I have been playing a game on vassal and these two cards are doing MASSIVE amount of work. Running two of Flight Coordination Team I am getting two extra Distance 2 moves a turn and that makes repositioning a lot easier!
What do you think of them?
I have been playing a game on vassal and these two cards are doing MASSIVE amount of work. Running two of Flight Coordination Team I am getting two extra Distance 2 moves a turn and that makes repositioning a lot easier!
What do you think of them?
Oh Flight Commander, how do I love thee? Let me count the ways...
I love thee because thou letst me shoot my anti-squadron armament before attacking with mine squadrons.
I love thee because thou scootest mine squadrons safely within the breadth of mine
Gallant Haven
's wings, even whensoever I fly her terribly.
I love thee because thou fixest mine overlap chokes.
I love thee because mine MC80 can smite mine opponent's shields, yea, strippething them to nothingness before pushing my B-wings, verily, to bomb the **** out of mine enemies.
I love thee for thy synergy with that team which controlleth fighters, for they can, forsooth, push my squadrons one cubit further than normally they may tread, and then activate them to alpha strike mine enemies.
Seems to me these can synergize in a new paradigm that will get some getting used to, but virtually exclusively for rebels right?
Oh Flight Commander, how do I love thee? Let me count the ways...
I love thee because thou letst me shoot my anti-squadron armament before attacking with mine squadrons.
I love thee because thou scootest mine squadrons safely within the breadth of mine Gallant Haven 's wings, even whensoever I fly her terribly.
I love thee because thou fixest mine overlap chokes.
I love thee because mine MC80 can smite mine opponent's shields, yea, strippething them to nothingness before pushing my B-wings, verily, to bomb the **** out of mine enemies.
I love thee for thy synergy with that team which controlleth fighters, for they can, forsooth, push my squadrons one cubit further than normally they may tread, and then activate them to alpha strike mine enemies.
Quoting this so I can like it twice
Beautiful poetry
Used them Yavaris last night... it was amazing. Being able to move 1 and then double tap brought a tear of joy to my eye.
Edited by Tirion
My current Jam is: Goz, Expanded Hanger Bay, Flight Coordinator, Jamming Field.
Squadron Demolisher
Squadolisher Command 4 Squadrons, postion them arond the Goz post move, get ready to rip Black point Defense with a Squadron Command for 3 or 4 next turn. Or Squadolisher a Speed 3 Goz (yes i am trying to coin a phrase) with 3-4 Bombers and Slicer Tools into another ship? Love this card a lot.
FC itself opens up a ton of refinement, different timings, target selection, the ability to drop Boosted Comms and achive board depth and it takes the guessing out of Squadron Placement for a Medium Range squadron in the next turn. It's a great card, top 3 of the Wave imho, because it gives you more options and it's cheap as chips.
Edited by Trizzo2Used them Yavaris last night... it was amazing. Being able to move 1 and then double tap brought a tear of joy to my eye.
I guess I'm not getting it. Doesn't Yavaris explicitly say, if you do not move?
Aye, I put it in my competition list and with Yavaris, and it's shaping up to be my go-to combination for Rebel fighter flinger. Pushing through that many potential criticals is debilitating and the ability to untie your squadrons is just delicious. I like that FC remains an option rather than being compulsory. So, instead of having to wait until the end and potentially having your whale of a carrier belly-flopping on your tied up squadrons, invariably welcoming them into an compromising situation, you can still activate squadrons first, blow 'em up and run, and still get your FCT +1 speed if you're not engaged. It just seems like a really good way to ensure that you're going to come out ahead when positioning your fighters.
FCT is my favourite support team, but FCT + FC (what's that make it, FC 2 T) is frighteningly good for that edge in positional warfare, which is something the Rebels get a lot of mileage out of given their slow-ish snub fighters (distance 3 being less than flat-out speed 3). Imperials.... I guess It's a cheap Corrupter title? Works nicely with the mythical YV-666? isn't bad with firesprays? Could be cute on a GSD-II with an Target Scrambler Nixon?
So what do I think? I think I'm buying 2 Interdictors minimum.
I was wondering about that too, Rogue Commander: but that would also exclude Adar Tallon + Yavaris which I've never seen contested.
Yeah. I think it's gonna be a good go to for Yavaris
With Tallon though, you're flipping the toggle, but not necessarily moving. But even then, that second attack spurred by Tallon isn't a double tap, and isn't getting another use out of Yavaris, right?
Edited by clontroper5Used them Yavaris last night... it was amazing. Being able to move 1 and then double tap brought a tear of joy to my eye.
I guess I'm not getting it. Doesn't Yavaris explicitly say, if you do not move?
Seems to me these can synergize in a new paradigm that will get some getting used to, but virtually exclusively for rebels right?
The opposite, both cards come with Interdictor. ****.
Aye, this might be a good time for an FAQ (rather than an errata) just to be entirely clear, but I'm reading it like Clon: Yavaris's effect (and limitation) is contingent on being triggered by the squadron dial/token.
Edited by VykesSO funny thing. . . It seems you can Flight Coordination Teams an Activated squadron. . .
Yep, so long as not engaged.
That's some powerful stuff.
