Hyperspace Mastery

Capt_Cosmo

Mongoose
Ok this came up in a recent campaign. I was vorlon 1 of the other guys was shadow.


How does hyperspace mastery work?

The shadow guy would use his faster speed and SM to hide one ship in the corner of the board where I couldn't shoot.

The rest of his fleet use hyperspace mastery to jump out turn 1. Because he has a ship on the board he gets to advance to turn 2.

Turn 2 he wins initiative and jumps his ships behind mine. Is it allowed to keep jumping in and out?

If so how do vorlons compensate with slow, unmaneuverable, forward arc only ship?
 
Any ship that has jumped out has performed a tactical witdrawal (also known as running away) and can't return, the other player gets um, half VP's for that ship.
 
hiffano said:
Any ship that has jumped out has performed a tactical witdrawal (also known as running away) and can't return, the other player gets um, half VP's for that ship.
1/4 VP's ;)
But yeah, once a ship withdraws, it is gone from the game and can't return. Hyperspace Mastery is only useful if you're allowed ships in hyperspace at the start of a battle, or for retreating to save your ships from dying in a campaign. You can't use it to phase in and out at will.
 
Yep as has been stated once you jump out thats it youre gone for the game if this was not the case then it wouldnt just be Vorlons, NOONE could EVER beat the shadows unless the Shadow player was legally retarded!

The best he can do is keep as many ship in hyperspace as the scenario allows in his initial deployment but he CANT jump out and then reapear behind you. He has to make a run for it and take a few hits on the way.
 
Read the rules regarding Hyperspace, you can keep upto half your ships (determined by PL so in a 4 point battle 2 points maybe in hyperspace) in hyperspace, and only in the couple of scenarios that allow hyperspace deployment, most don't.

As others have said once you jump out you have withdrawn from the battle and can't come back.

As for the Vorlons if you know you opponent uses this tactic then alter your deployment to give him less space to depoly as he wishes.
 
If you ARE playing scenario with hyperspace deployment you could try deploying your fleet in two groups facing across each other diagonally, your still heading towards the enemy then sort of but if anything jumps in behind one group the other can easily turn to bring its weapons to bear on them
 
Capt_Cosmo said:
If so how do vorlons compensate with slow, unmaneuverable, forward arc only ship?

Vorlons are not fast but they are not Narn slow, also the problem is more the front arc than turning - Come About can give Transports and Destroyers 2x90 degree turns - so turning like a White Star! :)
 
Da Boss said:
Capt_Cosmo said:
If so how do vorlons compensate with slow, unmaneuverable, forward arc only ship?

Vorlons are not fast but they are not Narn slow, also the problem is more the front arc than turning - Come About can give Transports and Destroyers 2x90 degree turns - so turning like a White Star! :)

Yup. Also locutus gave good idea on how to guard against hyper space jumps.

Another method is to move in rough triangles with transports and destroyers in behind. Anybody moving to rear of leading ship will get 2 transports/destroyers against them and anybody moving to rear of one rear ship will get the other hunting you as well. My white stars just hated that formation. There was very little way to avoid one destroyer having easy shot at my white star and those things don't take that shooting well...
 
Thanks for the help. I knew when other ships jumped out they couldn't come back. The agument was shadow spacific.

I believe that the vorlons are a lot better off with that thrown out.
 
Capt_Cosmo said:
vorlons ... unmaneuverable
Since when was 1/90 on a Battle level ship, or 2/45 on War, unmanouverable??? ;)
Compared to Shadows, yes... but compared to other races, no!
 
Plus, they're nice and slow so good tight turns when you want them (only downer being your crap range and the hours it takes you to get into it) - just a shame that the completely loyal bioships with no crew still have to roll... crew quality :S
 
Alexb83 said:
Plus, they're nice and slow so good tight turns when you want them (only downer being your crap range and the hours it takes you to get into it) - just a shame that the completely loyal bioships with no crew still have to roll... crew quality :S

It's all those years without a fight you know, they got fat and lazy, spending every night down the ship pub, drinking, eating kebabs, those things can really affect you over a thousand years ;-)
 
Alexb83 said:
Plus, they're nice and slow so good tight turns when you want them (only downer being your crap range and the hours it takes you to get into it) - just a shame that the completely loyal bioships with no crew still have to roll... crew quality :S

I do agree with you there, Vorlons should at least be CQ 6, if not pass all CQ tests automaticaly. Mind you if that was the case you could just give the Vorlons the extra turn and remove the ability to do the Come About SA.
 
Maybe they already do have the extra turn included... the CQ4 check is to see if they can get in an extra extra turn!!!

Why should they all have CQ 6? Surely CQ in a Vorlon represents something different to CQ on a normal ship; ie. the ship's detemination. CQ 2, rather than represending "Green crew", would mean "ship is a bit lazy really"?
 
Burger said:
Maybe they already do have the extra turn included... the CQ4 check is to see if they can get in an extra extra turn!!!

Why should they all have CQ 6? Surely CQ in a Vorlon represents something different to CQ on a normal ship; ie. the ship's detemination. CQ 2, rather than represending "Green crew", would mean "ship is a bit lazy really"?

Hmmm If the Vorlons are capable of going to other races tinkering a little bit and creating Telepaths.... surely they should be able to make their ships avoid the extra donut, and go down the gym.
 
cordas said:
Hmmm If the Vorlons are capable of going to other races tinkering a little bit and creating Telepaths.... surely they should be able to make their ships avoid the extra donut, and go down the gym.
Not when they have little Earthlings and Minbarlings to go down the gym for them... ;)
"There is a great darkness ahead"
"Oh thats just the pain barrier, BREAK THROUGH IT!"
 
Hmmm thinking about it.... Sheridan did have to get the Vorlons fairly pissed before they would get into fighting their ancient enemy....

Maybe they had decided to stay home and watch the big fight on the 42parsec plasma screen in the Vorlon Arms with a nice pint.... and it wasn't until Sheridan came and called their pint a puff before they went off in a drunken rampage destroying anything that looked like a shadow....
 
cordas said:
Alexb83 said:
Plus, they're nice and slow so good tight turns when you want them (only downer being your crap range and the hours it takes you to get into it) - just a shame that the completely loyal bioships with no crew still have to roll... crew quality :S

I do agree with you there, Vorlons should at least be CQ 6, if not pass all CQ tests automaticaly. Mind you if that was the case you could just give the Vorlons the extra turn and remove the ability to do the Come About SA.

Nah, just make them automatic - they have a limited number of SAs that they can perform in the first place.

The downside is that they sacrifice their charged pulse to use any of them.
 
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