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* The intro to ''{{Freelancer}}'' shows the [[TheEmpire Coalition]] fleet doing this to TheAlliance when assaulting the last Alliance-held colony after nearly 100 years of fighting. Fortunately, the Alliance manages to put up a fight, delaying the Coalition forces long enough for 5 colony ships to launch. The [[HumanPopsicle sleeper]] ships manage to break through the Coalition blockade and jump to a faraway sector. According to the original intro (before it was cut down for the game), the Solar System is destroyed by an unknown alien ship ([[spoiler:the Nomads]]) shortly after that. The game itself takes place 800 years later, when the Alliance colonists have settled many star systems and have mostly forgotten the old war.
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** The Shivans are also very fond of this trope, especially given their mastery of hyperspace and that their ships are configured for [[WaveMotionGun pulverizing alpha strikes]]. The FanNickname for this tactic is called Shock-Jumping.

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trope renamed at TRS


* In the 2009 ''Film/StarTrek'' film, we get to see [[spoiler:the ''Enterprise'']] pull one of these in the film's climax, [[spoiler:using BeamSpam to counter the Romulans' MacrossMissileMassacre in a GunshipRescue moment.]]
** And inverted earlier in the movie, [[spoiler:where the fleet is ambushed by the ''Narada'' and destroyed. The ''Enterprise'' only survives because they were {{late to the party}}.]]

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* In the 2009 ''Film/StarTrek'' film, we get to see [[spoiler:the ''Enterprise'']] pull one of these in the film's climax, [[spoiler:using BeamSpam to counter the Romulans' MacrossMissileMassacre in a GunshipRescue moment.]]
** And inverted
]] Inverted earlier in the movie, [[spoiler:where the fleet is ambushed by the ''Narada'' and destroyed. The ''Enterprise'' only survives because they were {{late to the party}}.LateToTheTragedy.]]
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* One notable example is the Royal Manticoran Navy's successful assault on the Havenite forces at Trevor's Star. They first launched a conventional attack with a fleet dropping in from hyperspace, and once that battle had enough time to develop fully, another fleet jumped in directly from the Manticoran system via the wormhole that connected the two star systems to strike the Havenite forces from behind.
* The main problem is that every transit destabilizes the Wormholes for a time, based on the transferred mass. With one ship, there is a very short cycle until the next one comes through. Sending the maximum mass in one transit (for a Manticorian Terminii about thirty Superdreadnoughts) will make further use impossible for ''hours''. Which means no retreat if something goes wrong and makes tactics as used above very risky. And sending your ships in one after another would just give the other side a chance for some target practice.

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* ** One notable example is the Royal Manticoran Navy's successful assault on the Havenite forces at Trevor's Star. They first launched a conventional attack with a fleet dropping in from hyperspace, and once that battle had enough time to develop fully, another fleet jumped in directly from the Manticoran system via the wormhole that connected the two star systems to strike the Havenite forces from behind.
* ** The main problem is that every transit destabilizes the Wormholes for a time, based on the transferred mass. With one ship, there is a very short cycle until the next one comes through. Sending the maximum mass in one transit (for a Manticorian Terminii about thirty Superdreadnoughts) will make further use impossible for ''hours''. Which means no retreat if something goes wrong and makes tactics as used above very risky. And sending your ships in one after another would just give the other side a chance for some target practice.
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* A strategy that comes up from time to time in ''Literature/HonorHarrington'', though mostly only when the characters are near a Wormhole Terminus. Since Wormhole Terminii located near populated systems tend to be extensively surveyed and plotted, any ambush through them requires overwhelming force, as one can usually find fleets of warships, arrays of massive space fortresses, and remotely-launched missile pods waiting for any unwelcome visitors in hopes of making their visit a short and [[StuffBlowingUp spectacular]] one.\\
* One notable example is the Royal Manticoran Navy's successful assault on the Havenite forces at Trevor's Star. They first launched a conventional attack with a fleet dropping in from hyperspace, and once that battle had enough time to develop fully, another fleet jumped in directly from the Manticoran system via the wormhole that connected the two star systems to strike the Havenite forces from behind.\\

