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By X Wing Nut, in Star Wars: Armada

I think RLB gives Phoenix Home the extra tokens from Garm.

I believe!

I don't have a good reason why (yet), but I just don't like that the Rebels get the Z-95 at a cheaper point cost than the Imperials get the TIE Fighter.

Yes, I know it's only a 1 point difference, but I think that 1 point can make all the difference. Might just be because I see swarm strategies as an Imperial thing, not a Rebel thing.

RLB text:

"For each squadron you would activate with this command, you may instead place 1 of your set-aside squadrons within distance 1. It cannot move this activation."

Is the key word "instead", as a replacement effect? Meaning, instead of activating the squadron you can replace the activation with this set-aside placement? Also meaning the placed squads can't do their normal activation (move/shoot)? If this is the case, why bother with the unnecessary text "It cannot move this activation"?

Very poorly worded card.

Here we go again.

I'll just be quiet and leave you to it.

I don't have a good reason why (yet), but I just don't like that the Rebels get the Z-95 at a cheaper point cost than the Imperials get the TIE Fighter.

Yes, I know it's only a 1 point difference, but I think that 1 point can make all the difference. Might just be because I see swarm strategies as an Imperial thing, not a Rebel thing.

One of the awesome math professors here needs to run a sample of a cluster of Z95s and TIEs going at it in a mosquito-swarm battle. I'm curious to see what the averages would show.

I don't have a good reason why (yet), but I just don't like that the Rebels get the Z-95 at a cheaper point cost than the Imperials get the TIE Fighter.

Yes, I know it's only a 1 point difference, but I think that 1 point can make all the difference. Might just be because I see swarm strategies as an Imperial thing, not a Rebel thing.

One of the awesome math professors here needs to run a sample of a cluster of Z95s and TIEs going at it in a mosquito-swarm battle. I'm curious to see what the averages would show.

Should we also throw in their respective squadron leaders to really get some cool data? Would be interested to see how Howlrunners extra blue die effect compares to Lt. Blount's second reroll.

Edited by Derpzilla88

Would placing Mauler Mithel using RLB activate his ability? He did not move, he was placed, so it appears no.

And from the wording it appears that the RLB ship can place the squadrons instead of performing a normal squadron activation. Someone else that turn can then activate the squadrons ... or you can wait until the squadron phase. I don't see where people read that you can place and shoot right afterward.

So far i have 6 TIE defender squadrons and 2 x VT-49. All of them are from shapeways, and the cards from Kuat. But **** is this combination nice. Both are designed to do what they do best, kill squadrons.

Would placing Mauler Mithel using RLB activate his ability? He did not move, he was placed, so it appears no.

And from the wording it appears that the RLB ship can place the squadrons instead of performing a normal squadron activation. Someone else that turn can then activate the squadrons ... or you can wait until the squadron phase. I don't see where people read that you can place and shoot right afterward.

Easy:

Some people think the squads get placed, end of story.

Other ppl thing they get placed as part of their activation, and thus get to shoot (being banned from moving).

I'm in the latter group, but it's easy to see both interpretations as valid.

My own reasoning largely stems from this: what use are those bays if I need another ship to activate the squads after?

But then again they could be carrier forward...then moved even further when activated, giving truly monstrous range. So not useless. Would be great for carrying rogues to battle, for instance.

Edited by Green Knight

Would placing Mauler Mithel using RLB activate his ability? He did not move, he was placed, so it appears no.

And from the wording it appears that the RLB ship can place the squadrons instead of performing a normal squadron activation. Someone else that turn can then activate the squadrons ... or you can wait until the squadron phase. I don't see where people read that you can place and shoot right afterward.

Easy:

Some people think the squads get placed, end of story.

Other ppl thing they get placed as part of their activation, and thus get to shoot (being banned from moving).

I'm in the latter group, but it's easy to see both interpretations as valid.

My own reasoning largely stems from this: what use are those bays if I need another ship to activate the squads after?

But then again they could be carrier forward...then moved even further when activated, giving truly monstrous range. So not useless. Would be great for carrying rogues to battle, for instance.

I think one use is, If I have a carrier that gets attacked by another carrier pushing bombers, I can deploy my z95 squads rapidly to intercept those bombers so they don't get a second run. Or, if I activate first, I drop my fighter screen within 1 to make the bombers go through my squads first. dropping them un-activated means I get an attack on the squad phase. Like you said, rogues make this even tastier.

I think RLB's 'Can't move this activation' would be to prevent them from being launched and then boosted by Fighter Coordination Team of the same ship?

I think RLB's 'Can't move this activation' would be to prevent them from being launched and then boosted by Fighter Coordination Team of the same ship?

