Reinforcements

By Conandoodle, in X-Wing

I have posted this idea in a few threads discussing the Gozanti and its ability to carry TIEs. I asked myself "What possible benefit is there to deploying TIEs mid game?"

Is it to protect them from the alpha strike? Maybe but, that means your other fighters are getting to get a more focused battering in the early game right? So why deploy later?

The idea of reinforcements occurred to me.

Rebel and (I'm assuming) most S&V ships are hyperspace capable vessels. They have the ability to 'jump' into the fight from elsewhere.

Most Imperial fighters do not have this function. This is where I think the Gozanti finds its functionality. I will argue that the Gozanti deploys its fighters as reinforcements and we will see new rules for this in the near future.

I will also argue that the Gozanti can deploy other similar fighters (Intercepters and Bombers) along with the classic TIE fighter.

One final consideration is how reinforcements are managed. How do they enter the board. Is it on a specific roll of a die? If so, the Emperor looks like he'd be a valuable asset to the Imps as he could guarantee reinforcements and remove any risk of dud rolls.

What do you think of this idea? How would it work? Would you welcome this component to the game? I welcome your words.

this is a rather delicate topic, I find.

By canon, imperial ships have no hyperdrive and rely on capital ships to be transported.

So no capital ship, no reinforcements. (Duh)

Rebels and smugglers and what not have always used hyperdrive-capable starfighters for their raids.

So basically imperials have a ship that supports them by standing nearby, throwing in the heat of the battle more ships as they are needed.

And we have epic play for that, somehow, without the option of adding ships out of the blue.

Point is, we are not speaking of canon and we are playing a tabletop game which has some rules that can surely be bent but not broken. I'm pointing at the 100points limit, to be more exact.

Perhaps it could be acceptable to establish a 100+50 points worth of reinforcements limit...?

Maybe if the ties were half cost or something it would be worth while, but I can't see much benefit to having them docked really.

Edit: sorry bit off topic there. I think a reinforcement system would be fun. Would shake up the game a bit.

Edited by Rippy

Depending on how the TIEs actually deploy, deploying them in the middle of a dogfight can have other advantages:

1) Release in formation after the enemy has had to break formation to avoid ramming. Your TIEs will be able to more easily focus fire than the enemy.

2) Releasing in a furball can mean the TIES can get behind the enemy fighters so they can shoot but not be shot. This is possible to sustain since the TIEs have a 5 K-Turn

I think what strikes me as odd with the carrier, though, is the TIEs hang off the bottom. It would feel weird if you can't attack the TIEs while they're docked

What if the reinforcement rules allowed a 100 + 50 points game. With the 50pts being allocated to reinforcements.

Can enter after round 6 on a specific roll. Can take an upgrade card to reduce the time restraints but at 7pts or so.

What would you pack as your reinforcements? Obviously you wouldn't need to consider the alpha strike.

this is a rather delicate topic, I find.

By canon, imperial ships have no hyperdrive and rely on capital ships to be transported.

So no capital ship, no reinforcements. (Duh)

Rebels and smugglers and what not have always used hyperdrive-capable starfighters for their raids.

So basically imperials have a ship that supports them by standing nearby, throwing in the heat of the battle more ships as they are needed.

And we have epic play for that, somehow, without the option of adding ships out of the blue.

I like your reasoning here. It's been my experience on this and similar forums that we often underestimate how important appeal to casual gamers is for game designers. I came across that often when competitive Magic was my thing, and I wonder if it isn't even more true for a game that involves 1) the most widely recognizable IP ever in the sci-fi/fantasy genre and 2) the coolest freaking "Micro Machines" ever produced for said IP. Along those lines, canon is of the utmost importance, and when I think of it from that perspective the Gozanti seems sooooo freaking cool (especially given that the scale we're working with makes stuff like Star Destroyers and Mon Calamari cruisers impractical). Maybe they do something for tournament play, maybe they don't, but I'm buying one just 'cause the model is sweet!

Who says reinforcements have to be via hyperdrive? The mat's a small area. What's to say a Nebulon and an Interdictor aren't duking it out on either side of the board?

Maybe they do something for tournament play, maybe they don't, but I'm buying one just 'cause the model is sweet!

*sighs*

That's why I'm getting 2.

I hope they're useful on the table.