Rapid launch bay

By Wetaas, in Star Wars: Armada

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.

Both hyperspace assault and rapid launch bays state that the squadrons are placed aside "efore deploying fleets."

You might think that the squadrons you choose to place aside before deployment in your RLB count as part of the squadrons to be placed aside for the purposes of hyperspace assault.

However, considering that hyperspace assault specifies a number of squadrons (3), while RLBs allow you to set aside up to 4 or even 5, it stands to reason that the set aside for hyperspace is separate and distinct from RLBs.

This makes sense. After all, one is an objective card, while the other is an upgrade card.

About time we got well don't have docking but at least we have launching. B-wings rejoice.

This issue would be good for an FAQ inclusion. I hope FFG is listening <_<

My gut tells me this card might just be a trap, at least for most situations. I think the decision to set up a basic carrier to use as a Range Close Squadron carpet bomber is dangerous to begin with and most ships that can use the Rapid Launch Bay shouldn't use it for that. We already have ways of increasing the speed of B-Wings or Y-Wings.

I'm going to use this on a token grabbing Gozanti for intel sweep.

Proceed between 2 tokens, then drop 2 lambdas - one either side. Each Lambda relocates the token to within distance 1 of the Gozanti, which is then picked up next turn.

59 points for a Gozanti/Rapid launch bays and 2x Lambda isn't bad. After the shuttles are done grabbing tokens they can then make themselves useful getting TIEs back into the fight.

Other uses:

Gozanti, rapid launch bays, bomber command centre. Carries 2x TIE bombers.

I fail to see how this cannot be awesome.

im still rather skeptical of not having a single escort with all those bombers. The other issue is random squadrons cockblocking you. Which can be resolved by Intel but w/o an escort the intel ship will be targeted immediately.

Im running the MC80 loaded with 2 Y's (Norra/Gold), a YT1300 bodyguard, and Ketsu while having Toryn Farr on the MC80. I'd run 3 Ys but only got 2 and Ketsu was the only other Bomber with blue dice against ships that didnt feel like i was paying for things i wouldnt use. Four ships potentially shafting shields with Norra's ability with a blue reroll sounds mean.

And i could see the Hyperspace assault thing going both ways. Though i kinda hope the docked ships count because thats a hell of a lot of firepower to appear right in your face.

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.

The best thing about this is that this combo isn't list-specific at all.

Drop in VIC2 with Warlord, weapons liaison, H9 turbolasers and rapid launch bays.

3 TIE fighters outside, and 3 TIE bombers in the racks.

(155 points)

This combination would be just as good as a generalist starting in the gunline or in a hyperspace assault. The sigh of relief as a rebel ship makes it behind the front arc of the victory could quickly turn into one of terror as the bombers drop!

Edited by D503

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.

I don't know that it would necessarily be as effective as you're suggesting, and can certainly be countered. The fighters can't move when dropped, so as long as you don't drift too near the objective tokens that your opponent has set up, you can avoid the huge threat of a simultaneous squadron and ship attack at close range. It will also always be the second player who is dropping in, so there's an opportunity to mob his ship with squads in your first activation, tie up the rapid launch fighters before they deploy and do damage to the hyperspace assault fighters (which won't be able to activate until the start of the squadron phase, since he needs the squadron command to deploy his rapid launch fighters). We also now have squadrons with strategic, and I assume that you'll be able to use these to move those tokens out of your path.

Essentially, this could go fantastically well or catastrophically wrong for the second player. He's sacrificing a lot of deployments, and leaving his fleet more vulnerable until the hyperspace reinforcements arrive, and unless first player messes up, the drop can be avoided. Like most things in this game, there are multiple counters, so it's a high risk, high reward strategy to play.

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'm going to use this on a token grabbing Gozanti for intel sweep.

Proceed between 2 tokens, then drop 2 lambdas - one either side. Each Lambda relocates the token to within distance 1 of the Gozanti, which is then picked up next turn.

59 points for a Gozanti/Rapid launch bays and 2x Lambda isn't bad. After the shuttles are done grabbing tokens they can then make themselves useful getting TIEs back into the fight.

Other uses:

Gozanti, rapid launch bays, bomber command centre. Carries 2x TIE bombers.

I fail to see how this cannot be awesome.

Cant you just pick up one per dial reveal? If you can, I'd rather have a large base ship between two tokens.

RLB seems fun, but there is a huge price to pay: if you set aside squadrons, your opponent might easily exploit it by gaining deploy advantage. Lot of games are decided at the deployment... but maybe its just me.

A pity that Gladiators can't use it.

This may be the card that makes me buy multiple Phoenix Home expansions. I'd love to keep ALL of my squadrons inside my ships for the first few turns. It would make all those players who think they are gonna dive their Mauler Mithel's into my squadrons, or come at me with A-Wings from a distance have to think twice.

This may be the card that makes me buy multiple Phoenix Home expansions. I'd love to keep ALL of my squadrons inside my ships for the first few turns. It would make all those players who think they are gonna dive their Mauler Mithel's into my squadrons, or come at me with A-Wings from a distance have to think twice.

On the other hand ... If Mauler gets launched with this card - would it trigger his ability? If yes - it would be interesting to launch him into your cloud of launched W(hatever)-Wings

This may be the card that makes me buy multiple Phoenix Home expansions. I'd love to keep ALL of my squadrons inside my ships for the first few turns. It would make all those players who think they are gonna dive their Mauler Mithel's into my squadrons, or come at me with A-Wings from a distance have to think twice.

On the other hand ... If Mauler gets launched with this card - would it trigger his ability? If yes - it would be interesting to launch him into your cloud of launched W(hatever)-Wings

Technically it would...

Well, he moved. I would find it weird if being placed from a ship didnt count as moving.

Well, he moved. I would find it weird if being placed from a ship didnt count as moving.

He did not move. He was placed. The card itself even explicitly says it cannot move (not "it cannot move again").

So I guess it's a good thing Yavaris can't take Rapid Launch Bays then... because the deployment wouldn't count as moving.... it says on Rapid Launch Bays that the squadrons cannot movie...

MKII B, Gallant Haven, Adar Talon, 3 B Wings :)

Oh yeah I can see Gallant Haven making a triumphant return to tabletops here in Orlando that's for sure.

I loved abusing Gallant Haven awhile ago. It let me just steamroll the fighter conflict so many times.

Im just not a fan of the ship itself...lol

MKII B, Gallant Haven, Adar Talon, 3 B Wings :)

My first thought when I saw the card partially spoiled as well. Waiting on a ruling tho. My gaming group asked me "so how does this card work?" And I told them "it stays in the fracking binder is how it works"

MKII B, Gallant Haven, Adar Talon, 3 B Wings :)

My first thought when I saw the card partially spoiled as well. Waiting on a ruling tho. My gaming group asked me "so how does this card work?" And I told them "it stays in the fracking binder is how it works"

Yeah, FFG went full Wizkids on this wording.

Never go full WizKids.

God I miss the original iteration of Mage Knight tho. I was so good at it. Then *whoosh* whole collection obsolete.

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.

I think this is a good way to temper the squad game. You can no longer shoot your fighters away from your ships without risking a dumping of fighters from a flanking ship.

So I think now you're forced to keep a CAP on hand if you're opponent is equipped with RLB. Maybe now you can justify having multiple squadron engagements because of the ability to split forces. Not just one big clump that happens in many games.