Does anyone have rules for reinforcements/replacements during a game? I'd like to hear other people's solutions and thoughts on my ideas below.
I've only ever played a reinforcement rule in the Gozanti campaign and it was great. That rule was any Imperial ship destroyed that had PS4 or higher is replaced by a ship of the same type but with the lowest PS. So, for example, when destroyed a Black Squadron TIE is replaced with an Academy TIE. I've thought about implementing it in my Scarif scenario for both Rebels and Imperials but the thoughts of sending in "naked" Rookie X-Wings or Scimitar Bombers. So I've been designing replacement ships using what came with them in their expansions. For example
Rookie Pilot (22) - X-Wing
R5 Astromech (1)
Gold Squadron Pilot (24) - Y-Wing
Ion Cannon Turret (5), R2 Astromech (1)
Scimitar Squadron Pilot (23) - TIE Bomber
Assault Missiles (5), Seismic Charges (2)
Imperial Trainee (19) - TIE Striker
Adaptive Ailerons (0), Lightweight Frame (2)
I like the thought that as the battle progresses the pilot's coming in from other areas are already tired or lesser quality reserves and so not as good as the originals (lower PS). Regenerating the ship as it was seems unrealistic and once a unique is gone it is gone she/he won't magically reappear! I've tested it once and it seemed to work well. One weakness seemed to be Rebel generics bottom out at PS2 so had an advantage which, after the test, we considered a small chance (on the roll of a crit) that the Imperial player gets a PS3 Obsidian Fighter or Scarif Defender Striker instead of the PS1 Academy/Trainee. Any thoughts appreciated.