias.
- Fleets have now locations on the map and the distance they need to travel in order to participate in a battle determines initiative.
- And there is a nice thematic sidestory to the Campaign: Darth Vader has been sent to the Corellian sector by the Emperor to hunt down the Skywalker twins. The Emperor himself has taken seat on Corellia to guide his protégé. But the rebels have established a hidden base - Yoda is there to guide the Skywalker siblings in their attempt to take down Lord Vader. Will Corellia fall before the All-Out-Offensive? Will the imperial forces find the hidden rebel base and force Yoda out of the Corellian sector. Will the rebels break the blockade and being able to establish a new one? Having Yoda or the Emperor in the Corellian sector will massively influence the final battle of this campaign.
Also included in the following rules are:
- Massive anti-snowballing rules (extremely easy and helpful Special Assaults that can merely be declared for coming back into the campaign; detaching resources and strategic effect tokens from the outcome of the battles; more flexibility in retiring fleets and creating new ones and a lot more)
- More interesting strategic effect tokens: Dimplomats that really have to say something. Hyperdrive Specialists that will save your neck. And Assassins. There will be Assassins!
Click here for the neatly designed PDF (ISD inside! Promise!) with the complete change of rules!
And click here for the revised map!
Edited by Darth Veggie