Yep, you can, as long as it's not engaged and at close-medium range at the end of the maneuver (which makes the B-wing/YT1300 relay work perfectly well).
Post Scriptum: Ninjaaaaaaa!
Edited by VykesAnd I can't have it unless I buy Interdictors? Horse hooey. Bad day to be a member of the Alliance to Restore the Galactic Republic.
Edited by RogueCommanderAnd I can't have it unless I buy Interdictors? Horse hooey. Bad day to be a member of the Alliance to Restore the Galactic Republic.
Actually, we believe that it is in the Liberty as well. THe liberty only revealed 12 out of 14 cards.
Shush Ly-ly, I want more reasons to buy multiple interdictors, not less
Shush Ly-ly, I want more reasons to buy multiple interdictors, not less
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Painting the projectors different colors
I think having 2 FCT's in a list is amazing!
Aye, this might be a good time for an FAQ (rather than an errata) just to be entirely clear, but I'm reading it like Clon: Yavaris's effect (and limitation) is contingent on being triggered by the squadron dial/token.
Effects with a command icon as a header, such as {navigate} can be resolved once while the ship is resolving
the matching command.
{squadron}: Each squadron you activate can attack twice if it does not move.
Look at it this way: if the movement restriction is not limited to the context of that squadron activation, what are the bounds of the restriction? Can the squadron not move during that ship activation? That turn? That round? That game?
There is no more evidence on the card for any of these to be the intended constraint than the squadron command resolution. There is, on the other hand, very good circumstantial evidence that the limitation is constrained to the context of the squadron activation triggering the effect.
Edited by Ardaedhel
Multiple colours is a very persuasive argument
I'm very very tempted 2 FCT's, and I can't help but wonder about the possibilities with either the Liberty for a mobile relay, or on the Independence as a staging area. Speed 5 B-wings are pretty nice. I should note that I got curious and did a bit of measuring and Independence+FCT will not result in Pseudo Speed 5 B-wings on its own (It's just out of close-medium range, and without ET you can't get inside it. It requires a Speed 3 ship to pull off). Still, 2 FCT looks terrific, especially for Rebels.
I do agree Ardaedhel, and after looking up what exactly constitutes a squadron command in its entirety, I don't think a formal FAQ is necessary. Consider that point formally retracted
Here's my flip flop, I think it does explicitly state that the limitation only applies when resolving the squadron command.
(S) Squadron: Resolve after revealing the ship's command dial.
Dial: Activate a number of friendly squadrons up to the ship's squadron value that are at close-medium range of the ship. Each squadron activated in this way can attack and move in either order. The suqadrons are chosen and activated one at a time.
~Rules Reference p.3.
The actual token/dial effect allows squadrons to move and attack. The Yavaris title just modifies the command effect, much like a critical on some weapons upgrades replaces the default critical effect. Still probably worth a community FAQ as you know it'll come up
Multiple colours is a very persuasive argument
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I'm very very tempted 2 FCT's, and I can't help but wonder about the possibilities with either the Liberty for a mobile relay, or on the Independence as a staging area. Speed 5 B-wings are pretty nice. I should note that I got curious and did a bit of measuring and Independence+FCT will not result in Pseudo Speed 5 B-wings on its own (It's just out of close-medium range, and without ET you can't get inside it. It requires a Speed 3 ship to pull off). Still, 2 FCT looks terrific, especially for Rebels.
I do agree Ardaedhel, and after looking up what exactly constitutes a squadron command in its entirety, I don't think a formal FAQ is necessary. Consider that point formally retracted
Here's my flip flop, I think it does explicitly state that the limitation only applies when resolving the squadron command.
(S) Squadron: Resolve after revealing the ship's command dial.
Dial: Activate a number of friendly squadrons up to the ship's squadron value that are at close-medium range of the ship. Each squadron activated in this way can attack and move in either order. The suqadrons are chosen and activated one at a time.
~Rules Reference p.3.
The actual token/dial effect allows squadrons to move and attack. The Yavaris title just modifies the command effect, much like a critical on some weapons upgrades replaces the default critical effect. Still probably worth a community FAQ as you know it'll come up
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I was using the Liberty to FCT and Yavaris to FCT, it allowed me to get Keyan, Luke, and Nym further up the board! It was REALLY nice.
That's pretty close to the force I was thinking about Ly-ly. While I'd have loved to see the Liberty get the chance to go up to Squadron 3 to match the maxed out Yavaris activation+token capacity, 2 is pretty good with that speed. The FC 2 T seem pretty great with unique squadrons.
With the double FCT move, squadrons with movement 3 can potentially reach a pseudo-distance 5.3. It's comparable to Demolisher "over the horizon" threat. I did a bit of rough measuring and a movement 3 squadron that double moves from FCT and is activated by FC, has almost exactly the same threat range as major Rhymer's anti-ship activation. I'm not sure if I'm happy that we can have X-wing interceptor units, or just plain appalled by Rhymer. Again, even movement 2 squadrons can achieve a pseudo-movement of 4.25 which is pretty respectable.
You know, I keep wondering if multiple FCT's are worth it for an H6 strike force and I can't quite decide if I like it or not compared to B-wings. When the Interdictor was previewed I was really only thinking H6 with Nebulon B's, but I've kinda cooled to them.