After reading through all this, I still haven't the foggiest how RBL works.
Days Since We Last Had To Make Up Rules As We Went Along: 0
33 minutes ago, Darth Lupine said:After reading through all this, I still haven't the foggiest how RBL works.
This thread is about R-L-B, rapid launch bays.
For more information about R-B-L, rapid bowel liquidation, please consult your physician or local tex-mex restaurant.
6 minutes ago, Madaghmire said:This thread is about R-L-B, rapid launch bays.
For more information about R-B-L, rapid bowel liquidation, please consult your physician or local tex-mex restaurant.

"To say Rapid Bays Launch the padawan wanted."
53 minutes ago, Madaghmire said:This thread is about R-L-B, rapid launch bays.
For more information about R-B-L, rapid bowel liquidation, please consult your physician or local tex-mex restaurant.
Lol, doggone tablet autocorrect. You know what I mean, an actual explanation would be helpful. Or does no one still know how it works....
29 minutes ago, Darth Lupine said:Lol, doggone tablet autocorrect. You know what I mean, an actual explanation would be helpful. Or does no one still know how it works....
Short story, you may place as many fighters as you could activate with the squadron command you are resolving (squad value for a dial, 1 for a token). Those squadrons are olaced unactivated. After you have finished placing (or declining to place) you may activate fighters as normal with the caveat that if you activate a squadron you just placed that squadron cannot move. Shooty shooty bang bang okey dokie annie, movie no goodie.
So with squadron 4, place three fighters, then for them to shoot I would have to use a separate command (or activate one of them with the remaining point)?
this makes it useless, just about.
7 minutes ago, Darth Lupine said:So with squadron 4, place three fighters, then for them to shoot I would have to use a separate command (or activate one of them with the remaining point)?
this makes it useless, just about.
No. The placement of the squads doesn't use your squadron commands. So once you've placed, then you activate squadrons normally. They could be the ones you placed or not. If you activate the ones you placed, they can't move.
So in your example, squadron 4 with a squadron dial. You place up to 4 stored squadrons, then you activate 4 squads however you would like, either the ones you placed, or others that can legally be activated. If you choose ones you placed, they can't move, so thus can only shoot.
So, the idea is that the act of launching them eats up their movement - makes sense.
10 minutes ago, FoaS said:So, the idea is that the act of launching them eats up their movement - makes sense.
no, you can launch and move in the same turn, you just can't do it from the same ship.
9 hours ago, Darth Lupine said:So with squadron 4, place three fighters, then for them to shoot I would have to use a separate command (or activate one of them with the remaining point)?
this makes it useless, just about.
So that train of thought makes it not optimal but not useless, it gains you advantage of being able to direct extra force and hitting power to a location you may not be able to get your squadrons to other wise... dropping 2 decimators and throwing 6 extra blue dice on a capital can be a worry if the rest of your squad ball has locked things down for example
Side note I don't agree with JJ above, my own interpretation has come to match that of Lyraeus as discussed earlier in the thread, I haven't seen anything said or done by FFG to otherwise imply JJ is right after reading the card+faq although it may be out there, and if so a link would be grand.
Edit: Yes I know JJ probably understands the game way better than me he is a former world champ after all isn't he? I'm just a backwater hick who isn't particularly great at the game.
40 minutes ago, akenatum said:So that train of thought makes it not optimal but not useless, it gains you advantage of being able to direct extra force and hitting power to a location you may not be able to get your squadrons to other wise... dropping 2 decimators and throwing 6 extra blue dice on a capital can be a worry if the rest of your squad ball has locked things down for example
Side note I don't agree with JJ above, my own interpretation has come to match that of Lyraeus as discussed earlier in the thread, I haven't seen anything said or done by FFG to otherwise imply JJ is right after reading the card+faq although it may be out there, and if so a link would be grand.
Edit: Yes I know JJ probably understands the game way better than me he is a former world champ after all isn't he? I'm just a backwater hick who isn't particularly great at the game.
Anyone know how long it took for the Errata for IA to be published after Worlds with Imperial Guards and Officers dominated the top tables?
My guess is that if there is an errata coming it may follow a similar time frame.
12 hours ago, Darth Lupine said:So with squadron 4, place three fighters, then for them to shoot I would have to use a separate command (or activate one of them with the remaining point)?
this makes it useless, just about.
No, no, no.
Think of the placement as IN ADDITION to what the normal squad command does.
First you can PLACE any number of squads.
Placing as squad DOES NOT activate it.
Once you're done placing, you can start activating normally.
WHO you activate is up to you - the recently placed squads or other squads.
The only caveat is that IF you activate one of the placed squads, they CAN'T MOVE (this activation).
6 minutes ago, PartyPotato said:Anyone know how long it took for the Errata for IA to be published after Worlds with Imperial Guards and Officers dominated the top tables?
My guess is that if there is an errata coming it may follow a similar time frame.
It was pretty shortly thereafter. The article from Organized Play was December 21st, and it references the past Sunday as being the hosted date.
Of course 4x4 and eSabs had dominated most of the tourneys before that as well. I think we'll end up seeing some other rules changes after Wave 6, especially if Rieekan Aces dominates the store championships.
12 minutes ago, Green Knight said:No, no, no.
Think of the placement as IN ADDITION to what the normal squad command does.
First you can PLACE any number of squads.
Placing as squad DOES NOT activate it.
Once you're done placing, you can start activating normally.
WHO you activate is up to you - the recently placed squads or other squads.
