Sorry, I meant to quote "very specific" but mis-remembered and couldn't see your text while replying on a tiny screen.
Rapid Launch Bays: Can fighters placed in this way attack?
After using RLB's I would say that with Team Purple you have to have two carriers to make it work, one to launch and one to activate. This makes the card almost worthless.
With Team Orange you only need one carrier and it's not as easy to get off that B-Wing surprise as people may think. Most of the time I've had to launch my squads to defend ships that are being mobbed by squads or at secondary targets.
Team Purple is too labour intensive.
Team Orange works just fine.
.
I'm still not convinced it's too complicated to assume the action of the card counts the chosen squadron's placement at Range 1 as a "special movement" of that set aside squadron, thus allowing you to then fire if that placement put you in range of an enemy.
I mean, yeah- on ships that are **** near impossible to kill before they can rush up and deliver their alpha strike bomber payload it's **** powerful, but still, there it stands.
I think there's still plenty of times it would be better to have the squadrons you want to use on the table, as then they can all move out of close contact with their parent ship and strike a target much more than "1" away. I have done what is essentially the precurser to this card by having my squadrons hide on the other side of the ship (so ant-fighter from the enemy on the other side would count as being obstructed which neauters nearly all AA), and then crossing their parent ship's base to strike.
Edited by AegisI don't know if I'm right about this but that what is my feeling about this divergence.
If we follow what I think RLB is really meaning (team orange-activation that you can fire but not move after you have place your set-aside squadron), it's a very strong modification for bomber that are slow (more on Rebel side). If we follow the team purple side (that you need two activations), it is far more complicated to use.
I'm playing both side (Rebs and Imps) and I'm pretty sure RLB will help a little bit more the Rebs.
So maybe all those on the purple side are simply Imps player that don't like what this modification will bring against their team and try to bring an other interpretation because the modification card is not that clear. It will not be the first time that I see somthing of this kind.
With Major Rhymer, I don't really see why I would like to put bomber aside (medium range for shoot and distance 4 for movement). But remember Imps player, if Rhymer died during the CC, maybe you will need RLB too
So until a FAQ, team orange win in my comprehension of this modification card.
Edited by DOMSWAT911People keep mentioning using RLB with bombers, if Orange is correct that will probably be the cards main use. With Purple I would see it as a more defensive card, dropping YT-1300s like ion bombs to lock down enemy squads.
Why the card doesn't specifically say the placed squads are active, is either intentional or an over sight.
''For each squadron you would activate with this command''
So, for me, my comprehension is, it is activate, the only thing is you cannot move during this activation (but can open fire on target that are near).
The ''instead'' is only the introduction for the specification text (deploy range 1 of that ship and cannot move) of this modification card.
I still like my Apples and Bananas quote from yesterday....
... I had a fun morning.
Yes, that was pretty funny to read too
''For each squadron you would activate with this command''
Also, why do you use two single quotes instead of a double? Weird...
This is the issue.''For each squadron you would activate with this command''
Also, why do you use two single quotes instead of a double? Weird...
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Not really weird, more a product of Language... My keyboard sets itself to French-Canadian every once in a while, and all I can use in that case is single quotation marks.
Interesting. Didn't know that, but figured it was something along those lines.
I'm running the Michigan Regional this weekend. Funny enough, someone just asked this question of me:
My interpretation is that the fighter is considered 'Activated'. The INSTEAD trigger is choosing a fighter outside of play to launch INSTEAD of a fighter already in play. The rest of the card triggers off. The fighter cannot move. Because of the last sentence, it is considered an ACTIVATION, which means is costs one of the activation commands from your ship, meaning the fighter is considered activated, but that fighter can also shoot as part of it's activation, as a squadron command activation means a fighter can move and shoot. There is nothing on the card preventing shooting. I also see nothing that would prevent a movement with fighter coordination teams as that goes off after the squadron activation phase, and also goes off after ship firing phase and into movement phase, so the fighter CAN move during the move phase of the ship with FCT.
I see nothing preventing them shooting. That would feel more thematic to me in any case.