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* A strategy that comes up from time to time in ''Literature/HonorHarrington'', though mostly only when the characters are near a Wormhole Terminus. Since Wormhole Terminii located near populated systems tend to be extensively surveyed and plotted, any ambush through them requires overwhelming force, as one can usually find fleets of warships, arrays of massive space fortresses, and remotely-launched missile pods waiting for any unwelcome visitors in hopes of making their visit a short and [[StuffBlowingUp spectacular]] one.\\
one.
* One notable example is the Royal Manticoran Navy's successful assault on the Havenite forces at Trevor's Star. They first launched a conventional attack with a fleet dropping in from hyperspace, and once that battle had enough time to develop fully, another fleet jumped in directly from the Manticoran system via the wormhole that connected the two star systems to strike the Havenite forces from behind.\\
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One notable example is the Royal Manticoran Navy's successful assault on the Havenite forces at Trevor's Star. They first launched a conventional attack with a fleet dropping in from hyperspace, and once that battle had enough time to develop fully, another fleet jumped in directly from the Manticoran system via the wormhole that connected the two star systems to strike the Havenite forces from behind.\\
The main problem is that every transit destabilizes the Wormholes for a time, based on the transferred mass. With one ship, there is a very short cycle until the next one comes through. Sending the maximum mass in one transit (for a Manticorian Terminii about thirty Superdreadnoughts) will make further use impossible for ''hours''. Which means no retreat if something goes wrong and makes tactics as used above very risky. And sending your ships in one after another would just give the other side a chance for some target practice.

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* One notable example is the Royal Manticoran Navy's successful assault on the Havenite forces at Trevor's Star. They first launched a conventional attack with a fleet dropping in from hyperspace, and once that battle had enough time to develop fully, another fleet jumped in directly from the Manticoran system via the wormhole that connected the two star systems to strike the Havenite forces from behind.\\
* The main problem is that every transit destabilizes the Wormholes for a time, based on the transferred mass. With one ship, there is a very short cycle until the next one comes through. Sending the maximum mass in one transit (for a Manticorian Terminii about thirty Superdreadnoughts) will make further use impossible for ''hours''. Which means no retreat if something goes wrong and makes tactics as used above very risky. And sending your ships in one after another would just give the other side a chance for some target practice.
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\"lying in WIT\"?


* Given that FTL in the ''[[VideoGame/{{X}} X-Universe]]'' series is dependent on jumpgates, the lying-in-wit variant is to be expected. In ''X3: Terran Conflict'', there's not much that can get through a gate blockade consisting of three Terran Osaka-class destroyers operating in tandem.

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* Given that FTL in the ''[[VideoGame/{{X}} X-Universe]]'' series is dependent on jumpgates, the lying-in-wit lying-in-wait variant is to be expected. In ''X3: Terran Conflict'', there's not much that can get through a gate blockade consisting of three Terran Osaka-class destroyers operating in tandem.

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* The lying-in-wait variant happens at the end of the ''Film/WingCommander'' movie. [[spoiler:Thanks to the ''Tiger's Claw'' getting word to Earth about the imminent Kilrathi attack, the ensing "battle" amounts to shooting fish in a barrel as the Kilrathi exit the jump point one at a time.]]



** The first variant happens repeatedly in the XWingSeries.




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* Given that FTL in the ''[[VideoGame/{{X}} X-Universe]]'' series is dependent on jumpgates, the lying-in-wit variant is to be expected. In ''X3: Terran Conflict'', there's not much that can get through a gate blockade consisting of three Terran Osaka-class destroyers operating in tandem.
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* ''StarTrek TheNextGeneration'' featured a variation in the form of the "Picard Maneuver", where a ship (typically already engaged in battle) would use its warp drive to make a very short trip to another part of the battlefield. If done properly, this allowed a starship commander to allow his ship to appear in two places simultaneously, because the sensor return from the ship's previous location had not yet gotten back to the enemy ship. This tactic was notably of limited use, only being effective against enemies who did not possess subspace sensors.

