THE FAQ IS HERE

By Darth Sanguis, in Star Wars: Armada

So activate a squadron command for say 4 points: place up to four squads set aside, activate up to four squads which may include the just placed squads that may then attack but not move or activate squads already on table and in activation range of the RLB ship that may both move and attack?

That would make this an "augmented Teampurple" wouldn't it? Or is this just meant to be teamPurple but they've failed miserably at it?

1 minute ago, moodswing5537 said:

Look. The ruling on RLB doesn't matter. @Parkdaddy is the only one running this in a fleet, and the rest of us are running CRAMBO90 fleets or 10 Attack GR-75 fleets at worlds so it's irrelevant.

<heavy Sarcasm>

Combat Retrofit GR-75s.

you know, I was kind of hoping from this FAQ for an example for RLB with like a MCPickle, standing next to XXXX, which then activates with RLB (full of BBBB) and a squadron command. What gets placed, what can get activated.

1 minute ago, Frimmel said:

So activate a squadron command for say 4 points: place up to four squads set aside, activate up to four squads which may include the just placed squads that may then attack but not move or activate squads already on table and in activation range of the RLB ship that may both move and attack?

That would make this an "augmented Teampurple" wouldn't it? Or is this just meant to be teamPurple but they've failed miserably at it?

no, because this is a FAQ not an Errata, you still have that word "instead" in the placement sentence: this can either imply "instead of activating you may place" OR "instead of choosing a squad at close-medium, you may place a set aside squad and activate it"

Yeah. Would love to have seen an errata for Engine Techs that prevent the use of the card if the ship overlaps during it's maneuver.

2 minutes ago, Frimmel said:

So activate a squadron command for say 4 points: place up to four squads set aside, activate up to four squads which may include the just placed squads that may then attack but not move or activate squads already on table and in activation range of the RLB ship that may both move and attack?

That would make this an "augmented Teampurple" wouldn't it? Or is this just meant to be teamPurple but they've failed miserably at it?

I believe the original card's wording should be taken into consideration.

You're placing those squads instead of activating squads normally, but with the clarification, they can be activated by the same command at no extra cost, they just cannot move if they are.

Makes the most sense to me.

1 hour ago, Eggzavier said:

Indeed.

It looks like RLB pulls double duty (ha, duty. #teambrown).

It first allows you to place up to your squad limit on the set aside squadrons.

Then, once all those are placed you *CAN* activate those squadrons with the same command, but that clearly means they were not activated by the placing and the activation is optional, which leads to the inference that you can activate other things .

How do you infer that?

Just now, Darth Sanguis said:

I believe the original card's wording should be taken into consideration.

You're placing those squads instead of activating squads normally, but with the clarification, they can be activated by the same command at no extra cost, they just cannot move if they are.

Makes the most sense to me.

So it is teamOrange? And each squad placed is a squadron activation point used? And it is NOT place and shoot-place and shoot? But place ALL then shoot in any order or the order they were placed?

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?

Just now, Frimmel said:

So it is teamOrange? And each squad placed is a squadron activation point used? And it is NOT place and shoot-place and shoot? But place ALL then shoot in any order or the order they were placed?

Not really: Darth Sanguis's interpretation would essentially be team orple : for each squadron placed, you can chose whether it gets to activate (orange) or not (purple). But placing an unactivated squadron still costs one of your "activations".

If he's right... well, that would actually be a pretty cool ruling!

3 minutes ago, Frimmel said:

So it is teamOrange? And each squad placed is a squadron activation point used? And it is NOT place and shoot-place and shoot? But place ALL then shoot in any order or the order they were placed?

its worded like teamPurple, since you still have the "instead" clause in the original wording. they basically are saying you can spend two squadron activations to place two squads, then one squadron activation "after the squadrons are placed" to activate one of those squads (assuming squadron value of 3)

3 minutes ago, Frimmel said:

So it is teamOrange? And each squad placed is a squadron activation point used? And it is NOT place and shoot-place and shoot? But place ALL then shoot in any order or the order they were placed?

Yes, except I believe team orange mandated that they must be activated after they were placed, the clarification seems to indicated that it's up to the player whether to activate them after placing them.

20 minutes ago, Darth Sanguis said:

After the squadrons are placed, they can be activated (one at a time) as part of that (squad) command , but cannot move

Just now, Darth Sanguis said:

Yes, except I believe team orange mandated that they must be activated after they were placed, the clarification seems to indicated that it's up to the player whether to activate them after placing them.

what about the word "instead" in the original card (who didn't get an errata)?

3 minutes ago, DiabloAzul said:

Not really: Darth Sanguis's interpretation would essentially be team orple : for each squadron placed, you can chose whether it gets to activate (orange) or not (purple). But placing an unactivated squadron still costs one of your "activations".

If he's right... well, that would actually be a pretty cool ruling!

That is fine as well. A third way. It is just that we were left to piece that together and it isn't at all clear from the document.

I just want it to be clear and easy to explain to someone who hasn't been following along the what are we going on thirty-five or forty pages of discussion.

Edited by Frimmel
23 minutes ago, Darth Sanguis said:


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


key word there is "can be activated as part of that COMMAND"

not activation. You don't get to double dip and place + activate in one activation.

Anyone else starting to wish they worded RLB like Boarding Troopers? Discard a squad command dial or token and RLB to place your stored squads within range 1 then continue on with your actual activation?

2 minutes ago, thecolourred said:

key word there is "can be activated as part of that COMMAND"

not activation. You don't get to double dip and place + activate in one activation.

A good point.

Just now, Church14 said:

Anyone else starting to wish they worded RLB like Boarding Troopers? Discard a squad command dial or token and RLB to place your stored squads within range 1 then continue on with your actual activation?

or they could have just worded it "for each squadron you would activate with this command, you may place one of your set aside squadrons at distance one"

(notice how I got rid of the word "instead"... which they didn't get rid of)

1 minute ago, Church14 said:

Anyone else starting to wish they worded RLB like Boarding Troopers? Discard a squad command dial or token and RLB to place your stored squads within range 1 then continue on with your actual activation?

Yeah honestly even making it a matter of discarding the RLBs to deposit those squadrons at the start of your activation would've been fine. Sure you could then squadron command them like normal but the extreme clarity that would've resulted would've been very nice. The wording on that card is clumsy and it seems to be borne out of a desire to ensure those squadrons don't get to move during their drop-off, which in the grand scheme of things considering the limitations of RLBs doesn't feel really necessary.

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.

1 minute ago, Snipafist said:

Yeah honestly even making it a matter of discarding the RLBs to deposit those squadrons at the start of your activation would've been fine. Sure you could then squadron command them like normal but the extreme clarity that would've resulted would've been very nice. The wording on that card is clumsy and it seems to be borne out of a desire to ensure those squadrons don't get to move during their drop-off, which in the grand scheme of things considering the limitations of RLBs doesn't feel really necessary.

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.

8 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.

This it's how I understand it but that means nothing!

All of this talk about Rapid Launch Bays , when the real FAQing travesty is right in front of our noses.

The people of Talfaglio are incensed that their system is worth +0 VICTORY BONUS points.

Rioting has begun.

1 minute ago, CaribbeanNinja said:

All of this talk about Rapid Launch Bays , when the real FAQing travesty is right in front of our noses.

The people of Talfaglio are incensed that their system is worth +0 VICTORY BONUS points.

Rioting has begun.

If you really look at it, they were worth 1 victory point all along.

Gink didnt start the fire, it was always burning, since the FAQ's been turning.
Gink didnt start the fire, No, Gink didnt light it, but Gink tried to fight it.