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Corellian Conflict Questions: Dev Answers

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1 hour ago, Madaghmire said:

Ah so they knew who was flying what for that base assault. Slightly less ballsy.

I rate it at 1 1/2 clackers.

Fleets were kept secret until after the match ups were made.  We only knew the Admirals of each fleet, nothing else.

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On 1/9/2017 at 9:05 AM, Rekkon said:

3.  Is it intended that winning a base assault against a +0VP location give the attacker zero campaign points?

A:  Yes.

As previously noted, we ambushed Mike with these questions in person at the FFG Regional, so his answers were off the cuff.  He has since said Sam's intent was 1+VB per battle and a minimum of 1 per (non-special assault) battle.

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4 hours ago, thecactusman17 said:

Not really.  Rebel ships are vastly superior to Imperial ships when restricted to only one upgrade plus squadron support.  There is zero reason for Rebels not to immediately blitz if the players are of equal skill and the Rebels can field two solid attack fleets. 

0_o

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2 hours ago, Rekkon said:

As previously noted, we ambushed Mike with these questions in person at the FFG Regional, so his answers were off the cuff.  He has since said Sam's intent was 1+VB per battle and a minimum of 1 per (non-special assault) battle.

So a base attack is 1 plus whatever the victory bonus is? Or are you saying that's what they intended but changed it?

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Originally, based on the Rulebook itself and nothing else, it was Nebulous.

They then asked Michael Gerns at FFG Regional in person, and he said "Base Defense is worth only the Victory Point Bonus.:"

In a more formal Email reply, MIchael Gerns' response has changed to "1+ Victory Point Bonus."

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1 hour ago, thecactusman17 said:

TRC90s, Yavaris and Salvation, OE MC30s, Gunnery Team AF2s, BCC GR75s.  All but the Nebulons are generic and can be solid single upgrade ships especially when backed up with a solid core of squadrons.

I also prefer to listbuild for rebels, but none of this is vastly superior to the Imperial turn one toolbox.

I don't have much time but real quick;

Gunnery Team ISD-2, Arquietens in a Vader fleet (effective naked, could EA if you want), OE Gladiator, APT Glad (screed/vader), BCC Gozanti, Demolisher, Vic w/gun teams or flight controllers, better turn one squadron game as imperial squadron synergy is more intrasquad based then rebel ship/squad synergy (save for rieekan aces which is a tough nut, though may also suffer from the "one ace per side" nature of CC) 

 

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2 hours ago, Madaghmire said:

I also prefer to listbuild for rebels, but none of this is vastly superior to the Imperial turn one toolbox.

I don't have much time but real quick;

Gunnery Team ISD-2, Arquietens in a Vader fleet (effective naked, could EA if you want), OE Gladiator, APT Glad (screed/vader), BCC Gozanti, Demolisher, Vic w/gun teams or flight controllers, better turn one squadron game as imperial squadron synergy is more intrasquad based then rebel ship/squad synergy (save for rieekan aces which is a tough nut, though may also suffer from the "one ace per side" nature of CC) 

 

The thing is,  I agree with you on how powerful Imps can be turn one.   But a lot of those ships you listed don't really become super powerful until several more,  or even very specific,  upgrades are put on them. 

The Rebel ships may have those as their only upgrades for the entire campaign.

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21 minutes ago, thecactusman17 said:

The thing is,  I agree with you on how powerful Imps can be turn one.   But a lot of those ships you listed don't really become super powerful until several more,  or even very specific,  upgrades are put on them. 

The Rebel ships may have those as their only upgrades for the entire campaign.

But why tho? I mean, sure the TRC90 and anything carrying BCC is good to go for the rest of the campaign, but once the restrictions get lifted;

1. No one is running an OE MC30 with nothing else. Minimum APT's get added. In practice, at least the first two get titles, SFO/Lando/Derlin, probably a turbolaser (H9's/Xi7's on a torp or add TRC's to the mix on a scout)

2. Yavaris is getting Flight Commander and Fighter Coordination Teams. 

3. Salvation is getting Spinals or TRC's at a minimum. Possibly an officer (Intel/Raymus/Tactical). 

4. Gunnery Team AFMK2 could probably stay that way depending on the rest of the fleet, but what is it giving you? Three unmodified red dice at range (assuming no ackbar) and a bit of tankiness? At the very least its probably gonna get Dual Turbolasers.

My point being that all this stuff gets way better with upgrades also. So sure, a lot of what listed wants more to reach peak efficacy, but so does a lot of the rebel stuff. IMO the only thing the rebels really have on the imps in round one is mothma trc swarm, because its practically full on built with minimum upgrades. Also the fact that the Imperial players may feel obligated to bring an interdictor, which is a mediocre ship in the best of circumstances but really wants those upgrade slots filled.

(Also I'm apologize if it seems like I'm picking on you a bit here. I could see it coming across that way but its not intended, you just sparked the debater in me and I know you can hang.)

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My point is that all those things get better with upgrades,  but during the very first round those ships have big advantages in efficiency while the enemy fleet is also still restricted.  Making the first round arguably the best round to attack a base on,  at least as Rebels. 

Also,  Rebels are 100% certain where the Imperial bars are on turn one and can potentially grab 2/3rds of them,  likely resulting in an insurmountable lead. 

Edited by thecactusman17

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28 minutes ago, thecactusman17 said:

My point is that all those things get better with upgrades,  but during the very first round those ships have big advantages in efficiency while the enemy fleet is also still restricted.  Making the first round arguably the best round to attack a base on,  at least as Rebels. 

Also,  Rebels are 100% certain where the Imperial bars are on turn one and can potentially grab 2/3rds of them,  likely resulting in an insurmountable lead. 

And mine is that there is no real gap in first round efficiency, and if there were it would be so small as to be more than covered by the strength of the base defense objectives.

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8 minutes ago, Madaghmire said:

And mine is that there is no real gap in first round efficiency, and if there were it would be so small as to be more than covered by the strength of the base defense objectives.

That's the important thing. I do agree that several iterations of the CR90 swarm (TRC90, SW90B, or Ramfest with Rieekan/Cracken as applicable) are probably far and away the most powerful round 1 fleets... But nowhere near a big enough differential to overcome those base defense objectives on their own.

Also, who the hell runs MC30's with just OE by choice? 0.o People who lost the APT that came in that pack, that's who.

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On 3/13/2017 at 7:24 PM, Drasnighta said:

Originally, based on the Rulebook itself and nothing else, it was Nebulous.

They then asked Michael Gerns at FFG Regional in person, and he said "Base Defense is worth only the Victory Point Bonus.:"

In a more formal Email reply, MIchael Gerns' response has changed to "1+ Victory Point Bonus."

Correct.

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I got another answer:

Quote
In response to your question:
 
The campaign map is correct. Talfaglio’s listing on p.17 is incorrect; it’s victory bonus value should be +0.
 
Please note that Corfai’s victory bonus value on p.17 is incorrect as well. It should be +2. Corfai’s value on the map is correct.
 
Thanks for your question!
 
Michael Gernes
Game Producer

So the map's victory bonus values are correct and the rulebook book is wrong.

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