Let's discuss the two special faction-specific objective cards here:
- Hyperlane Raid
- Show of Force
I think it is awesome that each faction has their own objective, reflecting the asymmetrical nature of the opposing forces.
Let's discuss the two special faction-specific objective cards here:
I think it is awesome that each faction has their own objective, reflecting the asymmetrical nature of the opposing forces.


I'm still confused on which player is which for the cards. Like is the Imperial player player 1 or 2 for the show of force objective?
I'm still confused on which player is which for the cards. Like is the Imperial player player 1 or 2 for the show of force objective?
That's answered!
When you make an Assault, you have Initiative.
So you will be Player 1.
The imperial player will initiate Show of Force and will then be the 1st player.
It represents the empire showing up and blowing up civilian stations to cow the locals.
The rebel player will initiate Hyperlane Raid and will then be the 1st player.
It represents the rebels ambushing imperial forces - who must try to make it past the ambush and on to their destination.
Edited by DemocratusDo we know if these are going to be tournament legal?
Those will not.
There will be new standard objectives included that will be tournament legal.
Do we know if these are going to be tournament legal?
They have generic counterparts included with the expansion that are tourney legal.
I think the Rebel side will either reserve a large bomber or Ackbar fleet for show of force defense. Put the stations next to each other with a cloud of bwings or Ackbar circling around them. I love the amount of strategic options the multiple fleets and different objectives give.
I don't think there is a "green" tournament legal objective category.
However there will be new red/blue/yellow objective cards in the campaign witch could very well be tourney legal.

They won't be.
The Green Objectives are tied directly to the Campaign Rules. You can only launch a "Special Assault" during the campaign. You only use the Base cards when assaulting an enemy base.
As you do neither during a Tournament, you will not...
The Additional Red / Yellow / Blue Objectives that are included in the Conflict Box? THEY are going to be Tournament Legal.
4 of us answer near-simultaniously ![]()
"Flood of answers crits you for 6,054 damage."
"Rocmistro dies"
I like that Rebels get two stations to defend in Show of Force. Depending on how tough they are, putting them in opposite corners may be a viable strategy. The Empire will have to decide how much of their attack force to dispatch at each station, leaving the Rebels to potentially overwhelm part of the Empire fleet. Letting them win despite the destruction of one (or both) stations.
Empire may choose to dart in, destroy the stations, minimize losses, and get out without engaging the rebels - losing the game but getting tons of resource points. Hmmm, I could see ISD's being popular as they can eat an enourmous amount of damage without getting scarred...
I love this campaign already! ![]()
Breaking down Hyperlane Raid a bit.

The 2nd player (the Imperial) has to assign 4 objective tokens to his fleet. This encourages him to play at least 4 ships/squadrons or the Rebel will get free victory tokens.
The Rebel player gets victory tokens for destroying these "marked" ships/squadrons. The tokens are worth 20 resource points each.
The Imperial player gets victory tokens for getting these "marked" ships/squadrons past the 'finish line' alive. The tokens are worth 15 zero(!) resource points each.
The winner of the battle gets 40 resource points.
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This looks like a great mission for the Rebel player, as it should since it is his special mission.
The Imps are in a tough spot because they must push past the entire rebel fleet to get tokens. Yikes.
One saving grace is that the Imperial gets to set up all the obstacles. It will be fun figuring out how to do that with a game that is flipped "sideways" (deploy on small edges).
Edit: Thanks to GK
Edited by DemocratusThe tokens are worth 15 resource points each.
I think you're mixing victory and resource points here.
Oh, you may be right. So the Imps have no way to get Resource Points other than winning the whole battle?
Brutal!
Oh, you may be right. So the Imps have no way to get Resource Points other than winning the whole battle?
Brutal!
YEP!
It allows the Rebels to "Hit and Fade" somewhat.... To pick up some resources, if they're not confident of destroying the entire fleet - a short term gain for them, but it doesn't neccessarily stop the Imperials......
Its stupidly thematic, and I love it.
Oh, you may be right. So the Imps have no way to get Resource Points other than winning the whole battle?
Brutal!
Remind me - do Unarmed Stations get to repair?
Remind me - do Unarmed Stations get to repair?
I think the standard for an "Unarmed Station" is what we see in every Game - the Station Repairs either side...
UNLESS it is modified by the Mission
Contested makes it Contested, so it does not Repair
Station Assault makes it Armed, or Doesn't let it go for the Enemy...
I think, basically, we take the Station in our normal games and unconcisouyl rename it UNARMED STATION instead.
Remind me - do Unarmed Stations get to repair?
I think the standard for an "Unarmed Station" is what we see in every Game - the Station Repairs either side...
UNLESS it is modified by the Mission
Contested makes it Contested, so it does not Repair
Station Assault makes it Armed, or Doesn't let it go for the Enemy...
I think, basically, we take the Station in our normal games and unconcisouyl rename it UNARMED STATION instead.
I was just wondering if there was a way repair crew flotillas could be useful, but it does specify "ship"
There's so much we still don't know, and likely won't know until release ![]()
I do like the fact that the Special Assaults and all can only be done in certain places, as well - to stop you from constantly doing it...

The Empire has decided to show the folly of those who would oppose it. An example will be made of the civilian facilities in this system.
Totally thematic for the Imps.
The Rebel player must set up 2 unarmed stations. The stations will still repair Rebel units.
The Imperial player is here to destroy the stations (40 resource points each) and, if possible, any Rebel resistance that will undoubtedly show up to "protect the innocent".
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The board will be a little more crowded with an additional station taking up obstacle space.
Depending on the stats of an unarmed station they may be sitting ducks or perfect bait.
As with the other special assault, only the attacker (Imperials) can make Resource Points from this mission without an overall victory.
Edited by DemocratusDid I miss something? Where does it say that those are faction specific? Doesn't it just say that the Imperials would likely (or something) want to pick show of force?