THE FAQ IS HERE

By Darth Sanguis, in Star Wars: Armada

32 minutes ago, BiggsIRL said:

Let's talk about poorly worded other clarifications. Namely Planetary Ion Cannon.

"The attacker is treated as if it is a ship..." suggests that the standard critical effect would be in play, yes? Well, good news! The FAQ clarifies it by stating that "If the defending hull zone has no shields" you can apply the standard critical effect! Sucks to be you if the defending hull zone had 1 shield or 2 shields and you rolled 3 damage with a critical result?

This... is a strange ruling.

1 minute ago, CaribbeanNinja said:

This... is a strange ruling.

I'd like to imagine it is just poorly worded. As in "why would they ever choose the standard effect if the damage wasn't going to hit hull"?

Soooooo...

If i have 2 vcx's and 2b's in my command cruiser, and I reveal a dial, let's say I:

place all 4 fighters in distance 1, which also happens to be in distance one of an ISD I want to blow up. I attack with both VCX's and set them to activated, but choose not to activate my b's.

Imp player activates something else.

I activate Yavaris, squad dial, which lets me relay to the b's to double tap that Isd?

1 minute ago, DUR said:

Soooooo...

If i have 2 vcx's and 2b's in my command cruiser, and I reveal a dial, let's say I:

place all 4 fighters in distance 1, which also happens to be in distance one of an ISD I want to blow up. I attack with both VCX's and set them to activated, but choose not to activate my b's.

Imp player activates something else.

I activate Yavaris, squad dial, which lets me relay to the b's to double tap that Isd?

Sounds legit.

1 minute ago, DUR said:

Soooooo...

If i have 2 vcx's and 2b's in my command cruiser, and I reveal a dial, let's say I:

place all 4 fighters in distance 1, which also happens to be in distance one of an ISD I want to blow up. I attack with both VCX's and set them to activated, but choose not to activate my b's.

I think that is Squadron 6 you just did there.

2 minutes ago, CaribbeanNinja said:

I think that is Squadron 6 you just did there.

How so? Placing the 4 squadrons (2 VCX and 2 B-Wings) takes 4 squadron. The VCXs also get to activate and attack for no further cost.

This leaves the b-wings un-activated and ready for a Yavaris command.

Edited by Democratus
25 minutes ago, Fraggle_Rock said:

Here is how I am reading it for clarification purposes to my arguments. Let me know if you disagree:

Assume you have a Pelta-class Command Ship - Squadron Value of 3 - with Rapid Launch Bays (RLB). 2 A-wing Squadrons have been set aside before deployment.

Turn 4 comes around (Orange "Besh" face up on initiative token) and there are two (2) X-Wing Squadrons within medium range of the Pelta.

Rebel player decides to activate the Pelta revealing a "Squadron" command on his dial electing to use the Dial.
This would normally allow 3 squadrons within range to activate one at a time. These squadrons can both move and shoot.

RLB FAQ states: "When a ship with this card equipped resolves a Squadron command, it can place its set-aside squadrons up to the number is would activate during that squadron command."
Therefore: As a Squadron Command is being resolved, the Pelta can place up to 3 of its set-aside squadrons (only 2 are set-aside) during the resolution of the squadron command.

In this scenario, the Rebel player elects to place both of the set aside A-wing Squadrons within distance 1 of the Pelta. These squadrons are placed with the Orange ("Besh") indicator showing. Both Squadrons need to be placed before anything else happens. "After the squadrons are placed, they can be activated (one at a time) as part of that squadron command, but cannot move.
The first A-Wing squadron fires at a nearby TIE Fighter destroying it. This A-wing may not move (contrary to using the Squadron command, as mentioned on the RLB card). This Squadron's activation slider is now set to Blue ("Aurek").
The second A-Wing squadron has no target and is not allowed to move. It stays where it is with the activation slider set to Orange ("Besh").
One of the X-Wing Squadrons is then moved to engage a different squadron and fires at it causing damage. The activation slider is set to Blue ("Aurek").

This concludes the Squadron Command. I believe that although the 2nd A-Wing squadron was not "activated" that the placement of it (launch) counted against the number of squadrons able to be activated by the command. Thusly, the 2nd X-Wing squadron is unactivated and hanging out in space for a different ship to activate it or the Squadron phase to occur.

