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kilrolo

Timing & Squadron Deployment

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So I'm thinking of some encounter type battles, in a campaign setting, where factors like squadron deployment from a base ship and the response time from establishing contact of an enemy force to deployment of a squadron could be factors in the encounter. From what I saw in the rules there is no "time" associated with each round. Thoughts?


Example: A VSD comes out of hyperspace and encounters a Neb B with a deployed X-wing escort of 2 squadrons. The listed complement of TIE in a VSD is 2 squadrons. If we consider an area within, say range 1, of the hyperspace nav point as the deployment zone for the VSD: How many rounds before a TIE squadron could be "deployed" to the table? If we equate 1 Armada round to say... 60 seconds then if the TIE had an average deployment time of 3 minutes the battle could be turned by their deployment. 


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Currently, there are no rules for such a thing and there aren't even any official stats on how many fighter squadrons each ship can hold. This will depend on whether or not a "squadron" in Armada represents 12 ships or some smaller number. 

 

Judging by the old video games, I don't think it's unreasonable to allow a ship to deploy all squadron in a single turn when using the Squadron command or one otherwise. 

Edited by Hedgehobbit

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Going off Wookiepedia a VSD (either I or II) held 2 TIE Squadrons or 24 TIE Fighter/Interceptor/Bomber blend. However, more to the point of the question no ship just coming out of hyperspace into a random encounter with an opposing force is "deploy ready" turn 1. Since there are no rules concerning the ingame time each turn represents the amount of time what would be a reasonable time before it could deploy it's squadrons? 

Looking at an alternative scenario if the Neb B Jumps 3 minutes after 2 squadrons of X-wing and arrives at the hyperspace point 4 minutes before the X-wing Squadrons, thanks to a more powerful hyperspace drive, what is the in-game representation of that time lag or a reasonable delay for that time lag?

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I think there's one thing that really illustrates how abstract a turn in Armada is: the Station obstacle. By overlapping the Station, a capital ship or squadron can repair damage. If a capital ship has enough time to dock with a station and use that station's resources to repair damage in one turn, one turn is pretty long. More than enough time to deploy squadrons.

Also, with the one mission card (Hyperspace Ambush?), the ship shows up with squadrons already deployed. Since the Imperials can do it, that means one turn is long enough to hyper in and deploy squadrons right away.

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Since there are no rules concerning the ingame time each turn represents the amount of time what would be a reasonable time before it could deploy it's squadrons? 

Looking at an alternative scenario if the Neb B Jumps 3 minutes after 2 squadrons of X-wing and arrives at the hyperspace point 4 minutes before the X-wing Squadrons, thanks to a more powerful hyperspace drive, what is the in-game representation of that time lag or a reasonable delay for that time lag?

 

Well, we don't actually know how long it takes to ready a squadron of fighters in any event so knowing how long a turn is wouldn't really help. You could, however, expect a VSD/ISD to come out of hyperspace ready to launch if they were expecting a fight. So that depends on the scenarios.

 

Regarding time lag, the ships in hyperspace could easily adjust their speed to all arrive at the same instance, ala ROTJ, if that's what they wish. 

Edited by Hedgehobbit

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How long would you say a typical battle/skirmish lasts? Divide that by 6. Use this as a vague baseline for each round. Unless of course this campaign thing you are designing is meant to have games go longer than 6 rounds.

Other than that, you are gonna have to abstract it. You can't get bogged down in the specific time of each task. Personally, I would say the VSD could deploy its squadrons in the squadron phase of the second round (first round being the round they see the Rebels).

Perhaps the X-Wings show up in the squadron phase of the same round the Nebulon did, or perhaps it isn't until the activation phase of the second round.

The best thing to do would be to make it feel right, and not be too worried if TIEs can be scrambled in 3 minutes or 5, and whether a round takes 1 minute or 90 seconds.

EDIT

The suggestions above are good too, especially pointing out the station obstacle.

Edited by rowdyoctopus

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The scenario i have in mind is the opposite of what you're suggesting Hedge. Something along these lines: The Rebels have received intel that an Imperial VSD is moving through the system and they have set up an ambush to maximize on X-wing impact in the battle. The VSD has no expectation of combat coming out of hyperspace and so is caught completely off guard. In a case like this the deployment time for the TIE would play a critical factor in how the encounter plays out. 

 

@Rowdy great suggestions. I was just wondering if anyone had anything more firm floating out on the forum :)

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I would think on any of the carrier ships that one squadron would always be "on call" - these guys have to hang out near the hangar bay and be ready to launch at a moment's notice. So maybe they could launch one squadron right away, but the rest have to wait to load, fuel, wake up the pilots, or whatever.

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The scenario i have in mind is the opposite of what you're suggesting Hedge. Something along these lines: The Rebels have received intel that an Imperial VSD is moving through the system and they have set up an ambush to maximize on X-wing impact in the battle. The VSD has no expectation of combat coming out of hyperspace and so is caught completely off guard. In a case like this the deployment time for the TIE would play a critical factor in how the encounter plays out. 

 

@Rowdy great suggestions. I was just wondering if anyone had anything more firm floating out on the forum :)

It sounds like the commander of this VSD might be over-confident, or downright incompetent.  So perhaps discipline aboard their ship is lax.

 

Have you considered playing a couple test runs of the scenario?  If so, perhaps you could vary the launch restriction on the TIE's.  Maybe 2 turns in one game, 3 in the next, and so on.

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I couldn't imagine that any Star Destroyer is floating through space without at least one squadron worth of pilots on standby, ready to scramble within a minute or two. I would think that would be Imperial standard operating procedure.

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