UPDATED: THE SYKWALKER CAMPAIGN: A Complete Corellian Conflict Overhaul [adapted to new FAQ]

By Darth Veggie, in Star Wars: Armada

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! :ph34r:

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

EDIT: I have deleted everything here, because of the PDF link you find now in the first post.

Edited by Darth Veggie

EDIT: I have deleted everything here, because of the PDF link you find now in the first post.

Edited by Darth Veggie

EDIT: I have deleted everything here, because of the PDF link you find now in the first post.

Edited by Darth Veggie

Reserved

I love the rules soo far! Boy a lot of writing ;)

Have you been slowly collaberating all the positively recieved changes suggested by the community and combined it into one campaign? :)

Edited by DrakonLord
16 minutes ago, DrakonLord said:

Reserved

You really want to be the first commenting on this! ;)

9 minutes ago, Darth Veggie said:

You really want to be the first commenting on this! ;)

Yep! If for no other reason than future thread necromancy!

..... im up early tomorrow and really shouldnt be awake right now, let alone browsing on the forums

Oh yea, got something to read when I get to work!

Really cool rule set that makes every decision matter.

  • What is to deter the Rebels from attacking Corellia round 1? Normally that is the winning move for Rebels and you can have the campaign determined by the end of round 2.
  • Do Imperials get occupation stickers to place? If the AOA is determined by which planets you control, the Imps are at a disadvantage since the Rebels start with 6 hidden base markers. Or do hidden base markers not count to planet control?
  • Can I choose to use the assassin after I see my opponents fleet? I vaguely remember you have to declare your use of the special tokens, but I don't know if it was before or after the battle starts.
  • For the diplomat, are you blocking multiple planets or are you cancelling your opponents diplomat? I'm a bit confused on that.

Thank you for you feedback!

1 hour ago, Undeadguy said:

[...]

  • What is to deter the Rebels from attacking Corellia round 1? Normally that is the winning move for Rebels and you can have the campaign determined by the end of round 2. [...]

In the standard CC rules taking Corellia in round 1 means 45 fleet points less for the imperial side during this round (not counting big losses), and 120 in comparison to the rebels from then on every single round, if the rebels have built a base there. This is pretty much a death sentence for the campaign. So, what does deter the Rebels from taking Corellia in round 1 in the Skywalker Campaign? Nuttin, to be honest :D

But that does not matter, because the imperials do not instantly lose anything by losing Corellia, nor do the rebels instantly gain anything. Who controls Corellia at the end of round 6 is important. If the rebels take Corellia, the imps have 5 rounds time to take it back - or 4 rounds to find and destroy the hidden rebel base and thereby neutralizing the advantage the rebels have gained by taking Corellia.

This is not anymore a campaign about resources. It is one about special abilities during the final battle.

1 hour ago, Undeadguy said:

[...]

  • Do Imperials get occupation stickers to place? If the AOA is determined by which planets you control, the Imps are at a disadvantage since the Rebels start with 6 hidden base markers. Or do hidden base markers not count to planet control?[...]

At the beginning of the game, they get merely 1. But the rebels do not gain 6 hidden base markers. They get 6 rebel presence stickers. But those do not count as controlled locations. They are merely information for the imps, where the hidden rebel base might be (and this might lure them to specific objectives or lure them away from other ones). Apart from Corellia and the hidden rebel base itself, control of a planet is merely gained by winning a normal assault or special assault at a location.

1 hour ago, Undeadguy said:

[...]

  • Can I choose to use the assassin after I see my opponents fleet? I vaguely remember you have to declare your use of the special tokens, but I don't know if it was before or after the battle starts. [...]

The GA distributes the assassin tokens among the players of his side after all match-ups of a round are known to all players. The token is then spent (and its target ship/squadron declared), before fleets are deployed.

1 hour ago, Undeadguy said:

[...]

  • For the diplomat, are you blocking multiple planets or are you cancelling your opponents diplomat? I'm a bit confused on that.

You can chose how to use your diplomat. To give an example. Let us assume a 6 player game. Both sides have 1 dipomat. The rebels have to delare the first assault. It could go like this:

  • 1. Rebels declare Aurea. The imps really don't want to be second player in a battle about Aurea (maybe because their squad heavy fleet is quite battered at the moment, and they like to have some time to refit it).
  • 1a. The imps declare to spend their diplomat token. The assault is cancelled.
  • 1b. The rebels consider to spend their diplomat to break the veto of the imp diplomat. In that case the assault on Aurea take place as normally. However, they really fear that the imps bring down their hammer on Xyquine II, because the rebels don't have a fleet that would perfectly benefit from being second in an Advanced Gunnery game. Hence, they decide on not using their diplomat. They now do indeed delare a different assault than the one on Aurea.
  • 2. As expected the imps delcare an assault on Xyquine II.
  • 2a. Now, the rebels spend their Diplomat.
  • 2b. The imps have to declare another location for their assault, because they have already spend their one Diplomat and are therefore unable to break the veto of the rebel diplomat.

As I have said, thank you for your feedback. I clarified one point in the second post thanks to that.

Edited by Darth Veggie

I think you had a lot of good ideas to make the Campaign work. Thank you for sharing!