I would accept an argument that the A-wing Squadron that was placed but did not shoot may need to have it's slider moved to Blue. I do not think that is the case.
I would also argue that the 2nd unactivated X-Wing would not be allowed to activate unless the Pelta had a squadron command token or only "launched" 1 A-wing squadron instead of 2.

the fan isn't an Errata, so you still need to have the original card text in there. This conclusion is missing the "instead" from the RLB card.

Therefore: As a Squadron Command is being resolved, the Pelta can place up to 3 of its set-aside squadrons (only 2 are set-aside) during the resolution of the squadron command.

I've included the card text below:

Therefore: As a Squadron Command is being resolved, the Pelta can place up to 3 of its set-aside squadrons (only 2 are set-aside) during the resolution of the squadron command instead of a squadron you would activate with this command .

[Rules on card:]

Before deploying eets, you may set aside a number of friendly squadrons up to your squadron value next to your ship card.

O : 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

[FAQ clarification that doesn't supersede the card text:]

When a ship with this card equipped resolves a O command, it can place its set-aside squadrons up to the number it would activate during that O command. After the squadrons are placed, they can be activated (one at a time) as part of that O command, but cannot move.

1 minute ago, Democratus said:

How so? Placing the 4 squadrons (2 VCX and 2 B-Wings) takes 4 commands. The VCXs also get to activate and attack for no further cost.

This leaves the b-wings un-activated and ready for a Yavaris command.

Because I don't have a clue. I left the RLB party after page 3.

Edited by CaribbeanNinja
2 minutes ago, DUR said:

Soooooo...

If i have 2 vcx's and 2b's in my command cruiser, and I reveal a dial, let's say I:

place all 4 fighters in distance 1, which also happens to be in distance one of an ISD I want to blow up. I attack with both VCX's and set them to activated, but choose not to activate my b's.

Imp player activates something else.

I activate Yavaris, squad dial, which lets me relay to the b's to double tap that Isd?

That is where we are led. It is both teamOrange and teamPurple

1 minute ago, CaribbeanNinja said:

I think that is Squadron 6 you just did there.

That's one of the not clear parts. After you place your squads how many squadron activations do you have after placement.

3 minutes ago, DUR said:

Soooooo...

If i have 2 vcx's and 2b's in my command cruiser, and I reveal a dial, let's say I:

place all 4 fighters in distance 1, which also happens to be in distance one of an ISD I want to blow up. I attack with both VCX's and set them to activated, but choose not to activate my b's.

Imp player activates something else.

I activate Yavaris, squad dial, which lets me relay to the b's to double tap that Isd?

Well if your opponet is not a monkey he will probably move away that ISD from the double tap. But yes, you can do that.

1 minute ago, CaribbeanNinja said:

I think that is Squadron 6 you just did there.

From a certain point of view....

The other intepretation is that if i placed all 4 squads, I couldn't attack with anything, since i used up all my squad points, but I could activate/move them with 2 gr-75's via relay???

AGHHHHHHH !!!!!!

1 minute ago, Democratus said:

How so? Placing the 4 squadrons (2 VCX and 2 B-Wings) takes 4 squadron. The VCXs also get to activate and attack for no further cost.

This leaves the b-wings un-activated and ready for a Yavaris command.

placing squadrons from RLB is instead of activating that number of squadrons.

3 minutes ago, xerpo said:

Well if your opponet is not a monkey he will probably move away that ISD from the double tap. But yes, you can do that.

Sure but the question is not just the double tap but if shooting with not all of your placed squadrons allows you to activate squadrons that were already on the board. If he shoots with just the two VCXs could he still activate a couple of X-wings?

Edited by Frimmel

Yeah. I see how it can be seen to mean several possible things.

It's amazing how ambiguous the wording is - for something that was supposed to clear up questions.

4 minutes ago, Frimmel said:

Sure but the question is not just the double tap but if shooting with not all of your placed squadrons allows you to activate squadrons that were already on the board. If he shoots with just the two VCXs could he activate a couple of X-wings?

I can't se why not. The RLB just makes another use of the squadron cmmand. Another stage lets say. So you place squadrons unactivated up to your squadron value. Then you activate squadrons up to your squadron value. Its pretty simple to me but im afraid this is going to be another 50 pages thread.

Edited by xerpo
37 minutes ago, Frimmel said:

It feels necessary to me that they can't move and was one of my reasons for arguing teamOrange.