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* ''StarTrek TheNextGeneration'' ''Series/StarTrekTheNextGeneration'' featured a variation in the form of the "Picard Maneuver", where a ship (typically already engaged in battle) would use its warp drive to make a very short trip to another part of the battlefield. If done properly, this allowed a starship commander to allow his ship to appear in two places simultaneously, because the sensor return from the ship's previous location had not yet gotten back to the enemy ship. This tactic was notably of limited use, only being effective against enemies who did not possess subspace sensors.
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* IsaacAsimov's ''{{Foundation}}'' trilogy novel ''Second Foundation''. The Foundation space fleet is facing a numerically superior Kalganian fleet. They send a squadron into hyperspace, with orders to return in a specific place at a specific time. They then maneuver the Kalganian fleet so the returning squadron will appear and attack them from behind with complete surprise, winning the battle.

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* IsaacAsimov's Creator/IsaacAsimov's ''{{Foundation}}'' trilogy novel ''Second Foundation''. The Foundation space fleet is facing a numerically superior Kalganian fleet. They send a squadron into hyperspace, with orders to return in a specific place at a specific time. They then maneuver the Kalganian fleet so the returning squadron will appear and attack them from behind with complete surprise, winning the battle.

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** And inverted in ''TheEmpireStrikesBack'': The Imperial Fleet loses the element of surprise by jumping out of hyperspace too close to the Rebel base on Hoth, causing them to be detected immediately rather than being able to sneak up on the Rebels.
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In effect, the inverse of HyperspeedEscape. Instead of using hyperspeed to escape a bad situation, you use it to ''cause'' a bad situation by jumping into the immediate vicinity of your target to take them by surprise. Alternately, you can just in wait where you know the enemy will exit hyperspace, and pounce on him before he has time to react. Immediately departing the area as soon as the attack is concluded is fairly common for the jumping-in-to-attack variant, but optional for the defensive lying-in-wait variant.

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In effect, the inverse of HyperspeedEscape. Instead of using hyperspeed to escape a bad situation, you use it to ''cause'' a bad situation by jumping into the immediate vicinity of your target to take them by surprise. Alternately, you can just lie in wait where you know the enemy will exit hyperspace, and pounce on him before he has time to react. Immediately departing the area as soon as the attack is concluded is fairly common for the jumping-in-to-attack variant, but optional for the defensive lying-in-wait variant.
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** In ''MassEffect3'', according to the Codex, the Turian fleet managed to effect one of these against [[spoiler: The Reaper fleet]] during the invasion of their home system. They waited for the enemy to finish jumping into their system, then did an FTL hop into the middle of the enemy formation, inflicting heavy casualties early in the battle. Soon after, the enemy performed an FTL hop themselves to place themselves near the homeworld, forcing the Turians to fight them on their own terms.

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Unorthodox use of Faster Than Light travel in combat is fairly common in military science fiction literature, particularly {{justified}} in a setting where HyperspaceIsAScaryPlace and therefore most people in the universe are unwilling to push the possible uses of FTL to the limits. For example, a ship might use tactical hyperspace jumps to jump into and out of hyperspace over relatively short distances and short periods of time to make themselves harder to hit or otherwise throw off the enemy, when conventional wisdom would suggest that such a tactic is far too risky to be possible, usually due to the risk of a ship falling afoul of a TeleFrag with a planet or other celestial body. After all, [[StarWars Traveling through hyperspace ain't like dusting crops.]]

