So I had typed up this long analysis as part of a sub-discussion in the thread about Corellian Conflict Admirals, and I realized it was getting too off topic. But I felt it was stuff worth sharing/discussing, so I just moved it to its own topic.
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QuoteSums up exactly how I feel about CC.
Yea, the CC is such a great idea, and it's put butts at the gaming tables at the local gaming shop many times now, which has been enjoyable, and it's exactly the sort of gaming experience Armada players want -- casual games of Armada that have some stakes. The problem is, and I think every group I've run a CC with has eventually felt this way -- the campaign suffers in a few areas, especially regarding balance.
In my opinion, and I'm basing this off of five Corellian Conflicts with players that have included a couple Store Champions, a Regional Champion, and a National Champion, the main problems with the CC are as follows:
The CC experience feels like it was 65% of the way to being an awesome product. It's got a great foundation, but feels like it was packaged up before it was refined, balanced, or finished. The map is beautiful, but is largely pointless. The fleet-building rule of one-upgrade-per-ship is head-scratching and moot by Round 2 anyways. Bases are nearly impossible to assault in all but the most lop-sided of battles, given how powerful the Planetary Ion Cannon defense is (and there's no reason to take the other base defense objectives). The "economic" objectives are horribly lop-sided, with the Imperial's Show of Force basically being free money for the Imps and the Rebel's Hyperlane Raid also basically being free money... for the Imps (even if the Imps play it in "good spirits" and don't just sit with their engines off in their own far corner). The Strategic Effects granted from planets are not even close to equal value, with Repair Yards and SpyNets being incredibly valuable while Diplomats and Spacers are in practice basically useless -- but this is odd since the economic value of planets isn't scaled inversely to reflect the value of the strategic effects. Large ships are more immune to scarring, since they are harder to outright kill and can more easily use the evacuation rules to avoid getting scarred (and even if they do get scarred, since you don't pay to unscar upgrades ships with tons of upgrades are proportionally much cheaper to unscar than say a swarm of Hammerheads with just External Racks). Economic gains tend to happen incredibly quickly, and in two of our CCs Imperials had maxed out 500pt fleets by Round 3. There is a real snowball effect where once one side starts to run away with it the writing is on the wall... for a long time as the winning faction plays punching bag with the losing faction in that slow crawl to victory.
But the biggest issue, probably, is that the most strategically sound way to play the CC is often the least fun way to actually play Armada, since it encourages a lack of engagement.
Since there's no tournament scoring, a 6-5 win is as good as a 10-1 win in the CC, so one player is almost always innately encouraged to turtle up in some obscene defensive position or to avoid combat to secure the win
. And this is super boring for both players, and feels a bit against the spirit of a game that's supposed to be about fleets destroying each other. Similarly, even in a 6-Player campaign, you end up with a
lot
of rematches by the end, especially if the teams involved want to continually pit one of their own fleets, Fleet A, against the same opposing Fleet B because Fleet A has a big innate match-up advantage against Fleet B. This means Player A and Player B are always pairing up as Fleet A just wails on Fleet B -- that's not fun for anybody involved. So it's on the players to make decisions that are less strategically sound to try and ensure that Player A and Player B have a better time.
NEVERTHELESS, I still overall love the CC, and it beats playing stake-less casual games of Armada. I would still
love
to see FFG put out another campaign pack, one that refines these biggest issues from the CC. Frankly, FFG should have thrown a new and improved campgain pack about midway through last year, since something like that would energize the community and give them so many new opportunities to play and enjoy the game, even in a long drought of no attention and no new ships. Heck, even a print-and-play series of scenarios or new objectives to try. But we're clearly into pie-in-the-sky sorts of dreams at this point...