Rapid launch bay

By Wetaas, in Star Wars: Armada

The new card "RAPID LAUNH BAYS" in the Phoenix Home expansion is realy insane.

Using this on the MC80 Command cruiser lets you shield 4 B-wings inside your ship and then launch them and attack with them when your broadside to broadside with another capital ship.

Imagine the fire power you may throw with a full Ackbar broadside and then 4 B-wings with two dice each.

And then comes all the bonuses that is possible to get from other cards as bomber command or Yavaris if you have a Neb close by.

Speed of squadrons suddenly dont matter more. You may get your squadrons unharmed to your target and launch them there.

I think this is the correct interpretation though, and possibly one of the best use of the card. No need for independance no more!

yep I cannot wait to use this with an ISD I with Rymer and his Bombers. Now my question is does Extended Hangers count for the set aside squads? If so that is 5 bombers dropping from an ISD..

yep I cannot wait to use this with an ISD I with Rymer and his Bombers. Now my question is does Extended Hangers count for the set aside squads? If so that is 5 bombers dropping from an ISD..

Should count - it's increasing your squadron value

really sad it cant go on glads

Edited by BergerFett

yep I cannot wait to use this with an ISD I with Rymer and his Bombers. Now my question is does Extended Hangers count for the set aside squads? If so that is 5 bombers dropping from an ISD..

Don't they both user the same upgrade slot? But otherwise, yes.

yep I cannot wait to use this with an ISD I with Rymer and his Bombers. Now my question is does Extended Hangers count for the set aside squads? If so that is 5 bombers dropping from an ISD..

Don't they both user the same upgrade slot? But otherwise, yes.

yep I cannot wait to use this with an ISD I with Rymer and his Bombers. Now my question is does Extended Hangers count for the set aside squads? If so that is 5 bombers dropping from an ISD..

Don't they both user the same upgrade slot? But otherwise, yes.

ISD-1 has two offensive upgrade slots

I will gladly give up Boosted Coms for Rapid Launch Bay. This card is #2 on my excited list right behind the Tie Defender!

Just don't lose that ship before you get into position.

That's a nice 200-point supercarrier you've got there. Be a shame if something happened to it... Like getting Slicer Tooled and then MC30'd to death without ever launching 60 points of bombers...

Just don't lose that ship before you get into position.

That's a nice 200-point supercarrier you've got there. Be a shame if something happened to it... Like getting Slicer Tooled and then MC30'd to death without ever launching 60 points of bombers...

That is why you make sure to have a card that will make slicer tool a waste of point I dont know something like Wing Commander.... Tua will make sure that MC30 attack is halved and boom bombers in your face

Edited by jpersons73

yep I cannot wait to use this with an ISD I with Rymer and his Bombers. Now my question is does Extended Hangers count for the set aside squads? If so that is 5 bombers dropping from an ISD..

Yes, so an ISD-I can store 5 squads.

Even though squads (presumably bombers) are ensured safe passage, you can easily stalk the carrier with a fighter swarm.

Just don't lose that ship before you get into position.

That's a nice 200-point supercarrier you've got there. Be a shame if something happened to it... Like getting Slicer Tooled and then MC30'd to death without ever launching 60 points of bombers...

That is why you make sure to have a card that will make slicer tool a waste of point I dont know something like Wing Commander.... Tua will make sure that MC30 attack is halved and boom bombers in your face

You can of course counter the counter. That's the beautiful thing about this game. But the sky is not falling, and this is not the be-all-end-all of the game.

Also, not sure about this idea of using this on an ISD. From my perspective, this upgrade is pretty mediocre for Imp bombers, which are already faster than their carriers for the most part...

Just don't lose that ship before you get into position.

That's a nice 200-point supercarrier you've got there. Be a shame if something happened to it... Like getting Slicer Tooled and then MC30'd to death without ever launching 60 points of bombers...

That is why you make sure to have a card that will make slicer tool a waste of point I dont know something like Wing Commander.... Tua will make sure that MC30 attack is halved and boom bombers in your face

You can of course counter the counter. That's the beautiful thing about this game. But the sky is not falling, and this is not the be-all-end-all of the game.

Also, not sure about this idea of using this on an ISD. From my perspective, this upgrade is pretty mediocre for Imp bombers, which are already faster than their carriers for the most part...

That is the reason I love this game. Now I just need to figure out how to get the base community involved so we have more than two of us playing

For Rebels rapid launch immediately conjurs bomber synergy but my consideration for rapid launch on the Imperial side of the coin was a way to easily ensure the omega AS alpha strike. Put Howl, Mauler, Dengar, Interceptor, and an Advanced in the bay of an ISD1 with Flight commander and Flight controllers and you have a scary alpha beast.

I like how they basically adapted one of the early complaints/suggestions (no fighter launch mechanic) into the game through this card. Now I can have this on almost all my ships and only launch my fighters & bombers halfway into the battle, just like in the movies ;)

when you think about it, rapid launch bays are a pretty good way to make big ships scarier. It's basically a range 2 free attacks if you can pull it off (range 1 from ship, range 1 to attack).

The tricky part will be to have the command at the exact perfect moment. Unless you spam squadron commands, I expect Lea to see some more play or Wing Commander perhaps. Or hell, even the liaison upgrades could be useful on a command 3 ship.

Edited by Sybreed

For the Imperials, Hyperspace Assult just became so much worse potentially. Imagine a VSD, loaded with 4 squadrons and trailed by 3 more popping out behind you. Sick! Now if I can just create a list where someone would be willing to pick that...

For the Imperials, Hyperspace Assult just became so much worse potentially. Imagine a VSD, loaded with 4 squadrons and trailed by 3 more popping out behind you. Sick! Now if I can just create a list where someone would be willing to pick that...

Hmmm, I wonder the squadrons inside the ship count as being the 2 squadrons off the table at deployment.

That would break the objective for sure.

For the Imperials, Hyperspace Assult just became so much worse potentially. Imagine a VSD, loaded with 4 squadrons and trailed by 3 more popping out behind you. Sick! Now if I can just create a list where someone would be willing to pick that...

It gets worse than that. . .much worse.

Phoenix Home with Adar Tallon, Toryn Far and Rapid Launch Bays coming out of Hyperspace, trailed by three B-Wings, right in front of your ISD. It launches three B-Wings who attack, then untaps one. Then four B-Wings attack you in the Squadron phase.

EDIT - For more fun, add a BCC Transport within Range 5!

EDIT AGAIN - And when you think about it, even without Hyperspace Assault this is a serious threat. Add in FCT. Now that ship just flies across the board pushing three Bwings with Medium Transport in tow. Swap Adar or Toryn for a Flight Commander. Move at Speed Two. Unload three more Bwings. Shoot. Medium Transport with EH activates next, and hits you with the other three Bwings.

Edited by reegsk

it basically removes the need for an escort.

You could keep all your bombers inside your MC80 with expanded hangar bays and have A-wings flying around turn1-2-3 to create space.

Then at turn 4, when that ISD flies right past you, boom, 5 B-Wings pop out and wreck havok on the thing.

Btw, I'm still unsure that you can stack rapid launch bay with hyperspace assault. Best way to make an objective never be picked anymore.

Btw, I'm still unsure that you can stack rapid launch bay with hyperspace assault. Best way to make an objective never be picked anymore.

We're all still unsure how the objective will work in the first place.

I foresee a super-long FAQ on this one. It'll be like the **** Federalist Papers.

When you're painting defenders in your boxers, these things don't matter.