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Unorthodox use of Faster Than Light travel in combat is fairly common in military science fiction literature, particularly {{justified}} in a setting where HyperspaceIsAScaryPlace and therefore most people in the universe are unwilling to push the possible uses of FTL to the limits. For example, a ship might use tactical hyperspace jumps to jump into and out of hyperspace over relatively short distances and short periods of time to make themselves harder to hit or otherwise throw off the enemy, when conventional wisdom would suggest that such a tactic is far too risky to be possible, usually due to the risk of a ship falling afoul of a TeleFrag with a planet or other celestial body. After all, [[StarWars Traveling traveling through hyperspace ain't like dusting crops.]]
crops]].



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[[AC: {{Film}}]]
* In the 2009 ''[[{{Film/StarTrek}} Star Trek]]'' film, we get to see [[spoiler: the Enterprise]] pull one of these in the film's climax, [[spoiler: using BeamSpam to counter the Romulans' MacrossMissileMassacre in a GunshipRescue moment.]]
** And inverted earlier in the movie, [[spoiler: where the fleet is ambushed by the Narada and destroyed. The Enterprise only survives because they were late to the party.]]
* In ''StarWars ReturnOfTheJedi'', the Rebel Fleet ran afoul of such an attack launched by [[spoiler: a very sizable Imperial fleet]] when they tried to attack the Death Star II.

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[[AC: {{Film}}]]
[[AC:{{Film}}]]
* In the 2009 ''[[{{Film/StarTrek}} Star Trek]]'' ''Film/StarTrek'' film, we get to see [[spoiler: the Enterprise]] [[spoiler:the ''Enterprise'']] pull one of these in the film's climax, [[spoiler: using [[spoiler:using BeamSpam to counter the Romulans' MacrossMissileMassacre in a GunshipRescue moment.]]
** And inverted earlier in the movie, [[spoiler: where [[spoiler:where the fleet is ambushed by the Narada ''Narada'' and destroyed. The Enterprise ''Enterprise'' only survives because they were late {{late to the party.party}}.]]
* In ''StarWars ReturnOfTheJedi'', the Rebel Fleet ran afoul of such an attack launched by [[spoiler: a [[spoiler:a very sizable Imperial fleet]] when they tried to attack the Death Star II.



[[AC: {{Literature}}]]
* IsaacAsimov's {{Foundation}} trilogy novel ''Second Foundation''. The Foundation space fleet is facing a numerically superior Kalganian fleet. They send a squadron into hyperspace, with orders to return in a specific place at a specific time. They then maneuver the Kalganian fleet so the returning squadron will appear and attack them from behind with complete surprise, winning the battle.

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[[AC: {{Literature}}]]
[[AC:{{Literature}}]]
* IsaacAsimov's {{Foundation}} ''{{Foundation}}'' trilogy novel ''Second Foundation''. The Foundation space fleet is facing a numerically superior Kalganian fleet. They send a squadron into hyperspace, with orders to return in a specific place at a specific time. They then maneuver the Kalganian fleet so the returning squadron will appear and attack them from behind with complete surprise, winning the battle.



* While short-range hyperjumps are possible in Elizabeth Moon's ''VattasWar'' universe, it is a technique generally limited only to some of the better equipped space navies; most civilian and commercial-grade equipment just isn't designed for that sort of thing. That said, limitations in sensors and communication (limited to light-speed within a star-system, given that the FTL communications arrays are space stations unto themselves) preclude this strategy from being used. [[spoiler: Until someone develops a FTL communications rig that can easily fit aboard a starship.]]

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* While short-range hyperjumps are possible in Elizabeth Moon's ''VattasWar'' universe, it is a technique generally limited only to some of the better equipped space navies; most civilian and commercial-grade equipment just isn't designed for that sort of thing. That said, limitations in sensors and communication (limited to light-speed within a star-system, given that the FTL communications arrays are space stations unto themselves) preclude this strategy from being used. [[spoiler: Until [[spoiler:Until someone develops a FTL communications rig that can easily fit aboard a starship.]]

