When I first looked at Hyperlane Raid I thought something was off. And after reading lots of the other great threads in this forum I found most people seem to agree that it's too hard on the Rebels or at least not as easy as Show of Force is for the imperials. We can debate the reason why it's this way (was the thought that Rebels would control more bases and thus have more non-assault income?), but in the meantime I'm looking to immediately patch it for my 4 player campaign.
Below is how I ended up playing it. I'd love some opinions on whether this seems fair relative to the rest of the campaign.
Setup: no changes
Special rule: no changes
End of Game: The first player's team gains 30 resource points for each victory token he gained. The first player's team gains 10 resource points for each ship with an objective token that is not within 2 range ruler lengths of the first player's edge. The second player's team gains 10 resource points for each ship with an objective token that is within 2 range ruler lengths of the first player's edge.
My thoughts behind this:
- Keep the potential resource outcome inline with Show of Force (you could potentially get 120 resources as the Rebel player if you kill all 4 objective ships)
- Encourage the Imperial player to try to get to the "end zone" (not to really combat turtling - no one in my group is going to play that way - but more to give real incentive to follow the theme of the mission)
- Make sure that even a middling performance by the Rebels produced some of the resources they were looking for out of the mission (for example if you destroy nothing but keep the imperials away you still walk away with 40 points, which seems about as difficult as destroying one of the stations)
I've only got a sample size of one so far. In that game the Rebel player killed one objective VSD, kept one VSD from crossing the finish line, and let one ISD and one Gozanti through. If I had played the mission as written, for all their effort and substantial losses the Rebels would have walked away with 20 resources and given the Imperials 40. Yes, they performed poorly, but that felt like a slap in the face for a struggling player/team that was trying to put campaign points on hold to close a resource gap.
With my edits the Rebels still have a big repair bill but at least they bring home 40 resources and only give the Imperial 20.
Thoughts?