Rapid Launch Bays and Hyperspace Assault

By Warlord Zepnick, in Star Wars: Armada Rules Questions

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.

Thoughts?

Both happen simultaneously, so the owning player chooses the order.

So you set aside your RLB squadrons, then set aside your HA squadrons. Two separate sets of squadrons.

This does mean you could come in screaming from Hyperspace with up to 7 squadrons in tow.....

Edited by Darth Lupine

This does mean you could come in screaming from Hyperspace with up to 7 squadrons in tow.....

No.

You come screaming in from Hyperspace with 3 Squadrons in Tow....

And, at best, 3 in the Hold....

The 3 in the Hold still require a Squadron Command before they effectively exist .

Since, restricted to Medium, and I don't see a Medium Ship that has more than 3 Squadrons printed on its card, or a double-offensive retrofit slot...

This does mean you could come in screaming from Hyperspace with up to 7 squadrons in tow.....

It would cap at 6. The biggest carriers that could pull this trick are the VSD and AF mkII, both of which have a squad value of 3, and Rapid Launch Bays take up the Offensive retrofit that would allow for EH to bring up squadron value.

EDIT - **** you, Dras, and your quick fingers.

EDIT EDIT - Really, FFG? THAT gets censored? Making me look way worse than I am. . .

Edited by reegsk

In a rules as written standpoint, i see this being in favor of stacking.

In a fairness standpoint i really hope it gets FAQ'd where it doesnt stack. Cause thats just dirty....

@reegsk, you wanna know whats really bad about these forums? 5 + hit. ****. Yup....in a forum where we commonly go 2hit, 3hit, 4hit, **** attacks.

Look, basically...

You cannot stop your opponent from using Rapid Launch Bays...

...

But Only You can stop your Opponent from using Hyperspace Assault at the same time.

It's also not that bad. Already, some people will choose to leave squadrons out of hyperspace for various reasons--deployment, escorts, whatever. And that's only up to 3 squadrons. How much more so when you're looking at doing it with 6?

Also, keep in mind: you can do the same thing, only on turn 1 and with all of your squadrons, with Fighter Ambush. Believe me, this is intended and not going to get handwaved away in the FAQ.

It does give an extra string to this mission. It will be interesting, all the new ways of deploying fighters into the game balanced against the loss of deployments.

But even if you don't use the option of taking those extra fighters into hyperspace it's still going to play on your opponents mind when they come to pick missions. I'm not sure I would want an assault frigate packed with 3 bwings and three rogues all hanging around waiting to get behind me....

Can I strategic the hyperspace tokens off the board?

I don't think "off the board" counts as having the token end up within distance 1 of the squadron.

But I'm just a noob. :)

Exactly - they must remain in the Play Area in order to have a recorded "distance"

If you want to launch an hyperspace assault of 6 squadrons and 1 ship is important to resolve RLB before Hyperspace Assault, as long as:

Ships and squadrons set aside are not in play. Their abilities and upgrades are inactive and they cannot be affected by any abilities.

Well technically you can use RLB and Hyperspace Assault, but not in the exact same moment. YOu warp in your squadrons and ship and on your first activation use RLB.

I was talking about the setup. If you set aside the RLB ship with the objective then you can't set aside the squadrons with the RLB. You should resolve RLB before Hyperspace I think.