15 hours ago, BrobaFett said:Sorry thought you were GA and GK essentially wanted me to hammer it out. As they say...
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We don't? I thought we don't want to rush this as long as too many of us are in the VWC. But, ok, I also get impatient and I really want to start. On the other hand, for the rebels impatience is not a virtue...but leads to the dark side.
15 hours ago, BrobaFett said:[...]
-Diplomats may block assaults on one planet. That planet may only be attacked if the diplomat protection moves somewhere else or the diplomat planet is captured/destroyed.
-Skilled spacers may choose one unoccupied planet at the beginning of the refit phase and gain either half that planets resource points, rounded down or access to it's special ability for the round. So situationally they can either be a "come from behind" upgrade tool, or a shipyard, spynet, or diplomat if they are available.
I like this fix for skilled spacers cause A. It's thematic, it represents skilled civilians working (by force or free will) for your cause behind the scenes. and B. It adds risk to the pick order. Skilled spacers are very strong, but are more and more limited as the game progresses and factions ****** up planets with abilities. So taking skilled spacers gives a big boost early, but could fade to nothing depending on final map state, leaving you holding a planet that doesn't give much benefit.
-I vote spynet and yards stay the same. They are the "baseline" we are tweaking the others off of, if we boost them, they just remain the most powerful.
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I fear, the arguments presented here are still troubling the set of special assaults discussed here: The skilled spacers will never be used to mimic a repair yard, because those will all be already claimed. Allthough, they might be taken in order to mimic a spynet, this will merely happen because there are some skilled spacers planets that have a much higher resource value than the average spynet planet. Hence, they will merely be a nice way to get more ressources out of the spynet planets.
As written in the post I have linked earlier, the Diplomats seem to me merely of use to protect a repair yards planet - and even then only most likely for the imperial side in order to protect Corellia. Hopefully, I am wrong here.
Don't get me wrong: I consider thsese rules already to be superior to RAW. But I predict that the following will happen (and please allow me to post a *sigh* here when it does): All six repair yards will be taken in the game setup. In round 2 we will see two special assaults. No really viable different strategies here.
Here some specific wording for the Hyperlane Raid special objective for clarification and as base for changing:
Setup: [remains the same plus:] Before ships are deployed the imperial player deploys the two freighters beyond distance 3 of his player edge, directly facing the rebel deployment zone. It is deployed at speed 1 or 2)
Special rules: [everything is deleted for the following rules]: The freighters count as medium (?)* ships with hull 10, no armament, shields, or defense tokens. They do not get dials. They do not benefit from any upgrade card. They have at speed 1 one click at the first joint, at speed 2 they have only 1 click at the second joint. They are activated at the end of the squadron phase. When they are activated the imperial player may change their speed by 1 (but not to zero).
End of Game: [everything is deleted for the following rules]: The second player gains 1 victory point for each freighter not destroyed. The first player gains 1 victory token and his team gains 40 resources for each freighter destroyed. The winner's team gains in addition 40 resources.
Victory points: 20
* I think it might be better to take other ships than flotillas, because otherwise it would be an invitation to deal damage to them by ramming/parking in front of them without the obvious drawback for such behaviour.
I assume we still also have the house rule, that you cannot build a station/establish a presence after a successfull special assault, right?