5 hours ago, Darth Veggie said:

Raider's Point (Fleet Ambush)

  • Objective: As written, but with the following changes: On the first player's odd deployments, starting with the first deployment, the second player chooses one of the second player's ships . The first player must deploy that ship within the ambush zone.
  • Benefit
    • Imperial/Rebel: The team controlling this location at the end of campaign round 6 gains 2 Tractor Beams special upgrades for the All-Out-Offensive.

Did you perhaps mean one of the first player's ships?

Yes, indeed. Will change it soon. Thanks!

Cool stuff man. This is really similar to an idea I have about a combined campaign for FFGs various Star Wars games. It’s all about setting up the big fight at the end.

Well done.

I stopped reading when you got rid of Strategic and gave the Lambda relay 3

19 minutes ago, OgRib said:

I stopped reading when you got rid of Strategic and gave the Lambda relay 3

Your decision, but if you had continued, you would have discovered that strategic is so highly important to this campaign that I gave it a different place and relay has been massively nerfed.

Sometimes it does not tell you much, if you take merely a glimpse at something...

8 hours ago, Darth Veggie said:

Sometimes it does not tell you much, if you take merely a glimpse at something...

Dang. Real wisdom. Something many of us need to take and apply to the real world.

22 hours ago, shmitty said:

Cool stuff man. This is really similar to an idea I have about a combined campaign for FFGs various Star Wars games. It’s all about setting up the big fight at the end.

Well done.

That sounds great! Publish it on this forum when you are done with it!

Edited by Darth Veggie

Good job. I will read more in depth later. This really captures what I think most of us wanted in the CC. I have always thought that FFG needs to go back and bring more Rebellion into the next CC. The only thing at my first quick glance that raises concern is the amount of rule changes on cards, but I just read through real fast and will hold that until I read this all better.

Good job again!

5 hours ago, Cusm said:

Good job. I will read more in depth later. This really captures what I think most of us wanted in the CC. I have always thought that FFG needs to go back and bring more Rebellion into the next CC. The only thing at my first quick glance that raises concern is the amount of rule changes on cards, but I just read through real fast and will hold that until I read this all better.

Good job again!

Thank you!

For the core of the campaign, you need to change in your fleets only the cards of the generic Lambda and VCX. All other card changes in the appendices B and C are merely recommended, but not necessary for the campaign. Of course, you really give a lot away if you do not play with the changed objectives.

However, on your own risk ;) you can even play this campaign with the standard objectives and RAW Lambda and VCX. At least there won't be an advantage for one specific side (apart from the crappy Hyperlane Raid drawback for the rebels).

Edited by Darth Veggie

This is....highly interesting.

Question, the corelian conflict is known as the CC.

Is the skywalker campaign known as TSC or complete corelian campaign overhaul CCCO?

;)

1 hour ago, DrakonLord said:

Question, the corelian conflict is known as the CC.

Is the skywalker campaign known as TSC or complete corelian campaign overhaul CCCO?

;)

Allthough I would love it to be otherwise, I think that it won't get so much popularity that we need an abreviation. But TSC I love more. Reminds me of the terrifying abreviation of TRC! :lol:

On 19.2.2018 at 11:08 AM, DrakonLord said:

[...]

I love the rules soo far! Boy a lot of writing ;)

Have you been slowly collaberating all the positively recieved changes suggested by the community and combined it into one campaign? :)

Yes, it was a lot of writing and thinking. Took my entire Friday,parts of Saturday, and it was still on my mind when running during the weekend. During Monday it was finally finished.

There are a some changes in it that are inspired by the community. @Green Knight made a nice collection of house rules several months ago. The refit and retiring rules are heavily inspired by that - or even more. The anti-snowballing thread started by @MattShadowlord last week gave me some hints for anti-snowballing. A thread for objective optimization I started myself one or two months ago helped also; especially the comments of @stonestokes .

But most of the inspiration was due to two facts. First, the CC vassal campaign I play at the moment with @BrobaFett , @Dr alex @GhostofNobodyInParticular , @Green Knight , and @Tokra . Before we started, we had a long discussion of house rules. Allthough we came to a set of hourse rules about which I think I can say without any doubt that no one of us really likes :D , the discussion raised my awareness about some problems I have not seen before and thereby inspired me to many of the rules you find here.

Second, because my dog had the runs during the night from last Thursday to Friday I was awake the entire night. My mind was racing when lying in my bed unable to sleep, and so all the pieces fell in place where you see them now :lol:

On 2/19/2018 at 4:04 PM, Darth Veggie said:

Your decision, but if you had continued, you would have discovered that strategic is so highly important to this campaign that I gave it a different place and relay has been massively nerfed.

Sometimes it does not tell you much, if you take merely a glimpse at something...

sure, but at this point you are playing a different game from Armada

15 hours ago, OgRib said:

sure, but at this point you are playing a different game from Armada

Ah, I see. I have misunderstood your initial post. I thought you considered the change of relay/strategic for Lambda/VCX as a not well considered move that will horribly backfire. But your concern is in fact not that the changes are intrinsicly bad, but that they are too radical. I do not agree that it is because of these changes no Armada anymore. But I think this is another discussion that will pointlessly end in the sorites paradox .

Nevertheless, I can and have to respect that it is simply not something you are interested in, if changes like squadron keywords occur. Still, thank you for reading!