Huperspace Escape is unacceptable

By thecactusman17, in Star Wars: Armada

Ha, only 60pt advantage.

That is pitiful. You would be ejected from my CC team for such a dismal effort.

It's always better if I do play with one arm behind my back, so that I'm less likely to Hamfist a ship or squadron to death.

Also, I'm changing my ISD's name to Hamfist.

8 minutes ago, Beatty said:

But seriously, I will have a 60 point advantage? I thought it would be like 20 points or something.

Yeah, we lost a base. While we do have a good number of repair yards, unscarring an ISD is not cheap.

14 minutes ago, Mikael Hasselstein said:

Yeah, we lost a base. While we do have a good number of repair yards, unscarring an ISD is not cheap.

So I should totally take advantage of you and send that ISD back to the ship yards as fast as I can? Got it.;)

1 minute ago, Beatty said:

So I should totally take advantage of you and send that ISD back to the ship yards as fast as I can? Got it.;)

You'll feel the pinch when you lose your MC80.

11 minutes ago, Mikael Hasselstein said:

You'll feel the pinch when you lose your MC80.

Keep your hands off his bottom! :lol:

Just now, Reiryc said:

Keep your hands off his bottom! :lol:

Eh, wouldn't be the first time.:wacko:

lol!

1 hour ago, Beatty said:

Eh, wouldn't be the first time.:wacko:

Dude!

Not where my wife might read it!

I can't get past "huperspace". I have nothing to add. I just love that word.

2 hours ago, Mikael Hasselstein said:

Yeah, we lost a base. While we do have a good number of repair yards, unscarring an ISD is not cheap.

We've gotten 2 isds scarred. We hardly noticed. The Empire has nearly limitless resources.

I completely disagree with OP. It's the whole reason I wanted to be Imperial in my campaign. And it's also the only reason I took an Interdictor. The ability to go to 500 points while preventing a ship from escaping? I've played two games (one vs Sato, one vs. Rieekan) and the Interdictor allowed me to destroy an AF2B in BOTH games (both would have jumped out on turn 5 if not for the 'Dictor). While it is one sided, it does have its drawbacks (90 points isnt cheap) and in the final battle having multiple Interdictors might just give the Rebels an advantage.

That said, if you don't like the rule then don't use it. But make sure your group is ok with it. Altering the ruleset mid-campaign is skeezy if it blindsides people.

46 minutes ago, jekara said:

in the final battle having multiple Interdictors might just give the Rebels an advantage.

Take G7 en masse. The Well Token is never removed from play. Anyone that huperspacers in deploys at speed 0.

10 hours ago, thecactusman17 said:

For what it's worth, several playes are resetting because nearly every large ship in the campaign has died at least once now.

The issue is that the commitment in distributed groups doesn't allow for HE. I know Drasnighta is around somewhere. Try to convince him that it's legit when he drives 2+ hours to get to a game.

I have players at my store spending $10 just in travel expenses to go cross-bay on mass transit. Driving would cost more, plus be an hour drive or more each way. Imagine doing that and your opponent ends the game midway, with no alternative game available.

That's a monetary and time expense for one player's convenience. When our players have to spend that time and money just to attend, it really affects your view of how mechanics work.

Here's a thought, if your group is all within minutes of each other: Declare at your next game that there will be a one hour limit before the game starts and a two drink minimum purchase. See how many people stick around to start on time.

That's a good reason to house rule out, but definitely not a good reason why FFG should opt to not include an awesome campaign function in the next campaign.

4 minutes ago, Trizzo2 said:

Take G7 en masse. The Well Token is never removed from play. Anyone that huperspacers in deploys at speed 0.

True, but that can also be an asset if played correctly and my opponents arent chumps. I opted for the grav shift reroute instead to put as many obstacles on the rebel side as possible (and man are there a lot of obstacles) and am using a combat refit. I run Vader and that second red die is super useful. I also gave it ion cannon batteries (for that extra one damage to the shields via critical effect).

I drive an hour and 45 minutes to play with a group of guys who all live within a half hour of each other. It would be a bit of pain I suppose but as long as we had fun and ultimately I got the team the W. Now that is different from just skirting the edge and then jumping out. I realized yesterday with my current fleet composition and the situation I had been put into that I was going to get my ass handed to me when I needed to preserve a couple of ships. So I talked it out with my team and they supported my move. Then I got in touch with my opponent and we decided to call it tabled in his favor since he likely wouldn't be able to kill anything and we are gonna play a scrimmage game instead. idk just felt like sharing since the OP is so grumpy.