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** [[spoiler: It does so again to the second ''Normandy'', succeeding in abducting most of the crew after it uses a virus to [[SittingDuck disable the]] ''[[SittingDuck Normandy]]'' .]]

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** [[spoiler: It [[spoiler:It does so again to the second ''Normandy'', succeeding in abducting most of the crew after it uses a virus to [[SittingDuck disable the]] ''[[SittingDuck Normandy]]'' .Normandy]]''.]]



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* ''UnwindersTallComics'': In an in-universe novel by Gary P. Rastov, Krohn attempts to pull off a hyperspace ambush--but the solar system he's attacking has a fifty-second warning of his fleet's arrival. More than enough time for their Lightning Foundries to produce another fleet capable of reducing Krohn's to its component atoms.

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* ''UnwindersTallComics'': In an in-universe novel by Gary P. Rastov, Krohn attempts to pull off a hyperspace ambush--but the solar system he's attacking has a fifty-second warning of his fleet's arrival. More than enough time for their Lightning Foundries to produce another fleet capable of reducing Krohn's to its component atoms.atoms.
----
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* ''{{Homeworld}}'', in all its incarnations, makes this a plot point and a game mechanic at once. In the story, hyperspace cores and drives are used as a blitzkrieg weapon on more than one occasion. The tables have been turned against hyperspacing fleets just as much, provided a ship has a gravity well generator installed to interfere with the hyperspacing equipment. The same ideas stretch onto actual gameplay, although in much smaller scales than those found in the plot, for balance reasons.

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* ''{{Homeworld}}'', ''VideoGame/{{Homeworld}}'', in all its incarnations, makes this a plot point and a game mechanic at once. In the story, hyperspace cores and drives are used as a blitzkrieg weapon on more than one occasion. The tables have been turned against hyperspacing fleets just as much, provided a ship has a gravity well generator installed to interfere with the hyperspacing equipment. The same ideas stretch onto actual gameplay, although in much smaller scales than those found in the plot, for balance reasons.
Is there an issue? Send a MessageReason:
None


Unorthodox use of Faster Than Light travel in combat is fairly common in military science fiction literature, particularly {{justified}} in a setting where HyperspaceIsAScaryPlace and therefore most people in the universe are unwilling to push the possible uses of FTL to the limits. For example, a ship might use tactical hyperspace jumps to jump into and out of hyperspace over relatively short distances and short periods of time to make themselves harder to hit or otherwise throw off the enemy, when conventional wisdom would suggest that such a tactic is far to risky to be possible, usually due to the risk of a ship falling afoul of a TeleFrag with a planet or other celestial body. After all, [[StarWars Traveling through hyperspace ain't like dusting crops.]]

to:

Unorthodox use of Faster Than Light travel in combat is fairly common in military science fiction literature, particularly {{justified}} in a setting where HyperspaceIsAScaryPlace and therefore most people in the universe are unwilling to push the possible uses of FTL to the limits. For example, a ship might use tactical hyperspace jumps to jump into and out of hyperspace over relatively short distances and short periods of time to make themselves harder to hit or otherwise throw off the enemy, when conventional wisdom would suggest that such a tactic is far to too risky to be possible, usually due to the risk of a ship falling afoul of a TeleFrag with a planet or other celestial body. After all, [[StarWars Traveling through hyperspace ain't like dusting crops.]]
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namespace migration and example indentation


