There Is hyperspace in the game!

By Funk Fu master, in Star Wars: Armada

so after playing a full 300pt game in its entirety, we realised that hyperspace is in the game. It's very subtly established in the deployment rules.

As you must have a Ship on the board to deploy squadrons within distance 1-2 of it, this represents ships jumping in and launching fighters nice and early before locking down for battle stations

But! I hear you cry, Rebel fighters had hyperdrive! Yes they did, but in the fluff they quite often didn't use it, preferring to save fuel and get a lift. Or if they did they jumped in close proximity to the fleet, so as to provide protection and not be displaced when they jump in E.G. Return of the Jedi.

This is most apparent when using the objective that allows the second player to deploy their whole fleet after the first player

This is true enough and I think something most people will have already summarized, I think what most people want out of a hyperspace mechanic is that tension building feeling of not knowing if and where enemy reinforcements might come, turning the tide of battle. In another thread somebody discussed a game where you could leave X number of points off the board for deployment later. The mind games alone would be great if you could do this.

Admittedly the objective scenario you mention is the best illustrator of this mechanic as it is subtly presented. I just think most people want something that lets them call things in during the battle itself.

Takes far too long for people to notice that. Might sound a bit churlish but it's true. :/ Subtle is exactly right. So subtle people keep missing it. Tired of hearing the complaints to be honest.

The one thing that's missing is the ability of a fleet to jump out of the battlefield if things are going bad or if they have completed their mission. So a rebel raid where they jump in, destroy an imperial outpost, and jump out before the star destroyers can fully engage them is completely absent at present.

The one thing that's missing is the ability of a fleet to jump out of the battlefield if things are going bad or if they have completed their mission. So a rebel raid where they jump in, destroy an imperial outpost, and jump out before the star destroyers can fully engage them is completely absent at present.

How would that be fun for the Imperial player?

The one thing that's missing is the ability of a fleet to jump out of the battlefield if things are going bad or if they have completed their mission. So a rebel raid where they jump in, destroy an imperial outpost, and jump out before the star destroyers can fully engage them is completely absent at present.

How would that be fun for the Imperial player?

^this

Well that's where the 6 round limit comes in. Most naval strikes and raids would have go/no-go criteria and if you haven't met them by a specific time you abort

This is true enough and I think something most people will have already summarized, I think what most people want out of a hyperspace mechanic is that tension building feeling of not knowing if and where enemy reinforcements might come, turning the tide of battle. In another thread somebody discussed a game where you could leave X number of points off the board for deployment later. The mind games alone would be great if you could do this.

Admittedly the objective scenario you mention is the best illustrator of this mechanic as it is subtly presented. I just think most people want something that lets them call things in during the battle itself.

Basically like deep strike in 40k.

Could be cool if implemented correctly.

And this game does remind me of more traditional tabletop war-games than x-wing does.

I've accepted that there's subtle hyperspace representation in the game and like I've said I'm happy with what FFG has done.

I was just hoping for a little more depth into the SW universe.

Rebel fighters have hyperspace drives but the Imp T.I.E., intercepter and bomber don't have hyperdrives and have to be carried into combat and launched.

In the Hyperspace Assault objective it would make more sense if the Rebs could jump in with their fighters deployed but the Imps would have to jump in the VSD and launch their T.I.E.s.

A game turn in SW:A represents a considerable amount of time so one could say there's enough time for the VSD to jump in and deploy its' T.I.E.s within the game turn.

Also a better representation of hyperspace would give an Interdictor (if it's to be released) some more meaning in the game.

I was just thinking of some interesting game setups but I'm sure once other expansions come out there's going to be some unit interactions and game play mechanics that we can't envision at the moment and these will keep us entertained for a long time to come.

On the other hand there's nothing stopping me from coming up with some special scenario house rules.

Edited by Vetnor

The one thing that's missing is the ability of a fleet to jump out of the battlefield if things are going bad or if they have completed their mission. So a rebel raid where they jump in, destroy an imperial outpost, and jump out before the star destroyers can fully engage them is completely absent at present.

How would that be fun for the Imperial player?

^this

:)

Well, the answer to that would be Interdictors. Trap them and protect your Interdictors with your lives -lest you let the insurgents escape!

I've accepted that there's subtle hyperspace representation in the game and like I've said I'm happy with what FFG has done.

I was just hoping for a little more depth into the SW universe.

Rebel fighters have hyperspace drives but the Imp T.I.E., intercepter and bomber don't have hyperdrives and have to be carried into combat and launched.

In the Hyperspace Assault objective it would make more sense if the Rebs could jump in with their fighters deployed but the Imps would have to jump in the VSD and launch their T.I.E.s.

A game turn in SW:A represents a considerable amount of time so one could say there's enough time for the VSD to jump in and deploy its' T.I.E.s within the game turn.

Also a better representation of hyperspace would give an Interdictor (if it's to be released) some more meaning in the game.

I was just thinking of some interesting game setups but I'm sure once other expansions come out there's going to be some unit interactions and game play mechanics that we can't envision at the moment and these will keep us entertained for a long time to come.

On the other hand there's nothing stopping me from coming up with some special scenario house rules.

True, that the Rebels have hyperdrive equipped starfighters. Funk Fu's explanation about Rebel fighters perfering not to use up their own fuel supplies, to me, is sound -and true that the Empire lacks hyperspace capable starfighters, but as Admiral Ackbar knows: "It's a TRAP!"

Enter the Imperial Assault Gunboat:

Gunboat_zpsg0wdz9js.jpg

A premier starfighter of the Imperial Navy that is hyperdrive equipped, fully shielded, boasts two laser cannons, two ion cannons and a double-payload of warheads.

I've always thought of them as the Spec Ops of the Imperial Navy, assigned to very specific reconaissance, interdict and disable, or deep surgical strike missions -where mustering a squadron of Star Destroyers is simply not feasable on short notice.

Our friend, Wes Janson has just brought us news that Shapeways has released Armada scale GUNs, over in his 'Imperial Assault Gunboat' thread.

- I'm sure our friend Mikael Hasselstein, hasn't caught wind about this project yet, otherwise he'd have released some sort of propaganda about it via HNN. Rofl!

Me? Personally? As I have confessed to Wes, am torn between Shapways and waiting for FFG to release their own version of the GUN. :D :D :D

SO excited!

More on topic now though. A hyperspace mechanic opens the door to a world of exciting possibilities. Here's hoping that FFG will release more scenarios/objectives that explore hyperspace in more depth.

I suppose we could always go the home-brewed/house-rules route and create scenarios attached to galaxy-wide campaigns - like what our friend MaverickNZ has proposed over in his awesome 'Armada as a RPG experience' thread, where he discusses a half dozen or so awesome ideas!

Couple the above with admiralcrunch's most excellent Space Station/Platform building thread 'WIP: Station Assault - Star Wars: Armada' and we have the beginnings of an epic epic undertaking in our hands.

The good times are here my friends, and we are living it! :wub: :wub: :wub:

I can see the Rogues and villains pack having a slightly different deployment rule or something

"INDEPENDANT SQUADRON: Does not require a a friendly ship on the board to deploy during setup, must be deployed within players setup area"