Hyperspace Idea

By anonymousguy, in Star Wars: Armada

So, as I was reading Star Wars: The Essential Guide to Warfare , I was thinking about Hyperspace-able rebel squads. That was what separated Imperial fighters from Rebel fighters. As many of you know, fighters were the mainstay of the Rebel Alliance. Their hyperspace capable fighters were able to launch tactical strikes on Imperial convoys, fleets, and outposts from many systems away.

So, maybe we could add a squadron keyword to fighters that were hyperspace-capable that allows them to

Hyperspace: Once per game, this squadron receives a hyperspace token. Once per game, a squadron with a hyperspace token may discard that hyperspace token to allow them to move distance 5 from their current position. Then, toggle the squadron's activation slider to the activated side.

I was just wondering what you guys would think about it!

This doesn't really feel like Hyper Space to me. More like a teleport/worm hole concept since you're using it to move a short distance.

To make it more inline with the rules:

Hyperspace: After Deployment , you receive a hyperspace token. When you activate, you may discard a hyperspace token to move distance 5. This move ignores engagement. Toggle your activation slider to the activated side. You may not attack if you move this way this round.

You can move distance 5, you're activated, and you can't attack.

Hyperspace microjumps are extremely difficult and they need exact calculations. Because you're traveling faster than the speed of light the distance of the play area would take about 0.0000001 second to cover. It is simply not possible to make such short microjumps.

I like your idea.

I am thinking of getting into Armada, but I've not played it yet, so I could be way off here, but I think that dropping into the battle from hyperspace, rather than popping about the battle, would be more Star Warsy. Perhaps the squadrons aren't deployed at the beginning of the game but rather are deployed mid-game, either anywhere on the field, which would cost a lot of points, or anywhere on your side, which would cost fewer points, or at some other restricted location. Something like this:

Deploy from Hyperspace: This squadron [or ship! Ships also have hyperdrives!] is not deployed during deployment. Instead place a face down Hyperspace Deployment Token next to it. [The token would have the turn number that the squadron or ship arrives on it, as well as the location.] At the beginning of the turn specified on the token, deploy the squadron [or ship!] to the specified location. Toggle its activation slider to the activated side.

I don't know what kind of upgrade it would be. Seems at least worthy of consideration for a scenario, if not for standard play.

Easier to have them jump in at a given location/locations like the mission. Would be more thematic that way too.

5 minutes ago, Helias de Nappo said:

I like your idea.

I am thinking of getting into Armada, but I've not played it yet, so I could be way off here, but I think that dropping into the battle from hyperspace, rather than popping about the battle, would be more Star Warsy. Perhaps the squadrons aren't deployed at the beginning of the game but rather are deployed mid-game, either anywhere on the field, which would cost a lot of points, or anywhere on your side, which would cost fewer points, or at some other restricted location. Something like this:

Deploy from Hyperspace: This squadron [or ship! Ships also have hyperdrives!] is not deployed during deployment. Instead place a face down Hyperspace Deployment Token next to it. [The token would have the turn number that the squadron or ship arrives on it, as well as the location.] At the beginning of the turn specified on the token, deploy the squadron [or ship!] to the specified location. Toggle its activation slider to the activated side.

I don't know what kind of upgrade it would be. Seems at least worthy of consideration for a scenario, if not for standard play.

I actually like that idea a lot! Though one downside would be that every ship and squadron could have that and they could automatically alpha strike turn one black dice range.

Another idea would be that if a ship on the opposing side has an experimental retrofit, they could alter the location of where the ship/squadron arrives from hyperspace to simulate grav well interdiction.

If we really wanted to add a "hyperspace" element to the game outside of hyperspace assault I'd think it would be an upgrade on a ship, similar to rapid launch bays.... except, instead of deploying distance one of a the ship there'd be a "hyperspace" token placed during setup.

So maybe like:

Hyperspace fighter teams
Offensive retrofit

Before deploying fleets you may set aside a number of squadrons up to your squadron value next to your ship card. After you deploy, place a hyperspace token at distance 5 of the ships base.

When you activate you may discard this card and a squadron dial to place the set aside squadrons at distance 1 of the hyperspace token, then remove the token. The squadrons enter the game with their sliders on the activated side, they cannot move or attack this round. At the beginning of the status phase, if you did not discard this upgrade, you may move the token up to distance two.

6 points

*shrugs* that's all I got...

Edited by Darth Sanguis

One could allow for hyperspace capable star fighter squadrons to deploy within Range 5 of a ship (instead of 2).

I was discussing a mass-Hyperspace Assault-type alternate ruleset the other night with a friend. Players would take turns placing 15-20 objective tokens on the board in initiative order then would only deploy one ship. At the end of every odd round you could then Hyperspace Jump-in another ship to any token on the board.

It would be wild, bloody, hilarious.

20 minutes ago, Darth Sanguis said:

If we really wanted to add a "hyperspace" element to the game outside of hyperspace assault I'd think it would be an upgrade on a ship, similar to rapid launch bays.... except, instead of deploying distance one of a the ship there'd be a "hyperspace" token placed during setup.

So maybe like:

Hyperspace fighter teams
Offensive retrofit

Before deploying fleets you may set aside a number of squadrons up to your squadron value next to your ship card. After you deploy, place a hyperspace token at distance 5 of the ships base.

When you activate you may discard this card and a squadron dial to place the set aside squadrons at distance 1 of the hyperspace token, then remove the token. The squadrons enter the game with their sliders on the activated side, they cannot move or attack this round. At the beginning of the status phase, if you did not discard this upgrade, you may move the token up to distance two.

6 points

*shrugs* that's all I got...

So RLB with increased distance and decreased cost for one more upgrade slot?

