Hypserspace Squads

By eliteone, in Star Wars: Armada

Came up with a crazy idea for squadrons and having them take thematic advantage of hyperspace.

Picture this: A Squad Card that counts against your squad points with the following text:

Hyperspace Beacon (Unique)

Before deploying fleets you may set aside up to 3 squadrons with a hull value greater than 3. After deploying fleets you may place one objective token in the setup area, beyond the deployment zone.

During any round after the first, when a ship reveals a squadron command you may place as many set aside squads up to the squadron value of that ship within distance 2 of the objective token. Squadrons placed this way cannot overlap ships, squads or obstacles. They may move and attack as part of that ships squadron activation.

15pts.

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It will need some tinkering, but could add squadrons hyper-spacing in outside of an objective. And it would be balanced against your squad points, mechanics similar to RLB but increased cost for increased threat/range, and costly for deployment and squadron points. VCX Lambda's Strategic could move it around too, for extra flank coverage or to position better for a bomber run.

Edited by eliteone

I'd try it. Sounds fun.

RLB but better and easier I think

Edited by ovinomanc3r

Just one problem. What if you play this with objectives like sensor net, minefields, fire lanes etc.

It would have to be a theoretical “hyperspace token”.

if the intention was to be able to Strategic it, it would need to be caveated to allow it. (Hyperspace tokens count as objective tokens only for the purposes of the Strategic keyword)

46 minutes ago, ovinomanc3r said:

Just one problem. What if you play this with objectives like sensor net, minefields, fire lanes etc.

30 minutes ago, Drasnighta said:

It would have to be a theoretical “hyperspace token”.

if the intention was to be able to Strategic it, it would need to be caveated to allow it. (Hyperspace tokens count as objective tokens only for the purposes of the Strategic keyword)

Yeah I thought about that, and wanted to keep in mind production costs. Maybe it could be a differently colored objective token? Probably less confusing to just have a specialized token, and have a card like this included in a new squadron pack.

Edited by eliteone
5 minutes ago, eliteone said:

Yeah I thought about that, and wanted to keep in mind production costs. Maybe it could be a differently colored objective token? Probably less confusing to just have a specialized token, and have a card like this included in a new squadron pack.

It’s more of a production change to include upgrade cards in squad packs.

Call it the same way EWS was handled - stick it in with a ship and go. there’s room on a punch board for one small token.

Edited by Drasnighta
29 minutes ago, Drasnighta said:

It’s more of a production change to include upgrade cards in squad packs.

Call it the same way EWS was handled - stick it in with a ship and go. there’s room on a punch board for one small token.

Envision this "upgrade" as a squad card, not an upgrade card. Sized equally to Shara, Luke, Jendon, etc.

10 minutes ago, eliteone said:

Envision this "upgrade" as a squad card, not an upgrade card. Sized equally to Shara, Luke, Jendon, etc.

Can’t.

Doesnt fit precedence or design ethos to me.

I mean, if that’s the way it’s going to be...

Forget the **** token, make it an actual Irregular Squad Model of a Hyperspace bouy...

That way it’s a squadron (perhaps untargetable with special deploy rules), but it fits design, is a squad, takes squad points...

Edited by Drasnighta

I like it the way it goes with the theme of the movies where Rebel Squadrons do hit and run missions,

In theory you can have a bunch of Rebel Squadrons attacking Imperial Shipping. However, o ne thing I am afraid of it is that it has the potential to make the game a variant of X-Wing

43 minutes ago, Drasnighta said:

Can’t.

Doesnt fit precedence or design ethos to me.

I mean, if that’s the way it’s going to be...

Forget the **** token, make it an actual Irregular Squad Model of a Hyperspace bouy...

That way it’s a squadron (perhaps untargetable with special deploy rules), but it fits design, is a squad, takes squad points...

Oh hey, that's a good idea. Make it it's own model!

