Starting in round 2, at the end of the round, we checked to see if a reserve fleet would arrive. Newly arrived fleets could act at the beginning of the next turn (which was basically immediately, seeing as how the fleets were arriving as the last even of the previous round). It was a decreasingly difficult check, requiring a 6 on round 2, a 5 or higher on round 3, etc. The side the fleet entered from was randomly determined, and then preferred starting position was chosen by the player (with a bit of random scattering mixed in for fun). Fleets mustto start at the edge of engagement zone, unless they enter from the right or left (as seen here), the they could start up to 3 squares from the edge (the mat's not perfectly square).
Victory conditions are either destroy all enemy forces or achiuve unconstested space for two full rounds.
Beginning of Round 11. The Intrepid continues to attack the smaller Rebel capitil ships as Home One moves into position.
Beginning of Round 14. The Imperial forces soon managed to destroy the Hephaestus.
This game didn't feel as long as it in fact took, mostly because of the stress (excitement) of waiting for your fleets to jump in.