I think they mean don't move so you can't move a fighter two range rulers, 3 with Adar.

FCT isn't a 'move' though.

If it said 'cannot be moved this activation' then I would agree.

'Move' is a very specific term of art as part of a fighter's activation.

See: Yavaris

Edited by Eggzavier

RLB sounds like a poorly worded "The squad's move in it's squadron activation is to be placed at range one of this ship". Normally a squad is placed, then it gets a move and a shoot when activated.. I think this is just saying the placing is it's move for that activation.

I really don't get this. For only one single extra point the E-Wing gets Snipe and +1 speed in exchange for the X-Wing's Escort title. How is this balanced?

Also Corran + Tycho will own the squadron battles from now on :D

And Rapid Launch Bays... Wow, imagine transporting your TIE/Bs safely within distance of the enemy capital ships, then drop them out from your ISD. Then your Gozanti activates them on your next activation. I'm gonna looove this card.

All in all, I think we'll see much-much more squadron-heavy builds.

Edited by Norell

I really don't get this. For only one single extra point the E-Wing gets Snipe and +1 speed in exchange for the X-Wing's Escort title. How is this balanced?

Also Corran + Tycho will own the squadron battles from now on :D

And Rapid Launch Bays... Wow, imagine transporting your TIE/Bs safely within distance of the enemy capital ships, then drop them out from your ISD. Then your Gozanti activates them on your next activation. I'm gonna looove this card.

All in all, I think we'll see much-much more squadron-heavy builds.

Well it is two points, not one...but I agree. The E-wing is a straight upgrade if you can afford it. Although with Biggs coming out escort is a big deal.

I'm gonna say this to myself over and over again...

"I'm NOT gonna buy 10 of those Rebel packs for a Z-95 Swarm.... I'm NOT gonna buy 10 of those Rebel packs for a Z-95 Swarm...."

Hopefully it'll sink in.....

I definitely won't buy 10 rebel packs for a Z-95 swarm. For an E-mixed-X-Wing swarm however....

I really don't get this. For only one single extra point the E-Wing gets Snipe and +1 speed in exchange for the X-Wing's Escort title. How is this balanced?

Also Corran + Tycho will own the squadron battles from now on :D

And Rapid Launch Bays... Wow, imagine transporting your TIE/Bs safely within distance of the enemy capital ships, then drop them out from your ISD. Then your Gozanti activates them on your next activation. I'm gonna looove this card.

All in all, I think we'll see much-much more squadron-heavy builds.

Snipe is good, for sure. But it is rolling less dice than the E-wings standard attack. So it can avoid Counter which is awesome, but at a reduced damage potential, and it's really for only one shot, cause then it's likely to be engaged with what it was shooting at shortly after that and at that point it isn't dodging the counter. Then it's just an X-Wing with no Escort. Which is what really helps the X-wings keep the Hawks alive so they can all leave that fight.

And as said above, it's 15 for an Ewing, not 14 ;)

(oh yeah, snipe also gets past escort, also very nice. Mix those X and Es! )

Edited by homedrone

I really don't get this. For only one single extra point the E-Wing gets Snipe and +1 speed in exchange for the X-Wing's Escort title. How is this balanced?

Also Corran + Tycho will own the squadron battles from now on :D

And Rapid Launch Bays... Wow, imagine transporting your TIE/Bs safely within distance of the enemy capital ships, then drop them out from your ISD. Then your Gozanti activates them on your next activation. I'm gonna looove this card.

All in all, I think we'll see much-much more squadron-heavy builds.

Well it is two points, not one...but I agree. The E-wing is a straight upgrade if you can afford it. Although with Biggs coming out escort is a big deal.

E Wings and X Wings have different roles. The E wings are for sniping key squadrons, the X Wings are escorts. Fleets that wanted X Wings before will still want them.

Relay really helps squadronless MOU lists.

Oh you can attack me from the other side of the table. Thats kewl, I will go straight for your ships then..

Guess what?

added to KDY

Looking forward to the safe first turn bombing runs via Fighter Ambush + Relay + Rhymer

What's the wording on counter? I don't think it has a range 1 limit. So, you can counter snipe. The advantage is it lets you snipe then move away since you were never engaged. Or maybe kill a poorly escorted rhymer/Intel squad if you are very precise in placements.

What's the wording on counter? I don't think it has a range 1 limit. So, you can counter snipe. The advantage is it lets you snipe then move away since you were never engaged. Or maybe kill a poorly escorted rhymer/Intel squad if you are very precise in placements.

Except for the fact that Snipe specifically states that you ignore Counter.