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"Taking the Plunge with Corellian Conflict" Topic


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862 hits since 31 Jan 2017
©1994-2024 Bill Armintrout
Comments or corrections?

ScottWashburn Sponsoring Member of TMP31 Jan 2017 5:08 a.m. PST

My friend and I are going to give Corellian Conflict a try. Since there are only two of us, we will each be building three fleets as Indierockclimber has done in his campaign.

But this is going to be a major shock to our usual Armada games. Up until now we have completely ignored all the normal game set-up rules. No board size, no obstacles, and no objectives. We just plunked our ships down on a table and fought it out (and had a lot of fun BTW). But for Corellian Conflict you have to have all those things.

The board size and obstacles seem straightforward enough, but the objectives still baffle us. In 50 years of gaming I've never encountered a more confusing set of rules. Having re-read them about 20 times I think I have a grasp on what we are supposed to do, but the WHY still eludes me. Not so much the new objective cards in CC, but the original set that came with the Armada game. I've read again and again that the players should select three objective cards which will somehow give an advantage to their fleet in a game. But I just don't see it.

Oh well, We'll give it a try and let you know how it goes :)

Jason O Mahony31 Jan 2017 6:56 a.m. PST

The rules are that. Some of the best examples are not in the rules (starter or reference) but in previews for the game on the FFG site!

Objectives:

We haven't gotten around to these either. However, this is my understanding:

It all has to do with winning initiative (first player). Once you have it, you keep it for the entirety of the battle. Hence the very specific wording regarding the first /second player on the cards etc.

If you have the initiative you have to pick one of the three objectives that the other player brought to the table. That is the objective for the game; all others are discarded.

How much of an advantage/disadvantage really depends on the objective itself.

ScottWashburn Sponsoring Member of TMP31 Jan 2017 7:54 a.m. PST

Well, yes, that part I understand. But I'm boggling over how to select objective for your own fleet which will somehow be a benefit to it.

wminsing31 Jan 2017 8:08 a.m. PST

I am not familiar with the new objectives, but many of the original objective cards favor certain fleet builds. Advanced Gunnery is great with large/powerful ships, but Opening Salvo is much better if you have a fleet with many of the smaller ships. Good Summary here:
link

-Will

indierockclimber31 Jan 2017 9:43 a.m. PST

Scott- remember that when you play with an objective, the FIRST player (ie guy with initiative) will be forced to choose ONE OF the 2nd player's objectives. If you read the objectives, most of them have a big advantage for player two either mechanically OR to cater to a type of fleet. So, let's take a quick look at 2 from each set (grab your cards and read through the objective then my quick thoughts):

Advanced Gunnery. Why would a 2nd player want this in his fleet? Maybe he has a big MC80 who could fire TWICE from the same hull zone at THE SAME TARGET. That's huge! Player one gets a diminished effect- which is basically a slightly differeny gunnery team.

Precision Strike: This one sets an even playing field for both players. However, when might someone want this in their set? Maybe if they have Dodonna and a whole fleet of bombers. They're banking on the fact that they will deal more face up cards to their opponent than anything they might potentially face.

Superior Positions: Why might a 2nd player choose this one? They score bonuses for doing damage to an opponent's rear AND get to setup their whole fleet after their opponent. I took this in my world's list specifically because I had 8 very fast squadrons who I Could count on to get behind opponent's ships AND because I had very fast and nimble ships who I knew I could maneuver around opponents, thus ensuring I could score points.

Intel Sweep: This one forces the fight to the center of the board by placing tokens that both players' ships are tryijng to grab. Maybe player two has some close range brawlers and wants to force the opponent to get in close. MC30s, Gladiator Is like this one. So do ISD Is.

Hyperspace Assault: This one has an obvious benefit. Player two gets to get a small or medium ship BEHIND his opponent or in a very advantageous position.

Contested Outpost: When might someone use this? Maybe you've got a Victory or two and want to plop them down and say "Come and get me". If your opponent doesn't come try to get you, you rack up victory points.


So, being first player in Armada has a big advantage. Activating first is huge. But 2nd player balances that by choosing 3 objectives that work for them. Finally, first player minimizes that impact by picking one of those 3 objectives- the one they feel least screwed by :)

ScottWashburn Sponsoring Member of TMP31 Jan 2017 5:25 p.m. PST

Okay, starting to get the hang of this. The fact that in Corellian Conflict you always know who will be Player 1 and who will be Player 2 is a help.

Question: You have to pick your 3 objectives per the fleet building rules. Are you stuck with those for the whole campaign or can you change them during the refit phase?

ScottWashburn Sponsoring Member of TMP01 Feb 2017 5:05 a.m. PST

Another question for Indie: In your one-player-controls-3-fleets campaign, do you have each fleet numbered and identified to your opponent? If you actually had three players on a side, after the first round you would know what Tom, Dick and Harry's fleets all looked like, so when Tom's fleet assaults a location in Turn 2, you'd know what it was like and could pick the appropriate fleet on your side to respond. But with only one player on a side do you say: "I'm assaulting here with one of my fleets" and your opponent doesn't know which one. Or do you say: "I'm assaulting here with Fleet #2" and your opponent knows what's in Fleet #2, having already faced it the previous turn?

indierockclimber03 Feb 2017 10:16 a.m. PST

@Scott- you are stuck with them! Skilled Spacers will help if you picked one that winds up sucking :P

Yes, we have each fleet identified by the Admiral. So essentially, we are pretending each admiral is a player.

Yes, fleet builds are public before the strategy phase! All fleets should be public knowledge before battles are paired, and after upgrades are finalized on both sides at the end of each campaign round.

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