* A strategy that comes up from time to time in ''Literature/HonorHarrington'', though mostly only when the characters are near a Wormhole Terminus. Since Wormhole Terminii located near populated systems tend to be extensively surveyed and plotted, any ambush through them requires overwhelming force, as one can usually find fleets of warships, arrays of massive space fortresses, and remotely-launched missile pods waiting for any unwelcome visitors in hopes of making their visit a short and [[StuffBlowingUp spectacular]] one.
** One notable example is the Royal Manticoran Navy's successful assault on the Havenite forces at Trevor's Star. They first launched a conventional attack with a fleet dropping in from hyperspace, and once that battle had enough time to develop fully, another fleet jumped in directly from the Manticoran system via the wormhole that connected the two star systems to strike the Havenite forces from behind.
*** The main problem is that every transit destabilizes the Wormholes for a time, based on the transferred mass. With one ship, there is a very short cycle until the next one comes through. Sending the maximum mass in one transit (for a Manticorian Terminii about thirty Superdreadnoughts) will make further use impossible for ''hours''. Which means no retreat if something goes wrong and makes tactics as used above very risky. And sending your ships in one after another would just give the other side a chance for some target practice.

to:

* A strategy that comes up from time to time in ''Literature/HonorHarrington'', though mostly only when the characters are near a Wormhole Terminus. Since Wormhole Terminii located near populated systems tend to be extensively surveyed and plotted, any ambush through them requires overwhelming force, as one can usually find fleets of warships, arrays of massive space fortresses, and remotely-launched missile pods waiting for any unwelcome visitors in hopes of making their visit a short and [[StuffBlowingUp spectacular]] one.
**
one.\\
One notable example is the Royal Manticoran Navy's successful assault on the Havenite forces at Trevor's Star. They first launched a conventional attack with a fleet dropping in from hyperspace, and once that battle had enough time to develop fully, another fleet jumped in directly from the Manticoran system via the wormhole that connected the two star systems to strike the Havenite forces from behind. \n*** \\
The main problem is that every transit destabilizes the Wormholes for a time, based on the transferred mass. With one ship, there is a very short cycle until the next one comes through. Sending the maximum mass in one transit (for a Manticorian Terminii about thirty Superdreadnoughts) will make further use impossible for ''hours''. Which means no retreat if something goes wrong and makes tactics as used above very risky. And sending your ships in one after another would just give the other side a chance for some target practice.



* In David Drake's ''{{RCN}}'' series Daniel Leary, frequently uses FTL in unexpected ways to take enemies by suprise.

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* In David Drake's ''{{RCN}}'' ''Literature/{{RCN}}'' series Daniel Leary, frequently uses FTL in unexpected ways to take enemies by suprise.surprise.
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** He can only do it once per day, though.
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Namespace shift preparation


* A common tactic of the titular character of {{Tracker}}

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* A common tactic of the titular character of {{Tracker}}
Series/{{Tracker}}
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* Used by [[MagnificentBastard Grand Admiral Thrawn]] in TheThrawnTrilogy (Timothy Zahn's most famous StarWarsExpandedUniverse novels). Said technique involved precise placement of interdiction ships to pull his ships out of hyperspace at a specific point. It worked well.

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* Used by [[MagnificentBastard Grand Admiral Thrawn]] in TheThrawnTrilogy (Timothy Zahn's (TimothyZahn's most famous StarWarsExpandedUniverse novels). Said technique involved precise placement of interdiction ships to pull his ships out of hyperspace at a specific point. It worked well.
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* Used by [[MagnificentBastard Grand Admiral Thrawn]] in Timothy Zahn's StarWarsExpandedUniverse novels. Said technique involved precise placement of interdiction ships to pull his ships out of hyperspace at a specific point. It worked well.

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* Used by [[MagnificentBastard Grand Admiral Thrawn]] in Timothy TheThrawnTrilogy (Timothy Zahn's most famous StarWarsExpandedUniverse novels.novels). Said technique involved precise placement of interdiction ships to pull his ships out of hyperspace at a specific point. It worked well.
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** At another point in this series, Han Solo used a ''hyperspace microjump'' to position the Millennium Falcon exactly where it needed to be against an enemy force.
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cleaned up some typos


*** The main problem is that every transit destabilizes the Wormholes for a time, based on the transferred mass. One Shit has a very short cycle until the next comes through. Sending the maximum mass in one transit (for a Manticorian Terminii about thirty Superdreadnoughs) will make further use impossible for ''hours''. Which means no retreat if something goes wrong and makes tactics as used above very risky. And sending your ships in after another gives just target practice.