The only caveat is that IF you activate one of the placed squads, they CAN'T MOVE (this activation).
Exactly so GK - best way to think about it is to realise that RLB is to do with DEPLOYMENT not activating squads.
RLB is a deferred deployment card - the downside is you lose deployments in the set-up but you may then deploy squads from ships equipped with RLB at a time of your choosing.
The mechanic of deployment just happens to be a Squadron Command which is not 'used up' by deploying the squads.
Once the deployment is over you still have your Squadron Command to resolve on ANY unactivated squads as usual - the only proviso being, if you happen to activate squads you have just deployed, they cannot move.
5 hours ago, akenatum said:So that train of thought makes it not optimal but not useless, it gains you advantage of being able to direct extra force and hitting power to a location you may not be able to get your squadrons to other wise... dropping 2 decimators and throwing 6 extra blue dice on a capital can be a worry if the rest of your squad ball has locked things down for example
Side note I don't agree with JJ above, my own interpretation has come to match that of Lyraeus as discussed earlier in the thread, I haven't seen anything said or done by FFG to otherwise imply JJ is right after reading the card+faq although it may be out there, and if so a link would be grand.
Edit: Yes I know JJ probably understands the game way better than me he is a former world champ after all isn't he? I'm just a backwater hick who isn't particularly great at the game.
Fair enough. To be honest, I don't necessarily think this is the most logical of solutions either, but I'm just repeating what I was told from someone who got an answer from the Developers themselves at worlds. I think that was @BrobaFett
4 minutes ago, JJs Juggernaut said:Fair enough. To be honest, I don't necessarily think this is the most logical of solutions either, but I'm just repeating what I was told from someone who got an answer from the Developers themselves at worlds. I think that was @BrobaFett
Yes, @Parkdaddy and I were there for the informal rules conference at worlds where all of people capable of making rules judgements pow-wow'd for about 5 minutes to figure out their joint ruling on the card before coming and explaining to us exactly what has been iterated in this thread by Green Knight, JJ, thecolourred and others. Don't ask how it works, don't try to figure it out. That's how the card works as far as official competitive Armada and we have to move forward on it. If you think it works differently, that's fine, it's a game, it can work however you want it to at your house. But if you show up to a tournament this is how the card is going to work, no matter the logic to the contrary.
IMO the squadron icon part of the card should read like this. It may still be problematic because I am FAR from a rules Guru, but this is how it was explained to us-
"When you utilize a squadron command - either from a dial or a token - for each squadron activation you could issue with that command you may place one squadron set aside on this ship card at the start of the game onto the board within range 1 of the ship using that squadron command. You may then activate those squadrons (if they are activated in this way they cannot move), activate any other squadron you could normally activate, or activate no squadrons."
Or, more succinctly:
"While resolving a squadron command, before activating squadrons, you may place up to X of your set aside squadrons within distance 1, where X is the number of squadrons you can activate with this command. Squadrons placed this way cannot move if activated with the same command."
Edited by DiabloAzul

"I lose my faith on FFG card writers"
32 minutes ago, ovinomanc3r said:
"I lose my faith on FFG card writers"
They do try their best. Sadly, English is not the most elegant language (insert Obi-Wan blaster meme) and such issues tend to arise. Who knows how many potential issues the Devs address when testing and iterating cards in development. Fixing one wording loophole only to have another arise; or have a sneaky one slip through the cracks.
Unfortunately, it can be much harder to catch wording errors when you are the designer and know the intent of the card.
Edited by JJs JuggernautI believe the way Ian Gross phrased it was, "it is not the squadron activation, it is a side effect of the command." Or something to that effect, with the movement stipulation.
23 minutes ago, JJs Juggernaut said:They do try their best. Sadly, English is not the most elegant language (insert Obi-Wan blaster meme) and such issues tend to arise. Who knows how many potential issues the Devs address when testing and iterating cards in development. Fixing one wording loophole only to have another arise; or have a sneaky one slip through the cracks.
Unfortunately, it can be much harder to catch wording errors when you are the designer and know the intent of the card.
oh! I know. It was just a joke after I saw RLB was brought to some kind of discussion again. Actually I saw games where the reading is so open to interpretations or the rules are so poorly written that is there is no game where we didn't end with a discussion about how it should be played. And those games are more simple than Armada. ![]()
33 minutes ago, JJs Juggernaut said:Unfortunately, it can be much harder to catch wording errors when you are the designer and know the intent of the card.
Perhaps they need to release for each upgrade an example of how it works with the release of a wave? Like just a simple example as they do in the articles.
It would be time consuming, but it would streamline things for them having to respond to email questions over and over again.
2 minutes ago, draco193 said:Perhaps they need to release for each upgrade an example of how it works with the release of a wave? Like just a simple example as they do in the articles.
It would be time consuming, but it would streamline things for them having to respond to email questions over and over again.
Because unfortunately, as those are done by different people again to the rules people - we have a long, sordid, torrid history of them being blatantly wrong...
(My favourite was Foresight spending two Evades at long range to cancel 4 dice...)
It would be a wonderful idea. Perhaps its something I'll explore when I am ready to dive into bloggy stuff...
Edited by Drasnighta1 minute ago, Drasnighta said:Because unfortunately, as those are done by different people again to the rules people - we have a long, sordid, torrid history of them being blatantly wrong...
(My favourite was Foresight spending two Evades at long range to cancel 4 dice...)
That reminds me: can Admonition spend a defense token, resolve its effect, then discard that same token to cancel a die?