Rapid launch bay

By Wetaas, in Star Wars: Armada

I think this card leads into carrier ships like the Quasar. I cannot wait.

This card needs a FAQ so bad it hurts.

Personally I don't think granting every ship, and especially flottilas, Demolisher-like (*) abilities would be a good thing for the game.

* Yeah, because with a GR 75, FC, RLB and 2 bwings, for a total of 55 points, you could move in, drop bwings in the face of your foe and istantly unload 2 black 2 blues with no chance for them to be blocked. Now make this x3. The Horror.

I disagree, there should be multiple demolisher type effects in the game, otherwise there will only be one demolisher! And that was terrible.

Slicer tools have become even more potent.

I for one will be glad when opponents send 6 Bwings into hyperspace. Strategic the tokens into a bad place for them and table them by turn 3 as they lack activations and deployments.

Excellent point. The initial conclusion that 6 hyper B's would be overpowered is arrived at in a vacuum. FFG made this play incredibly high risk/reward by also including a hard counter to it in the same wave. If you have a couple of Lamba's you can make this objective super bad for your opponent.

Very much so.

Ackbar is BACK, and he is bringing a VCX.

My immediate thought when I saw this card was not "oh boy I can get bombers to targets"

As has been said before, as an imperial player, your bombers are fast enough.

What I initially envisioned is instant anti-bomber screen on the cheap. Hold 4 basic tie fighters in a heavy hitting, hard charging ISD 1 to be dropped right in a bomber cluster as you plough through it at speed 3 or hold them in reserve against a low-squadron fleet to give 4 extra blue dice when you close to black range and the enemy ship has better things to do with their arcs than AS (e.g. shoot at an ISD1)

How is this a demolisher type effect?? you use your fighter command before you move or fire weapons and the fighters are placed at 1 away from the ship. Now if you can launch after you move it would be different.

How is this a demolisher type effect?? you use your fighter command before you move or fire weapons and the fighters are placed at 1 away from the ship. Now if you can launch after you move it would be different.

Flight Commander let's you resolve squads after movement

I think the Flight Commander/Rapid Launch Bay synergy is what I am most looking forward to. It is going to make for some very interesting plays for certain.

Guess i need to buy an Interdictor...

Tryin to not buy both factions unless this game gets a regular play time in my area. Ugh.

Guess i need to buy an Interdictor...

Tryin to not buy both factions unless this game gets a regular play time in my area. Ugh.

Interdictor for?

Flight Commander.

Flight Commander.

Flight Commander.

Pelta expansion i think

Negative.

Pelta comes with Fighter Coordination Teams

But not Flight Commander.

That's exclusive tothe Interdictor.

The Face-Down Officer Card was Ahsoka, instead.

Thats why i said Interdictor cause i looked it up. I have all the rebel ships but im missing....i think 6 officers? might not be that much. Weapons guy im not really sweating over but Flight Commander combos with Rapid Launch Bays too well to not want.

I only wish this was a rule instead of an upgrade.

Can this stack with Yvaris? So maybe run:

AFmk2A, Paragon, Spinal armament, rapid launch bays

Yvaris ~

Salvation ~

Have them fly straight at the enemy shooting, and then when they pass drop off a couple of B-wings and double-tap them with Yvaris. It says they 'cannot move' this turn, not they 'count as having moved'. This could be especially brutal as the placement allows them to be put next to the weakest shield zone.

I ran it yesterday and let me say this, if you ever think you got a bad deployment because theyre too far or something from your target, DUMP THEM ANYWAY wow that was stupid of me to keep them inside. They never got dumped until turn6. They did the final blow to an ISD but that was ~70pts of squads for....2 damage lol

I only wish this was a rule instead of an upgrade.

That's exactly how I felt when I first read the card. There are so many other situations that are not covered by the card text that we'll have a large FAQ fir thus card.

Do squads inside a destroyed ship count as destroyed, for purposes of end game score? Assumed so, but no mention of set aside counting for points.

I know they want keep upgrade card text contained within a card, and they need to or they open up a giant can of worms, but this card probably needed to be scrapped in play testing, or the text should have been in 4pt font, hah.

So, how I am reading this card:

You use your (Squadron) command to deploy the fighters. That uses up your command. It says nothing about activating the fighters. Then, when you come to the squadron phase, you can activate them as normal, but they aren't allowed to move that turn. I think the fact that the command happens during the ship phase is where the confusion lies. Also, you could activate them via another ship, but still wouldn't be able to move.

So, how I am reading this card:

You use your (Squadron) command to deploy the fighters. That uses up your command. It says nothing about activating the fighters. Then, when you come to the squadron phase, you can activate them as normal, but they aren't allowed to move that turn. I think the fact that the command happens during the ship phase is where the confusion lies. Also, you could activate them via another ship, but still wouldn't be able to move.

the no movement restriction is just for that ship activation, likely added in to stop abuse via fighter coordination teams(would be super OP with bwings otherwise)

So, how I am reading this card:

You use your (Squadron) command to deploy the fighters. That uses up your command. It says nothing about activating the fighters. Then, when you come to the squadron phase, you can activate them as normal, but they aren't allowed to move that turn. I think the fact that the command happens during the ship phase is where the confusion lies. Also, you could activate them via another ship, but still wouldn't be able to move.

the no movement restriction is just for that ship activation, likely added in to stop abuse via fighter coordination teams(would be super OP with bwings otherwise)

Fair enough. It does say activation...

I'm a realative amature when it comes to Armada so bare with me, but how would this interact with the Hyperspace Assault objective card. Could you have say a Victory-I with Three bomber squadrens in its bays, and three defender squadrens as part of the Hyperspace Assault, or would the bombers count towards Hyperspace Assaults 3 alloted squadrens?

I'm a realative amature when it comes to Armada so bare with me, but how would this interact with the Hyperspace Assault objective card. Could you have say a Victory-I with Three bomber squadrens in its bays, and three defender squadrens as part of the Hyperspace Assault, or would the bombers count towards Hyperspace Assaults 3 alloted squadrens?

removed

Edited by ouzel

So, how I am reading this card:

You use your (Squadron) command to deploy the fighters. That uses up your command. It says nothing about activating the fighters. Then, when you come to the squadron phase, you can activate them as normal, but they aren't allowed to move that turn. I think the fact that the command happens during the ship phase is where the confusion lies. Also, you could activate them via another ship, but still wouldn't be able to move.

[squadron]: 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.

I read the card that the placement of a squadron is an activation because of the second sentence: It cannot move this activation. So it still can fire. But you cannot activate them again in the same round. All other movement effects, like Cloak, are still applicable.

So the placement replaces movement - and the rest works like usual.

So, how I am reading this card:

You use your (Squadron) command to deploy the fighters. That uses up your command. It says nothing about activating the fighters. Then, when you come to the squadron phase, you can activate them as normal, but they aren't allowed to move that turn. I think the fact that the command happens during the ship phase is where the confusion lies. Also, you could activate them via another ship, but still wouldn't be able to move.

[squadron]: 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.

I read the card that the placement of a squadron is an activation because of the second sentence: It cannot move this activation. So it still can fire. But you cannot activate them again in the same round. All other movement effects, like Cloak, are still applicable.

So the placement replaces movement - and the rest works like usual.