Hyperspace Assault options

By Darth Tam, in Star Wars: Armada

Simple question: what ships would you use with Hyperspace Assault? And what other objectives would you use?

I'm thinking any ship that has terrifying close range firepower, and it's an added plus if it has trouble getting into position.

So a Gladiator, a Victory, and for Rebels maybe an MC30 would be good options.

Insidious loves a good hyperspace assault

True. I forgot about him.

I'm just sad that you can't use an ISD for it. Expanded hangars RLB ISD-1 would be so broken.

Hyperspace Yavaris with Raymus and 3 Bwings or 3 H6 Scurggs

MC-30 or Rebel Assault Frigate work well. Maybe also the Pelta Assault with Expanded Launchers. For fighters i'd throw in B-Wings with Hera.

I've been eyeing a VSD-I, escorted by Jonus and a pair of Defenders (or bombers?), drop in, throw a squadron command, and ruin somebody's day. Not even sure the VSD needs anything, maybe DTTs or OEs?

The catch with building a ship for HA, of course, is that you have to also be able to play your other objectives well. An OE/IO/ExL/XI7 VSD1 sounds awesome on paper, until you remember how awful it is in pretty much every other situation... :(

1 hour ago, Ardaedhel said:

The catch with building a ship for HA, of course, is that you have to also be able to play your other objectives well. An OE/IO/ExL/XI7 VSD1 sounds awesome on paper, until you remember how awful it is in pretty much every other situation... :(

Jerrjerrod?

If you can drop your ship close in without it dieing that turn, or you have rieekan, RLB can help drop alot of bombers on your target. RAF with RLB means a potential 6 Bwings hitting your target. RAF for the larger base and hence more reach with RLB. Yavaris combo might be more efficient but requires raymus. Or a vsd with a 6 squad combo of fireball, rhymerball, jendon aces, etc.

Salvation.

Its also.an awesome advanced gunnery ship. So just blue objective left to build around

If youre taking advantage of this objective is because you are second player, and so your enemy can always react to your deployment. Is not difficult to avoid the short range if you play maintaining a consistent minium speed of 2. As well as the double tap of Yavaris.

34 minutes ago, xerpo said:

If youre taking advantage of this objective is because you are second player, and so your enemy can always react to your deployment. Is not difficult to avoid the short range if you play maintaining a consistent minium speed of 2. As well as the double tap of Yavaris.

Given the increase in fleet size with the arrival of flotillas, it is now much harder to arrange such that a Hyperspace Assault attacker has one or no targets when it arrives. Yes, first player gets to react to the arrival, but they only get to move one ship, and barring Strategic shenanigans, the mobility of HA objective tokens can allow a second player with a measure of foresight to get close enough to the enemy's line of motion to ensure at least one if not more targets remain by the time the Hyperspace Assault ship arrives.

This also discounts a trick I have used more than once, though rarely twice on the same player, to force him/her to jump a vulnerable ship away from the HA attacker, only to land in the waiting arms of a greater threat in front of it patiently awaiting an opportunity. Again, the arrival of flotillas makes this a less sure thing, but it is still a tactical option worth bearing in mind.

Yup, you've got to think bigger than "put black dice behind them and profit" to get a win out of HA. HA is all about enabling forks and filthy tricks. Push Defiance out front of that ISD, and a torpedo shrimp with a double arc into its backside behind it, that's also threatening anything else close by the ISD . Please do activate that ISD first to escape the MC30... You lose the second target, and eat Defiance on the ISD.

Vic I and Dominator = Pocket ISD

I made a list up already:

Edited by Undeadguy
1 hour ago, Undeadguy said:

Vic I and Dominator = Pocket ISD

I made a list up already:

I had the same idea. The problem then is that you have to build 2 more objectives around Dominator. So Advanced Gunnery, or Most Wanted, but then most people will take your blue.

Yeah, that's kind of the kicker

The fact its a VSD has always been the PocketISD's issue... Maybe that's a bit different now with Tua + Defensive, and an Interdictor nearby to funnel shields to it with Projection Experts... But its a gimmick that hasn't really caught on, even when I was running it back in Wave 1 with Tarkin and ALL THE ENGINEERING...

11 minutes ago, Darth Tam said:

I had the same idea. The problem then is that you have to build 2 more objectives around Dominator. So Advanced Gunnery, or Most Wanted, but then most people will take your blue.

Yea I'm not sure what blue works best. I like Salvage Run and Solar Corona. Maybe Nav Hazards with a Chart Officer on Demo and Dominator. Most people have no experience with Nav Hazards and I bet you could surprise your opponent with that.

Navigational Hazards works best when you have small, Ultra-Maneuverable, or at least ultra-responsive ships... Your enemy tosses things in your way, and you've got to be able to not move into those hazards... Large Ships (ships with large footprints), and Medium Ships with no Maneuverability (VSDs) are the exact Anathema to Navigational Hazards....

Dangerous territory? I don't know if your list is fast enough for it.

37 minutes ago, Drasnighta said:

Navigational Hazards works best when you have small, Ultra-Maneuverable, or at least ultra-responsive ships... Your enemy tosses things in your way, and you've got to be able to not move into those hazards... Large Ships (ships with large footprints), and Medium Ships with no Maneuverability (VSDs) are the exact Anathema to Navigational Hazards....

JJ and Chart Officer Help with this.

Will they Mitigate enough, and are they useful enough to take in your other two missions at the same time ?

47 minutes ago, Drasnighta said:

Will they Mitigate enough, and are they useful enough to take in your other two missions at the same time ?

Very true Dras.

I would like to see an ISD appear to smash a smaller CR-90. That's a hyperspace assault.

19 minutes ago, Marinealver said:

I would like to see an ISD appear to smash a smaller CR-90. That's a hyperspace assault.

Oh hey. I just made a post you might be interested in seeing then.

Good ones for Hyperspace Assault?

Mark II B with RLB.

3x VCX in the bays, Norra, Keyan and Dagger Squadron in the Hyperspace Assault.
You can even place only 2 in the bays, and fly the 3rd by hand, to be even able to move the objective tokens. This would give you one more room for a B-Wing.
Would be even better when you have a bomber command center in range.

Your Yavaris will say thanks, no matter where it is parking. And combined with Adar it is a 3x Keyan Attack.

Additional missions would be Sensor Net (with 3x VCX: mine, mine, mine) and Most Wanted (boring old "i choose my flotilla stuff").

For Imperial you can use a VSD with RLB.
Colonel Jendon, Maarek Stele and Major Rhymer. Combined with 3 Decimator or Tie Defender or even Tie Bomber.
They block a huge area, and a double attack from Maarek Stele is really annoying.
3 Decimators can be really evil, when they sit next to the enemy. Tie Defender would be a bit more flexible for other missions and Tie Bombers are just plain damage, when you have a BCC in range.