Take a speed four ship with Flight Commander dropping off some RLB speed five squadrons. Whether or not those squads can move and shoot is going to be a big deal.

True, but I'm still fine with "some squadrons can attack one turn sooner than usual" when it comes with the downside of "due to giving up 2 deployments and requiring a points investment that uses up an officer and offensive retrofit slot." Especially when it makes the rules so much clearer.

basically, they worded it in the FAQ in such a way that you have to spend your activations to place any number of squadrons first, then you can activate any one at a time.

You don't get to place + activate. If you are placing two squads, you have to place the two of them first, then activate them one at a time (with activations 3 and 4)

Edit: for clarification, the FAQ clearly states you have to activate after all squads are placed... so you can't place+activate at the same time. Since the card says you may place instead of activating a squad, you still have to give up a squad activation to place (and those squads aren't activated, since the FAQ says you can activate them later).

Edited by thecolourred
2 hours ago, Ardaedhel said:

... wait, what? How?

Also, even if they were contemplating some major errata, they were never going to do it right before Worlds ...

Leia basically makes it so you have a token with the dial you reveal.

Throw in hangars to a gr75 then use Leia...you now push 4 squadrons.

Now take 4 18 pt gr75s with hangars...now take max z75s.

I imagine you still have points for an assault frigate and a nebulon or something.

How I read the " CARD THAT SHALL NOT BE NAMED " (Rapid Faqing Launch Bays)

You can PLACE instead of your normal type squad activation. Command Cruiser has PLACE 4. :)

So if you have two VCX and Two B-Wings in hold, PLACEing all four of them uses up the Squad 4 on a Command Cruiser.

They'd be unactivated, ready for another friendly ship to activate them.

I'm probably wrong.

#TEAMNOTUSINGRLBs.

23 minutes ago, CaribbeanNinja said:

This... is a strange ruling.

It's a good ruling. Gives a bit of extra flexibility. Don't want an exhausted token? Do a face up instead. But only if shields are down.

3 minutes ago, CaribbeanNinja said:

How I read the " CARD THAT SHALL NOT BE NAMED " (Rapid Faqing Launch Bays)

You can PLACE instead of your normal type squad activation. Command Cruiser has PLACE 4. :)

So if you have two VCX and Two B-Wings in hold, PLACEing all four of them uses up the Squad 4 on a Command Cruiser.

They'd be unactivated, ready for another friendly ship to activate them.

I'm probably wrong.

#TEAMNOTUSINGRLBs.

You're not wrong. You're correct.

And by the looks of it that same ship can also activate squads.

The ones placed. Or other squads.

4 minutes ago, Gottmituns205 said:

Leia basically makes it so you have a token with the dial you reveal.

Throw in hangars to a gr75 then use Leia...you now push 4 squadrons.

Now take 4 18 pt gr75s with hangars...now take max z75s.

I imagine you still have points for an assault frigate and a nebulon or something.

This makes no sense. Leia doesn't affect the squadron value.

5 minutes ago, thecolourred said:

basically, they worded it in the FAQ in such a way that you have to spend your activations to place any number of squadrons first, then you can activate any one at a time.

You don't get to place + activate. If you are placing two squads, you have to place the two of them first, then activate them one at a time (with activations 3 and 4)

Incorrect. Exactly the opposite it seems.

3 minutes ago, CaribbeanNinja said:

How I read the " CARD THAT SHALL NOT BE NAMED " (Rapid Faqing Launch Bays)

You can PLACE instead of your normal type squad activation. Command Cruiser has PLACE 4. :)

So if you have two VCX and Two B-Wings in hold, PLACEing all four of them uses up the Squad 4 on a Command Cruiser.

They'd be unactivated, ready for another friendly ship to activate them.

I'm probably wrong.

#TEAMNOTUSINGRLBs.

That's teamPurple and we're all pretty much in agreement that the FAQ is not coming down strict teamPurple or strict teamOrange. It appears to be a compromise and one that we're finding not very clear.

3 minutes ago, Green Knight said:

You're not wrong. You're correct.

And by the looks of it that same ship can also activate squads.

The ones placed. Or other squads.

Except the FAQ doesn't say "also other squads", instead specifically allowing activation of the squads that were placed. Which leaves a bit of gray area here.

Edited by Democratus