And what would the Imperial side get to balance this? Because the would just benefit rebels, with the exception of the Defender.
Hyperspace Idea
2 hours ago, Darth Lupine said:And what would the Imperial side get to balance this? Because the would just benefit rebels, with the exception of the Defender.
You've made a Lore assumption versus the actual Rule written by Cactus
The presence of such a thing as a game rule is agnostic to the lore.
Same as Hyperspace Assault and TIE Fighters... You're bringing them in on Hyperspace assault... I even confirmed with the rules guys, that if your Fleet consists of nothing but Large Ships and Squadrons, and you have the Hyperspace Assault Objective, you are totally allowed to just put 3 Bog Standard Generic TIE/Ln squadrons into Hyperspace if you wish - despite the fact that, in lore-parlance, they don't have Hyperdrives.
Perhaps they all have one-shot disposable/detachable hyperdrive generators or something, similar to the way the Jedi Delta Fighters had their Hyperdrive rings.
Edited by Drasnighta
20 hours ago, Helias de Nappo said: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.
No really, next you are going to tell me that there are storm troopers already on Star Destroyers
5 hours ago, Darth Lupine said:And what would the Imperial side get to balance this? Because the would just benefit rebels, with the exception of the Defender.
Assuming you're referring to my post. The answer is "everything that isn't a hull 3 TIE variant." And that includes lambda shuttles, Defenders, Decimators, Advanced, Bombers, all of their rogues/villains, and any future hull 4 squads.
This also lets you place powerful but slow speed 2 squads on the opposite side of the board immediately to attack a delaying enemy etc.
I was referring to the very original post, which referenced rebel fighters only.
Cactus idea isn't bad, but I seriously doubt FFG would ever do anything like this.
4 hours ago, Drasnighta said:You've made a Lore assumption versus the actual Rule written by Cactus
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The presence of such a thing as a game rule is agnostic to the lore.
Same as Hyperspace Assault and TIE Fighters... You're bringing them in on Hyperspace assault... I even confirmed with the rules guys, that if your Fleet consists of nothing but Large Ships and Squadrons, and you have the Hyperspace Assault Objective, you are totally allowed to just put 3 Bog Standard Generic TIE/Ln squadrons into Hyperspace if you wish - despite the fact that, in lore-parlance, they don't have Hyperdrives.
Perhaps they all have one-shot disposable/detachable hyperdrive generators or something, similar to the way the Jedi Delta Fighters had their Hyperdrive rings.
And you're assuming I was referring to what Cactus wrote, which I was not, seeing I was referring to the original post, which envisioned a rebels only rule, hence my post.
I don't give a **** about lore when it comes to the game; I just care about the rules as they are. Lore and game are two completely different animals and bear no relation to each other in my opinion. Hopefully we are clear on that now!
As far as what Cactus wrote, this isn't bad. I seriously doubt FFG would ever do something like this as an upgrade and there are objectives already that do something similar, but it's an interesting concept.
Just now, Darth Lupine said:And you're assuming I was referring to what Cactus wrote, which I was not, seeing I was referring to the original post, which envisioned a rebels only rule, hence my post.
I don't give a **** about lore when it comes to the game; I just care about the rules as they are. Lore and game are two completely different animals and bear no relation to each other in my opinion. Hopefully we are clear on that now!
As far as what Cactus wrote, this isn't bad. I seriously doubt FFG would ever do something like this as an upgrade and there are objectives already that do something similar, but it's an interesting concept.
I didn't know you were referencing the original post... I simply saw your reply after Cactus', and without a Quote, made the Assumption.
Hence the whole framework of my post was based on that premise.
Now
I know that is incorrect, I will apologise
My Apologies
Just now, Drasnighta said:I didn't know you were referencing the original post... I simply saw your reply after Cactus', and without a Quote, made the Assumption.
Hence the whole framework of my post was based on that premise.
Now I know that is incorrect, I will apologise
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My Apologies
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No apology needed, Dras, logical assumption seeing I did post directly after Cactus.
When it comes to lore, I am somewhat of a self made expert, lol.....but no, in the game, I couldn't care less what the lore says. I know some people get bent when some game asset don't jive with the lore they know, but I don't care. I just play and enjoy the game as written.
Put me in a similar boat.
A lot of the 'alternate' rules I see crop up are so far based on what I see as:
Give Rebels a way to Hyper in/out their fighters
Give Rebels a way to have 'Stolen' Imperial Ships
But ultimately, I dislike this rule (the hyperspace in ability for Rebel Ships/Fighters) as it is too similar to:
AND:
So OP, do you plan on having FFG reprint every card except for the TIE ln, In, and Sa? Updating the Hyperspace card every time a few non-HS ship comes out?
Besides, even the most skilled microjumps would probably be further than distance 5, and they would not be precise. And microjumps are not something that is easy to pull off, especially for fighters. Thrawn used interdiction fields to do precision microjumps.