Squadrons and Hyperspace

E-Mines Hurt

Mongoose
Again, I play with rules lawyers and don't accept my rulings when it doesn't benefit them (well, not all the time).

Can two ships start in hyperspace, as a squadron and jump in through two advanced jump gates move through the two jump gates within 6" of each other and stay in squadron. Two G'Vrahns are up to something nasty.
 
If you've got 4 ships squadroned in hyperspace, you can open 4 jump points (if they've all got jump engines) in the four corners of the board, if you wanted... you only need one jump point for the squadron to emerge from... its a good tactic to keep your opponent guessing as to where you're forces are going to pop up :twisted:
 
Kenny just for you.... oh and remember to combine that manouver with JP bombing!! 3 bombs and one strategic entry point.

cheese_oh_cheese.jpg
 
Thanks for that! I suppose i'd be in the running if there was a yearly "Cheese Award"... though I wasn't the one who took 2 Garasoch in a 5 pt Skirmish fleet :)
 
Another piece of squadron cheese:

The rule for squadrons is that each ship must be within 6" of another ship in the squadron.

Ship 1 is within 6" of ship 2. Ship 3 is within 6" of ship 4. Ship 1 is on the other side of the table from ship 3. I don't know if it's of much tactical use but it would be amusing to see the faces of those rules lawyers if you do it. :D
 
I can see an ISA player using bluestars to string two Victories together... 3 blues and two Vics stringed together putting the Vics a good 2 feet apart
 
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