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*** The main problem is that every transit destabilizes the Wormholes for a time, based on the transferred mass. One Shit has With one ship, there is a very short cycle until the next one comes through. Sending the maximum mass in one transit (for a Manticorian Terminii about thirty Superdreadnoughs) Superdreadnoughts) will make further use impossible for ''hours''. Which means no retreat if something goes wrong and makes tactics as used above very risky. And sending your ships in one after another gives would just give the other side a chance for some target practice.
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*** The main problem is that every transit destabilizes the Wormholes for a time, based on the transferred mass. One Shit has a very short cycle until the next comes through. Sending the maximum mass in one transit (for a Manticorian Terminii about thirty Superdreadnoughs) will make further use impossible for ''hours''. Which means no retreat if something goes wrong and makes tactics as used above very risky. And sending your ships in after another gives just target practice.
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** Also Starbuck's mission to evacuate the Caprican resistance had several Raptors jumping directly into Caprica's atmosphere (though one [[TeleFrag came out inside a mountain]]). Later that tactic is used to communicate and resupply the resistance movement on New Caprica.
*** Speaking of New Caprica, Adama jumps the Galactica past the Cylon fleet during the evacuation and into the atmosphere, launches a couple Vipers to cover the civilian's HyperspeedEscape, then jumps back into space just before hitting the ground.
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* A common tactic of the titular character of {{Tracker}}
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* ''Homeworld'', in all its incarnations, makes this a plot point and a game mechanic at once. In the story, hyperspace cores and drives are used as a blitzkrieg weapon on more than one occasion. The tables have been turned against hyperspacing fleets just as much, provided a ship has a gravity well generator installed to interfere with the hyperspacing equipment. The same ideas stretch onto actual gameplay, although in smaller scale than the plot, for balance reasons.

to:

* ''Homeworld'', ''{{Homeworld}}'', in all its incarnations, makes this a plot point and a game mechanic at once. In the story, hyperspace cores and drives are used as a blitzkrieg weapon on more than one occasion. The tables have been turned against hyperspacing fleets just as much, provided a ship has a gravity well generator installed to interfere with the hyperspacing equipment. The same ideas stretch onto actual gameplay, although in much smaller scale scales than those found in the plot, for balance reasons.
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to:

* ''Homeworld'', in all its incarnations, makes this a plot point and a game mechanic at once. In the story, hyperspace cores and drives are used as a blitzkrieg weapon on more than one occasion. The tables have been turned against hyperspacing fleets just as much, provided a ship has a gravity well generator installed to interfere with the hyperspacing equipment. The same ideas stretch onto actual gameplay, although in smaller scale than the plot, for balance reasons.
Is there an issue? Send a MessageReason:
None


* In ''StarControl II'', the [[FunWithAcronyms VUX]] ships are MightyGlaciers. They can't move fast but have a powerful laser that can take care of most ships in a few seconds. They compensate for the speed disadvantage by slowing down enemy ships with gravity mines and warping into battle right on top of the enemy.

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* In ''StarControl II'', the [[FunWithAcronyms VUX]] ships are MightyGlaciers.[[MightyGlacier MightyGlaciers]]. They can't move fast but have a powerful laser that can take care of most ships in a few seconds. They compensate for the speed disadvantage by slowing down enemy ships with gravity mines and warping into battle right on top of the enemy.
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* In ''StarControl II'', the [[FunWithAcronyms VUX]] ships are MightyGlaciers. They can't move fast but have a powerful laser that can take care of most ships in a few seconds. They compensate for the speed disadvantage by slowing down enemy ships with gravity mines and warping into battle right on top of the enemy.

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