16 minutes ago, Fraggle_Rock said:

One could allow for hyperspace capable star fighter squadrons to deploy within Range 5 of a ship (instead of 2).

Or upgrade allowing ships to deploy at distance 5 of edge of the board

What about they introduce it with Thrawn as he has wide knowledge in hyperlanes and is known for his precision jumps? Maybe take 3 ships and make something like hyperspace assault

14 minutes ago, Visovics said:

So RLB with increased distance and decreased cost for one more upgrade slot?

Pretty much, except the fighters jumping in are activated, no attacks, no movement.... RLBs is pretty open in it's capabilities...

1 hour ago, Visovics said:

What about they introduce it with Thrawn as he has wide knowledge in hyperlanes and is known for his precision jumps? Maybe take 3 ships and make something like hyperspace assault

Thrawn's trick was to leave his ships standing orders to jump at a fixed time and arrange to have his Interdictors in position to pull them out at the desired location during the battle.

If I were designing that I'd make it an Experimental Retrofit that functions broadly like RLB but triggers off a Navigate command instead of a Squadron command and lets you set aside and subsequently place a single ship within long range rather than your squadron value in squads within range 1. Should probably get some limitations like being a modification, taking up two retrofit slots, or the placed ship having speed 0 as well as a steep point cost as dropping an ISD right where you want it is crazy good (but as that's how Thrawn used it limiting it to medium ships would feel off).

Well with squadrons having no upgrades besides the unique ones having a different trait or some special rule with defense tokens the closest thing you can come up with is hyperspace assault.

Also some starfighters have no hyperspace, and some need an astromech to make a hyperspace run. So how do you set up a squadron that needs a droid to have hyperspace?

At first I thought hyperspace would be a good trait and all that id did is allow your squadrons to deploy outside of your ships' squadron range which is a good representation of a starfighter traveling through hyperspace under its own power. But then again the droid thing does pop up other than making another generic squadron that has different traits than the other generic.

Come to think of it, Armada is the definition of No Droids .

dEQs6Tu.jpg

Edited by Marinealver
49 minutes ago, Marinealver said:

Come to think of it, Armada is the definition of No Droids .

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45 minutes ago, Drasnighta said:

latest?cb=20160701142201

yeah one, Represent

10 hours ago, Marinealver said:

Well with squadrons having no upgrades besides the unique ones having a different trait or some special rule with defense tokens the closest thing you can come up with is hyperspace assault.

Also some starfighters have no hyperspace, and some need an astromech to make a hyperspace run. So how do you set up a squadron that needs a droid to have hyperspace?

At first I thought hyperspace would be a good trait and all that id did is allow your squadrons to deploy outside of your ships' squadron range which is a good representation of a starfighter traveling through hyperspace under its own power. But then again the droid thing does pop up other than making another generic squadron that has different traits than the other generic.

Come to think of it, Armada is the definition of No Droids .

dEQs6Tu.jpg

They don't need the droids to go into hyperspace though. They need a hyperdrive for that. All the droids do is calculate the jumps more quickly.

Better would be increase the distance rebel squadron can be deployed from mother ship vs imp

On 7/21/2017 at 11:04 AM, Helias de Nappo said:

I like your idea.

I am thinking of getting into Armada, but I've not played it yet, so I could be way off here, but I think that dropping into the battle from hyperspace, rather than popping about the battle, would be more Star Warsy. Perhaps the squadrons aren't deployed at the beginning of the game but rather are deployed mid-game, either anywhere on the field, which would cost a lot of points, or anywhere on your side, which would cost fewer points, or at some other restricted location. Something like this:

Deploy from Hyperspace: This squadron [or ship! Ships also have hyperdrives!] is not deployed during deployment. Instead place a face down Hyperspace Deployment Token next to it. [The token would have the turn number that the squadron or ship arrives on it, as well as the location.] At the beginning of the turn specified on the token, deploy the squadron [or ship!] to the specified location. Toggle its activation slider to the activated side.

I don't know what kind of upgrade it would be. Seems at least worthy of consideration for a scenario, if not for standard play.

Kinda defeats the HYPERSPACE objective though doesn't it?

20 hours ago, Marinealver said:

Well with squadrons having no upgrades besides the unique ones having a different trait or some special rule with defense tokens the closest thing you can come up with is hyperspace assault.

Also some starfighters have no hyperspace, and some need an astromech to make a hyperspace run. So how do you set up a squadron that needs a droid to have hyperspace?

At first I thought hyperspace would be a good trait and all that id did is allow your squadrons to deploy outside of your ships' squadron range which is a good representation of a starfighter traveling through hyperspace under its own power. But then again the droid thing does pop up other than making another generic squadron that has different traits than the other generic.

Come to think of it, Armada is the definition of No Droids .

dEQs6Tu.jpg

Well, the fact that there aren't a lot of droid upgrade cards doesn't mean that astromechs and other droids aren't present in Armada battles.

This is one of the things we house rules in CC for escaping squadrons.

TIE Fighters, Bombers, & Intercepters couldn't evacuate unless they were with movement range of a ship with a Squadron value equal or greater than the number of squadrons attempting to evacuate.

Same rules apply to Z95s for the Rebels.

I like the idea of Hyperspace micro jumps in Armada. Could add some new fun form of strategy.

Logistics Specialists: Officer + Offensive Retrofit upgrade

Before deployment, you may set aside a number of squadrons equal to your squadron value. Squadrons set aside this way must have a a hull characteristic of 4 or greater.

After you revealing a command dial, you may spend a Squadron Command dial to deploy and then activate those squadrons within distance 5 of any board edge. Squadrons deployed this way may not attack on the turn they are deployed.