CC Show of Force vs Hyperlane Raid

By Green Knight, in Star Wars: Armada

Your right, its not perfect, but remember the Imps are still second player and should be getting the advantage. The way you have it worded takes all strategic choice out of the objective, essentially guarenteeing for the Rebel player that if they now just turtle at their goal line the entire Imperial fleet must come at them like lambs to the slaughter.

That, imo, is worse.

There is a balance that has to be struck between theme and open ended playability. If the Rebel player turtles, i can hit the brakes and deny. If Imperials turtles the Rebels know they just have to scratch something to get an easy 40 or 60.

But 9 times out of 10, because there isnt a much incentive for either side to turtle, the objective will be played like peoplr want it to be played- with the Imperial player trying to finish the game with at least 1 o 2 of his ships in the deployment zone.

But would that be the case? If the Imps are plodding along at speed 2 so they land in the end zone turn 6 and they placed their obstacles well to protect the last turn, then a turtling Rebel fleet ain't going to do much. Remember first player's advantage only usually comes into play the turn after initial engagement. The turn of engagement is usually advantageous to second player, assuming equal activations.

Edited by Jambo75

It's the third time with 3 different fleet that we try Hyperlane Raid and I'm preatty sure there is a big issue.

On my point of view, the fact that we are playing in the width sens, is really against any kind of ''easy going'' for the Reb's. Make the same scenario face to face (as usual) with the same rules of Hyperlane Raid expecting the fact that the Imps have to deploy inside a zone 14X5 (distance on the squadron ruler) in the middle on their side and have to finish to get the bonus in the Reb's 5 deployment zone (distance on the squadron ruler). Maybe then the Reb's will have a chance to get 40 to 60 points without loosing half of their fleet.

This way the Empire deployment zone will respect the theme (convoy style) and the Reb's will have a chance to do what they are best against the Imps, shooting them by their side. Remember, this scenario is supposed to be easy money for the Reb's as Show of Force is for the Imps.

For now, my best result is 40 points with the lost of mearly anything in my fleet... where is that easy money! :(

We discuss about it and even with the tweak suggest by AllwingsStandingBy, it still not a rentable mission for the Reb's. The confrontation face to face whit the Empire fleet is the worst scenario for the Rebellion fleet and it's what we have with the Hyperlane Raid. But maybe I'm wrong and both mission or supposed to be easier for the Empire. That could be the case.

On 2/1/2017 at 9:03 AM, jekara said:

It's in the FAQ under the "Hyperspace Assault" section on page 6. It reads, "Ships and squadrons set aside are not in play. Their abilities and upgrades are inactive and they cannot be affected by any abilities."

If it's not in play it can't get a token.

Let's not be too hasty here. We know ships not on the table can be affected by objectives, otherwise there's no way to put them onto the table.

We also know ships and squadrons can be assigned tokens before they are placed into the table. They are assigned their defense tokens in setup step 2, but not deployed until step 6 (RRG, 10). So I'm not sure the out of bounds out of mind rule applies here.

Having played this a few time, the second player has the ball. I used this with the red card, and have wipped the 1st player if they come in to hot, as both a rebel and a imp fleet.

Kind of think it should be the imperial have four tokens that move at speed two with a click at range 2. And they can change the speed and must get them in the end zone. If the ship/sqaudron controlling the token dies, it stops moving. This would stop the imp from turtling and keep thr token moving. Or the muat go speed two when in the imperial deployment area, 1 in the regular, and can stop in the end zone.

And if a rebel ship is within range 1 and the controlling imperial ship is not within range 5, it can be be picked up by the rebel ship

16 hours ago, mobow213 said:

Having played this a few time, the second player has the ball. I used this with the red card, and have wipped the 1st player if they come in to hot, as both a rebel and a imp fleet.

Kind of think it should be the imperial have four tokens that move at speed two with a click at range 2. And they can change the speed and must get them in the end zone. If the ship/sqaudron controlling the token dies, it stops moving. This would stop the imp from turtling and keep thr token moving. Or the muat go speed two when in the imperial deployment area, 1 in the regular, and can stop in the end zone.

And if a rebel ship is within range 1 and the controlling imperial ship is not within range 5, it can be be picked up by the rebel ship

Have you seen the faq erata for this?