While reading the thread on possible mechanics for an Interdictor Cruiser I started wondering about hyperspace since that's obviously what the Interdictor is meant to provide control over. The standard game assumes hyperspace jumps have been completed and opposing forces are moving into immanent conflict. But there are other ways hyperspace comes into play:
1. "Long jumps:" Surprise reinforcements/Counter attacks
Ships jump into a position the enemy fleet has been lured into.
2. "Short jumps:" Repositioning forces already in play
Ships jump to another position within the immediate area.
3. Fleeing the battle
Ships have to get to a certain point and jump to escape.
With these scenarios, is there a way to replicate them (and thus make an Interdictor more viable)? Obviously for #3 you can keep the ship from escaping, making the Interdictor a must-destroy objective for the enemy while the rest of your fleet protects it. That's fun.
Maybe having some portion of your list (all hyperspace capable) off the board and deployed later?
Spend an engineering action and saved engineering token to make a hyperspace jump away?
Cheap ships that can carry squadrons jump into an area, deploy fighters, and then jump back to the fleet?