42 minutes ago, shmitty said:Hyperlane Raid also hurts the Imperials, forcing them to un-scar those destroyed ships. So, the Rebels gain and the Imps lose. The Rebels lose nothing for a station being destroyed in Show of Force.
This *might* help balance out the imbalance, as it were, I just loath objectives that incentivize turtling, which is the case for the Imperial side of Hyperlane Raid. There is, quite literally, no reason why any Imperial would ever want to try to rush to the other board edge. They are the defender, so they auto-win if no fighting happens, and they score 40 resources for that win.
It's just a poorly threshed out objective. Even with just the SMALL tweak that the imperials could only score resources for the win if at least two objective ships ended within in 2 range rulers of the Rebel board edge would be enough. It would mean you could take the win by turtling, preventing the Rebels from scoring big resources, but then there would be no benefit for you either. It would mean, especially in the early turns where these assaults are likely to be declared, that it would be very very rare to see an Imperial fleet turtle on the objective.
Rebels have to work HARD to keep those stations alive to score resources. They can do it, and they can force the Empire to take losses and maybe score the 40 for the win. But they have to work, and they have to fight, and I think overall this is a pretty balanced objective.
Hyperlane Raid on the other hand, the less the Empire works, the better. Imperials have to drop to speed 0 and dare the rebels to charge full speed in a single file line into the front arc of an ISD to desperately try and sink it on turn 5 or 6, all to often resulting in horrific casualties in the process.
Edited by BrobaFett