CC: Hyperlane Raid Question

By itzSteve, in Star Wars: Armada Rules Questions

I have a question regarding the Hyperlane Raid tokens. If I have a list with more than 4 ships, do I have to choose the objective ships before or after deployment?

27 minutes ago, itzSteve said:

I have a question regarding the Hyperlane Raid tokens. If I have a list with more than 4 ships, do I have to choose the objective ships before or after deployment?

The objective doesn't specify.

It makes the most sense to assign them after setup, but that's just my opinion.

It is not a setup rule so clearly not during the setup. I should check all the objective cards to be sure but I bet that all the special rules are aplied after the setup.

EDIT: and my "after" is not a "RRG after".

Edited by ovinomanc3r
1 hour ago, ovinomanc3r said:

It is not a setup rule so clearly not during the setup. I should check all the objective cards to be sure but I bet that all the special rules are aplied after the setup.

EDIT: and my "after" is not a "RRG after".

That was my reasoning as well, but it's not definitive.

As a side note, would I have to choose which ships receive objective tokens before a spynet token is used for redeployment?

34 minutes ago, itzSteve said:

As a side note, would I have to choose which ships receive objective tokens before a spynet token is used for redeployment?

I'd say that you assign them later. As I understand, the Spynet effect is still in the Setup , so the Special part of the objective happens later, after the Setup part

Another question, the same objective.
We did this mission for the first time yesterday (yes, we are slow in germany, CC just came out this week).

The card text:

Quote

Setup: The 3' edges of the play area become the player edges. The second player places all obstacles. Obstacles must be placed beyond 2 range ruler lengths of both player edges, and beyond distance 1 of other obstacles.

Special Rule: The second player assigns a total of 4 objective tokens to his ships and squadrons. He must assign them to ships, if able, and no ship or squadron can have more than 1. The first player gains 1 victory token for each objective token that cannot be assigned.

When a ship or squadron with an objective token is destroyed, the first player gains 1 victory token.

End of Game: The second player gains 1 victory token for each ship (not squadron) with an objective token within 2 range ruler lengths of the first player's edge. The first player's team gains 20 resource points per victory token he gained. The winner's team also gains 40 resource points.

Victory Token: 15 pt.

Now we had some problems with the placing of the ships. And noticed it will end in a match without a single shot if we do it by the rules. And a win for player 2.

The text is similar to Blockade Run, but different in an important part.

Quote

Setup: The 3' edges of the play area become the player edges. Each player's deployment zone is within 2 range ruler lengths of his edge . The second player places all obstacles. Obstacles must be placed beyond 2 range ruler lengths of both player edges, and beyond distance 1 of other obstacles.

Special Rule: The second player assigns 1 objective token to each of his ships.

When a ship with an objective token is destroyed, the first player gains 1 victory token.

End of Game: The second player gains 1 victory token for each ship with an objective token within the first player's deployment zone.

Victory Token: 20 pt.

At first we tried to play in the normal way. This would mean: Deployment of the ships in distance 1-3 to the edge. But when we saw it, we noticed that it is nearly impossible to get into range of the opponent. And if Player 2 is just sitting and waiting at the edge, nothing will happen. Ending with a win for player 2 and 40 resource points for him.

The second player does not have to reach the opponents edge. All he is giving up are the victory tokens. He does not even gain bonus resources for reaching it. So why should he try to get through the blockade at all? And even risking the ships?

We ruled it similar to the Blockage Run. Deployment within 2 range rulers. This solved the first problem.
But the part with no bonus resources really made the game a bit dull. The second player just made sure to not loose to many ships, and didnt really tried to get to the other side.

The question is, how did others handle this objective?

How we handled it: setup area is same as Blockade Run.

11 minutes ago, Green Knight said:

How we handled it: setup area is same as Blockade Run.

Isn't that how the CC rulebook says to do it? I recall seeing a lengthways setup diagram with the deeper deployment zones.

Yeah it is specidied in the rulebook.

For future reference, it's 'Short Player Edges Setup' on page 2 and the diagram on page 3.

Possible house rules to prevent turtling have been discussed in the main forum.