I'm running the Michigan Regional this weekend. Funny enough, someone just asked this question of me:
My interpretation is that the fighter is considered 'Activated'. The INSTEAD trigger is choosing a fighter outside of play to launch INSTEAD of a fighter already in play. The rest of the card triggers off. The fighter cannot move. Because of the last sentence, it is considered an ACTIVATION, which means is costs one of the activation commands from your ship, meaning the fighter is considered activated, but that fighter can also shoot as part of it's activation, as a squadron command activation means a fighter can move and shoot. There is nothing on the card preventing shooting. I also see nothing that would prevent a movement with fighter coordination teams as that goes off after the squadron activation phase, and also goes off after ship firing phase and into movement phase, so the fighter CAN move during the move phase of the ship with FCT.
#teamorangerhymerswitheverything
Having played twice now with RLB, I can definitively say that if it's PURPLE, people will very rarely will use it. It is situationally ok as ORANGE.
You are losing deployments and it shouldn't be underestimated how much of a disadvantage this is.
Imperial Bombers not carried could've probably reached and bombed from the deployment zone anyway.
I had my carrier swarmed with A-wings making my deployment fairly poop.
If it is ORANGE, it may get used sometimes, and with B-wings mostly.
Edited by Jambo75Having played twice now with RLB, I can definitively say that if it's PURPLE, people will very rarely will use it. It is situationally ok as ORANGE.
You are losing deployments and it shouldn't be underestimated how much of a disadvantage this is.
Imperial Bombers not carried could've probably reached and bombed from the deployment zone anyway.
I had my carrier swarmed with A-wings making my deployment fairly poop.
If it is ORANGE, it may get used sometimes, and with B-wings mostly.
I honestly believe that with the recent wave, many of the ships and equipment items were not created with 400 vs. 400 pitched battles in mind, but with the campaign set in mind. Things like RLB are going to be far more useful in campaigns where a battle isn't just about winning by points, but your actually thinking about the campaign as a whole, trying to protect ships and squadrons in battles to save them to win the big picture war. The campaign set really creates an entirely different meta (if you can even call it that).
For example you are always doing Empire vs. Rebels, which means you can give zero thought to mirror matches. You also have the whole concept of growing and shrinking fleets, the cost to repair them and the risk of losing a key element of your fleet. Since my group started working on preparation for the campaign we are launching next week, its become clear that many ships, upgrades and squads are seen through an entirely new filter and cards like RLB for example that allow you to hide/keep safe squadrons until later portions of the battle, giving you decision point on when or even if you want to commit them is a huge benefit that isn't necessarily linked to its capabilities on the battlefield.
So while I think you may be right about RLB's as a pitched competitive meta card being a bit on the weak side, its existence has purpose in a new style of play for Armada in the campaign format which I believe is going to not only become popular, but in the future become the default, preferred way, to experience Star Wars Armada for house games.
I mean who hear can honestly say they enjoy mirror matches? Its Star Wars capital ship warfare... when your the Rebels you want to fight the Empire. That box in the campaign mode alone is very attractive to me but also the limiting factor and global strategic play as well as the team play where battles won or lost can serve a purpose in a greater war.. that is a beautiful think and really what has brought me back to Armada.
Having played twice now with RLB, I can definitively say that if it's PURPLE, people will very rarely will use it. It is situationally ok as ORANGE.
You are losing deployments and it shouldn't be underestimated how much of a disadvantage this is.
Imperial Bombers not carried could've probably reached and bombed from the deployment zone anyway.
I had my carrier swarmed with A-wings making my deployment fairly poop.
If it is ORANGE, it may get used sometimes, and with B-wings mostly.
I honestly believe that with the recent wave, many of the ships and equipment items were not created with 400 vs. 400 pitched battles in mind, but with the campaign set in mind. Things like RLB are going to be far more useful in campaigns where a battle isn't just about winning by points, but your actually thinking about the campaign as a whole, trying to protect ships and squadrons in battles to save them to win the big picture war. The campaign set really creates an entirely different meta (if you can even call it that).
For example you are always doing Empire vs. Rebels, which means you can give zero thought to mirror matches. You also have the whole concept of growing and shrinking fleets, the cost to repair them and the risk of losing a key element of your fleet. Since my group started working on preparation for the campaign we are launching next week, its become clear that many ships, upgrades and squads are seen through an entirely new filter and cards like RLB for example that allow you to hide/keep safe squadrons until later portions of the battle, giving you decision point on when or even if you want to commit them is a huge benefit that isn't necessarily linked to its capabilities on the battlefield.
