The Corellian Conflict is an epic Star Wars™: Armada campaign expansion from Fantasy Flight Games for two to six players.  These pages record the planning, organisation and outcomes of my experience playing the Corellian Conflict against my long-suffering opponent Kark AKA Grumpymoose.  We’re both new to Star Wars Armada despite being long-time Star Wars aficionados; neither of us are competitive enough to run tournament style-lists; and only one of us neglects his familiy sufficiently long enough to try and co-ordinate a year long campaign with Big-Boys Toys: so expect much C3P0 and R2D2 bickering as we wobble our way through the campaign.

For the record, I’m the one with a copy of The Correllian Conflict and will be co-ordinating the campaign through this site.  I will be playing Rebels with a charactertically mixed bag on models swapped with Karl or purchased over the last couple of months.  Karl, on the other hand, will be playing the Imperials with inexhaustible reserves drawn from his loft and some poached ships I use for target practice!  As there are only two of us playing, we are following the Gaming Group Management guidelines and will be controlling to fleets each.  Ideally, we will be able to run one complete campaign turn (that’s 2 games or battles) once every two months.

On this page, you will find The Corellian Conflict’s Campaign Turn explained.  Other pages cover our respective fleet rosters and the ebb and flow of the campaign as recorded on the campaign map as well as a few After Action Reports if one or both of us manage to make it to the escape pod.  All the resources hosted here are freely available elsewhere or have been tweaked to meet our needs.  Please feel free to help yourself if you’re in the same boat.

The Campaign Turn:

After constructing fleets (check) and building bases (check), players are ready to begin the Corellian Conflict.  The campaign is composed of campaign turns.  Typically, players complete one campaign turn per gaming session.  During each campaign turn, players decalre assaults, fight battles, and manage repercussions of the conflict.

Each campaign consists of three phases, resolved in the following order:

  1. Strategy phase
  2. Battle phase
  3. Management phase

Strategy Phase:

“Starting with the Rebel team, or the team with the fewest campaign points, each team can declare one assault, designating a player to lead the strike force and targeting a specific location on the map. Then, the other team must choose a player to defend against the assault before they can declare their own assault and force you to assign a defender.

Normally, winning one of these assaults as the attacker means that during the Management Phase you’ll be able to eliminate any base or outpost your opponents may have had at the location. You’ll also gain campaign points equal to the location’s Victory Bonus Value.”

“Since you need to amass campaign points in order to win The Corellian Conflict, those locations with higher Victory Bonus Values will always be tempting, but there’s far more to consider than just the immediate reward.

For starters, if your opponents successfully defend against an assault where they have a base or outpost, they gain a campaign point. This means you cannot afford to launch assaults against your opponents’ bases that you don’t think you can win.

Additionally, especially in the early turns, you might want to focus on building toward the later stages of your campaign. Whenever you win an assault, you can choose to spend resources to construct a new base or outpost at the location. Then, in subsequent turns, that location will generate resources for you and may even generate other strategic effects. Amassing these resources over the course of several turns may eventually put you in a better position to win the campaign points you need than vying for them on less favorable terms.”

“Another way during the Strategy Phase that you might set yourself up for later success is to launch a “Special Assault.” Once per campaign turn, your team may declare that one of your assaults is a Special Assault, and it’s then fought according to one of the campaign’s two faction-specific objectives:

“These Special Assaults can only be declared in certain locations, and both change the stakes of your battle. Instead of vying for campaign points, you’re battling for a quick boost of resources. Even if you lose a Special Assault, you’re guaranteed to gain resources whenever you declare one, and these resources have serious repercussions in the Management Phase.

Battle Phase:

After the teams have declared their assaults and assigned their fleets, they resolve the engagements in the Battle Phase. These play out like your standard Armada battles except that the player who declared the assault always has the initiative, and many of your battles will use the new campaign-specific objectives.”

  • “If your assault is a Special Assault, it will use the corresponding objective, either Hyperlane Raid or Show of Force.
  • If you declare an assault against a Rebel or Imperial base, you’ll play according the defender’s selection from three new base defense objectives— Ion Cannon,   Fighter Wing,  or Armed Station.
  • Finally, if you declare an assault that is not a Special Assault and is not directed against your opponents’ base, the defender may still have the option of using a campaign-specific objective, provided it is listed by the contested location.”

Management Phase:

“It is in the Management Phase that you reap the rewards of your efforts in the Strategy and Battle Phases—or suffer the consequences.

In addition to tracking the results of your battles and accruing campaign points, you can also spend any of the resources you have gained over the campaign. You might use these resources to establish a base or an outpost in the location where you just won a battle. You might use them to refit the ships and squadrons in your fleet. Or you might use them to expand your fleet.”

After winning a battle at Truuzdann, the Imperial team spends fifteen resources to construct a base and secure the planet’s eight resources, aiming to build for the future.

“Establishing a base or outpost at a location secures its resources, giving you access to them on each subsequent turn that you hold the base. Additionally, many locations come with strategic effects like Repair Yards, Diplomats, or Skilled Spacers.”