38 minutes ago, LostFleet said:

I like it the way it goes with the theme of the movies where Rebel Squadrons do hit and run missions,

In theory you can have a bunch of Rebel Squadrons attacking Imperial Shipping. However, o ne thing I am afraid of it is that it has the potential to make the game a variant of X-Wing

Well, after the initial jump in, those squads will need to be activated normally, so one would have to keep them in range of a ship/relay squad or end a ship movement so they become in range to remain effective. Unless Rogue, of course, but I can see a match going like this:

Round 4: Wounded ISD just finished off an MC-75, no other legit threats nearby, a healthy CR90A took out a lone Gonzati and will fly off into the sunset. Meanwhile, the GR-75 that was supporting the MC-75 reveals a Squadron Command, signaling in two Lancer's dropping out of Hyperspace who immediately start bombing the hurt ISD.

Or: It is a dark day for the Empire, Ackbar came in with a tremendous Rebel Fleet and is bearing down on the Imperial Light Carrier. Then, Mareek Steele, Colonel Jendon and Morna come in out of nowhere and blast that MC-80 up real good.

I will add a little change. You deploy them thorugh an squadron command but only at the end of the round. I would like to see the squadron reinforcement came TOO LATE! bwahahahaha

giphy.gif

Thematically, fighters had a hyperdrive for a reason & was a strategic choice over a system that relied on carriers.

It makes sense for equipped fighters to have some facility to hyperspace in. It would also add strategic choices for imperial fighters that do or don’t have hyperdrives.

On 6/7/2018 at 7:20 AM, ISD Avenger said:

Thematically, fighters had a hyperdrive for a reason & was a strategic choice over a system that relied on carriers.

It makes sense for equipped fighters to have some facility to hyperspace in. It would also add strategic choices for imperial fighters that do or don’t have hyperdrives.

Yep - I would love to see it as a mechanic in a game. We got Boarding Troopers and Raiding.

On 6/7/2018 at 6:20 AM, ISD Avenger said:

Thematically, fighters had a hyperdrive for a reason & was a strategic choice over a system that relied on carriers.

It makes sense for equipped fighters to have some facility to hyperspace in. It would also add strategic choices for imperial fighters that do or don’t have hyperdrives.

It makes sense, and I could even accept it as a gameplay element, but the game wasn't prepared for such a feature and many of the current fighters don't have hyperdrives. Z95s (unless retrofitted) and many of the TIEs don't have hyperdrives. You'd be granting a considerable amount of power to the other ships that do have hyperdrives. Keep in mind that hyperdrive capable ships don't pay a price for that ability since it's never used.

This becomes a very one sided benefit to rebel players who already have very strong fighter squadrons. All those speed 2 and speed 3 fighters now have a lot more flexibility. Those slower bombers also have a lot more security since they no longer have to worry about engaging fighter screens on the way to targets.

I'd be concerned about the abuse of this ability with some of the objectives also. Combining it with Interdictors and the right squads could create and interesting scenario also. Either deploy at speed 0, or deploy next to my hyperspace squadron drop point.

I like the idea, but the devil is in the details here and it could create some imbalance issues along with some exploitative play styles.

1 minute ago, kmanweiss said:

It makes sense, and I could even accept it as a gameplay element, but the game wasn't prepared for such a feature and many of the current fighters don't have hyperdrives. Z95s (unless retrofitted) and many of the TIEs don't have hyperdrives. You'd be granting a considerable amount of power to the other ships that do have hyperdrives. Keep in mind that hyperdrive capable ships don't pay a price for that ability since it's never used.

This becomes a very one sided benefit to rebel players who already have very strong fighter squadrons. All those speed 2 and speed 3 fighters now have a lot more flexibility. Those slower bombers also have a lot more security since they no longer have to worry about engaging fighter screens on the way to targets.

I'd be concerned about the abuse of this ability with some of the objectives also. Combining it with Interdictors and the right squads could create and interesting scenario also. Either deploy at speed 0, or deploy next to my hyperspace squadron drop point.

I like the idea, but the devil is in the details here and it could create some imbalance issues along with some exploitative play styles.

You're right, and that's why the beacon only affects squads with a hull value of 4 or more. Not sure how I would make this work with TIE Bombers, because if I remember correctly they dont have hyperdrives.