So while I think you may be right about RLB's as a pitched competitive meta card being a bit on the weak side, its existence has purpose in a new style of play for Armada in the campaign format which I believe is going to not only become popular, but in the future become the default, preferred way, to experience Star Wars Armada for house games.
I mean who hear can honestly say they enjoy mirror matches? Its Star Wars capital ship warfare... when your the Rebels you want to fight the Empire. That box in the campaign mode alone is very attractive to me but also the limiting factor and global strategic play as well as the team play where battles won or lost can serve a purpose in a greater war.. that is a beautiful think and really what has brought me back to Armada.
Couldn't have said it better!
Having played twice now with RLB, I can definitively say that if it's PURPLE, people will very rarely will use it. It is situationally ok as ORANGE.
You are losing deployments and it shouldn't be underestimated how much of a disadvantage this is.
Imperial Bombers not carried could've probably reached and bombed from the deployment zone anyway.
I had my carrier swarmed with A-wings making my deployment fairly poop.
If it is ORANGE, it may get used sometimes, and with B-wings mostly.
I honestly believe that with the recent wave, many of the ships and equipment items were not created with 400 vs. 400 pitched battles in mind, but with the campaign set in mind. Things like RLB are going to be far more useful in campaigns where a battle isn't just about winning by points, but your actually thinking about the campaign as a whole, trying to protect ships and squadrons in battles to save them to win the big picture war. The campaign set really creates an entirely different meta (if you can even call it that).
For example you are always doing Empire vs. Rebels, which means you can give zero thought to mirror matches. You also have the whole concept of growing and shrinking fleets, the cost to repair them and the risk of losing a key element of your fleet. Since my group started working on preparation for the campaign we are launching next week, its become clear that many ships, upgrades and squads are seen through an entirely new filter and cards like RLB for example that allow you to hide/keep safe squadrons until later portions of the battle, giving you decision point on when or even if you want to commit them is a huge benefit that isn't necessarily linked to its capabilities on the battlefield.
So while I think you may be right about RLB's as a pitched competitive meta card being a bit on the weak side, its existence has purpose in a new style of play for Armada in the campaign format which I believe is going to not only become popular, but in the future become the default, preferred way, to experience Star Wars Armada for house games.
I mean who hear can honestly say they enjoy mirror matches? Its Star Wars capital ship warfare... when your the Rebels you want to fight the Empire. That box in the campaign mode alone is very attractive to me but also the limiting factor and global strategic play as well as the team play where battles won or lost can serve a purpose in a greater war.. that is a beautiful think and really what has brought me back to Armada.
Interesting point. You could use RLB to hyperspace retreat! There is a thread about what happens with squadrons when you ran away and this could be a way to retreat them. It could be better if it allow you to dock them again (a good house rule).
Has their been an official answer on this.
I would like to know what to expect as I get ready to go to 2 regionals soon.
Has their been an official answer on this.
I would like to know what to expect as I get ready to go to 2 regionals soon.
No.
Reach out to the TO ahead of time and find out what the ruling will be before you build your fleet if you want to take advantage of the upgrade.
Good luck!
At the the Regionals at the FFG Event Center back on the 7th, which was judged by Michael Gernes, the ruling was that the squads were activated and could attack as it was all part of the squadron activation.
Alright! #teamorange it is, then!
So glad to hear this, but did he statuate on what will happen if the ship is blown with the squadron aboard?
So glad to hear this, but did he statuate on what will happen if the ship is blown with the squadron aboard?
The next defensive upgrade: Go go go!!! We are going to bl... BOOM!
;p
It doesn't say "instead of activating", quite the opposite it says you cannot move during "this activation". It's very specific that it is an activation. So you can't move during the activation, as is the normal, standard rule, but does not create any other exceptions which by the default rules of the game means all other standard rule applies. Hence you activate, move, attack.. The only exception to the standard rule is that you can deploy the unit put away and you can't move during its activation. You can't read into it what isn't there and we are always obligated to follow the standard rules when an exception is not specified. Every errata in the past has worked exactly the same way.
I agree the language could be clearer but in the absence of clarity the normal rules apply.
I am sorry, but it say clearly instead.
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.
... you would activate , ... you may instead .
The squadrons are not activated by the rapid launch bays.
The sentense at the end "it cannot move this activation" could also means that they cannot move when they are later activated in this round. Eighter by another ship that activate them or by themself in the squadron phase. They just cannot move, but they can attack.
If they mean it in any other way, they did a really poor writing of the card.