Edited by Milienius

If your opponent is hyperspacing out their entire fleet on round 4, the game is probably essentially over anyway.

If you're really upset about it (you seem to be), house rule it out. Or play another match afterwards?

Wait...this is a thing....?

1 minute ago, Gottmituns205 said:

Wait...this is a thing....?

Correllian Conflict only, but yes. You can retreat from a battle starting turn 4, but you have to sacrifice your command dial on the ship when you activate it, and it also has to make it to the end of the round to make the jump.

You try and hyperspace out on turn 4...you get black dice from everyone

Sato says: WU-TANG CLAN AIN'T NOBODY TO **** WITH

12 hours ago, thecactusman17 said:

For what it's worth, several playes are resetting because nearly every large ship in the campaign has died at least once now.

The issue is that the commitment in distributed groups doesn't allow for HE. I know Drasnighta is around somewhere. Try to convince him that it's legit when he drives 2+ hours to get to a game.

I have players at my store spending $10 just in travel expenses to go cross-bay on mass transit. Driving would cost more, plus be an hour drive or more each way. Imagine doing that and your opponent ends the game midway, with no alternative game available.

That's a monetary and time expense for one player's convenience. When our players have to spend that time and money just to attend, it really affects your view of how mechanics work.

Here's a thought, if your group is all within minutes of each other: Declare at your next game that there will be a one hour limit before the game starts and a two drink minimum purchase. See how many people stick around to start on time.

Having come from the past as being a member of one of the longest running BloodBowl Leagues in North America (http://thunderbowl.ca/ ) with players some of whom travel from the US to Canada to play on a monthly basis. And with the league, all matches are assigned ahead of time, and cannot be played out of order. If you are my game 3 opponent I cannot play you before game 2 nor after game 4 (game 5 being way out ;)). I had been in situations where I showed up for match day and my opponent was a no show. Under our league rules, my opponent had/has until the next league day (each day being once a month) to make alternate arrangements for a match, but when I work graveyards, had to get up after only 2 hours sleep, drive an hour to get to the match, and then sit around for 2 hours waiting for them...well, imagine how happy I was to then find out we would try and reschedule latter in the week - even though both game and league rules allow for auto wins and rewarding of player points and team money based on no-shows/auto forfeits. And League Play Bloodbowl allows for players to level between games, be permanently injured, or even killed permanently.

What am I saying after all that...well, we are all adults here, but the rules allow for Hyperspace retreat. If I see in a game my ship(s) could be destroyed and thus scarred, and I am in a situation that seems quite dire and I will lose any ways, and likely not inflict as good as I'm getting? Sorry, but I am hyperspacing out.

Remember, If you are travelling an hour or so to get there, maybe I am too. And if you aren't willing to travel 1 hour+ to have me hyperspace retreat, perhaps I'm not keen on travelling 1 hour+ to have my fleet wiped out while dealing minimal losses in return.

I don't see the whole fuss about retreating. Obviously there are battles the opponent DOESN'T want to fight. In this case he will avoid you at any cost so you must bring the fight to him. There is also a thing called tactical withdrawal. No sane admiral would sacrifice a whole campaign just to have a fun afternoon on the battlefield. Things like this are part of the campaign and they would be missed if they weren't. imagine if you would have a Raider MSU with no fighters against three MC80s. You don't stand a chance there, so you obviously avoid the fight.

I have more issues wiht players don't want to destroy something only to prevent the enemy of buying something new instead.

It's good to know that there are players out there who would rather I red dice their fleet into oblivion than retreat because it's "unacceptable". How many wipeouts will it take before they change their tune and start praising Hyperspace Escape?

I can't wait to get into this game, and especially the Corellian Conflict. Forget strategy. Just: "Wipe them out. All of them."

I'd like to offer another perspective. What if you're playing CC and this is either your introduction or reintroduction to Armada. You make a fleet that is fun and thematic, you feel, but your unfamiliarity with the game ends with you getting lit up, and having a bunch of scarred ships, and large ones at that. You can unscar them, or you can have actual upgrades that makes you somewhat competitive in your next match. Without hyperspace escape, you have no chance of catching up, as going in scarred is too risky since your big liabilities will probably be gunned for. Hyperspace escape lets these players play defensively, get resources to repair, and then reevaluate the weaknesses of their fleets. I think it's a great mechanic for this reason.

Besides, if you really hate it, just play empire and bring a dictor.

Hyperspace retreats though can't happen until turn four though, most games I play are about to be decided around then. Really these rules just allow one team to concede instead of forcing them to just scratch their whole fleet.