CC hyperspace reserved and deployment

By mhd, in Star Wars: Armada Rules Questions

Our group was going through the rules and we noticed a couple of things regarding how the hyperspace reserves come into play.

1) Strategic doesn't help since these aren't objective tokens, which strategic has an influence on, but victory tokens. So much for my plan of driving them into a heap amidst a grav well.

2) It appears they can do a "running start" where players 1 & 2 don't deploy on turn 2 but move a single victory token, player 3 can then deploy a ship distance 1 from the token that just moved one twice!

3) There no reason a single victory token can't support 2 or 3 ships coming out of the same space if they can fit.

Did I misread anything?

Edited by mhd

All good questions....your fleet will be destroyed.

58 minutes ago, Funny Defcon said:

All good questions....your fleet will be destroyed.

Lol

4 hours ago, mhd said:

Our group was going through the rules and we noticed a couple of things regarding how the hyperspace reserves come into play.

1) Strategic doesn't help since these aren't objective tokens, which strategic has an influence on, but victory tokens. So much for my plan of driving them into a heap amidst a grab well.

2) It appears they can do a "running start" where players 1 & 2 don't deploy on turn 2 but move a single victory token, player 3 can then deploy a ship distance 1 from the token that just moved one twice!

3) There no reason a single victory token can't support 2 or 3 ships coming out of the same space if they can fit.

Did I misread anything?

All correct! A few considerations after playing a couple and watching a couple more:

1) The hyperspace reserves can be really, really powerful. Normally it's not a terribly big deal to be able to bring a couple of Strategic to shuffle your Hyperspace Assault token over, then be able to drop your small/medium ship wherever and activate it second the following round. Relatively speaking. In CC, though, that could be up to three Star Destroyers popping out of there in one turn, going first . Not only that, but you only need one fleet to bring a couple of Strategics to move a token pretty much wherever you want it. That's game-endingly powerful, and is imo why you can't Strategic them.

2) The "running start" thing does work, and you could say that it does the same thing, but three's a catch: if your first two players are shuffling the token, they're not deploying on that turn. You're trading throughput for ideal positioning. Sometimes worth it, certainly, but nowhere near as powerful as moving the token AND dropping three ships out of hyperspace. In my experience the AOO can easily be decided in the opening activations of turn 2 by good or bad hyperspace reserves play, so it's really very much in your interest to get the placement right on those.

3) Yep. Super frightening. :)

Edited by Ardaedhel
7 hours ago, Funny Defcon said:

All good questions....your fleet will be destroyed.

No. Mr. Defcon, you AND your band of pitiful rebels will be destroyed!