Hot-Dropping with RLB, A June Writing Contest entry

By Norsehound, in Star Wars: Armada

Rapid launch bays is an interesting card. Finally, the ability to launch fighters with a hangar. Nifty, if worded a bit unclearly, but what’s the most you can make out of it? What is the upper-end extreme that you could do with this card if you really wanted to?

For me that immediate answer was sticking it on a rampaging ISD-I to drop five VT Decimators on a target and try to out-damage Demolisher.

ISD-I // Rapid Launch Bays / Expanded Hangars / Flight Commander

5x VT Decimators

...234 points.

I know by evoking the name of that card it will probably cause a lot of rules debate questions since I heard that was a thing. The way I’ve interpreted this card is thus: For your squadron value, when resolving a squadron command, you can place a squadron and activate it for one squadron command. In condensed terms, it means here activating your squadron command will let you drop all five VTs into place and then attack something with them.

I’ve only run this trick once and the results weren’t that spectacular (since for all of their dice, VTs lacking Bomber make the blue dice storm a little disappointing), but think of the potential. VTs are the most expensive Imperial fighter in the game, so any other fighter you want to take is only going to be cheaper in this configuration. Do you hate fighters? If the VTs aren’t working for you, switch to cheaper Tie Interceptors where you drop them into place and start tearing things up with swarm and counter. Or take TIE Defenders to be a little more well-rounded at the expense of battery dice volume. You could stuff six TIE Bombers in there, but why would you want to when you can instantly deliver five better fighters into a location and immediately attack with them at distance 1?

Moreover if you don’t have anything for your weapons teams to do, put Flight Controllers there. All of those fighters are activated by the carrier to benefit from the extra dice, and the Empire could love a few more blue dice when destroying things.

This configuration isn’t commander dependent, so if you want maximum potential out of it, take Sloane with six interceptors and start hurting things. You can take Motti to try surviving the inevitable counter-attack. Screed can come along for the ride while he’s really helping Demolisher, which you can tag-team with the hot-drop ISD to cause a lot of chaos at the end of your 3-speed movement.

An ISD with Expanded hangars is the only place to do this, as it’s the only place that can take both upgrades and do it at speed. The Rebels are forced to use it defensively, since many of their carriers with big fighter ratings are locked at speed 2, and can only activate squadrons if they aren’t pushing Engine Techs with their support teams. The Assault Frigate could probably do it, but only drop three squadrons, which isn’t as exciting as 5.

In the near future the Quasar Fire will be able to do this same trick for far less points, but with only two defense tokens it’ll be curious to see if it can survive long enough to make the attempt. On the other hand, a full-throttle Quasar Fire flying into the face of a Rebel attack force and dumping five TIE Interceptors (that all benefit from Stronghold on the counter attack), would be something to see. Just be sure to bring a battery-heavy ship somewhere because while Sloane can snipe defense tokens off something her fighters suddenly surround, you still need attack power to actually kill a ship.

Edited by Norsehound

Firesprays! Ten bomber blues can be pretty effective...or increase your attack range with Rhymer and 4 Firesprays.

Yep, you can drop them and they can chase their targets if there aren't any fighters nearby to tie them down. You don't have to pack all of one kind in there, you just have a surprise attack drop like that at the end of your move. Suddenly the opponent has more to deal with than a charging ISD.

Well, Heres my list I plan to run as soon as I get my hands on a couple of carriers.

Admiral Sloane
VSD II - Dominator - Veteran Captain - Disposable Capacitors - SW-7 Ion Batteries - Spinal Armament

Quaser I - Stronghold - Flight Commander - Flight Controllers - Disposable Capacitors - Rapid Launch Bays
- Howlrunner + Saber Squadron + TIE Int + TIE Int

Quaser I - Pursuant - Flight Commander - Flight Controllers - Disposable Capacitors - Rapid Launch Bays
- Major Rhymer + TIE Defender + TIE Bomber + TIE Bomber

+1 Extra TIE Int, Total 397

Opening Salvo, Hyperspace Assault, Superior Positions

So, the theory is that the Pursuant will activate first with a CF command, take a long range DC shot of 4 blue, move onto the target and drop its bombers with the Pursuant title, Rapid Launch Bays and Flight Commanders, then bomb the target making use of Sloan if able. Stronghold will now activate with a SQN Command, take a long rage DC shot of 3 blue at the same target, move to intercept enemy fighters, drop it's fighter squadrons with RLB, FC and engage all as many fighters/enemy bombers as able. The Dominator activates last with a CF command. Takes a long range DC shot of 4 Red and 4 blue.

I wonder how it will go in practicality.

9 hours ago, Teloch said:

Well, Heres my list I plan to run as soon as I get my hands on a couple of carriers.

Admiral Sloane
VSD II - Dominator - Veteran Captain - Disposable Capacitors - SW-7 Ion Batteries - Spinal Armament

Quaser I - Stronghold - Flight Commander - Flight Controllers - Disposable Capacitors - Rapid Launch Bays
- Howlrunner + Saber Squadron + TIE Int + TIE Int

Quaser I - Pursuant - Flight Commander - Flight Controllers - Disposable Capacitors - Rapid Launch Bays
- Major Rhymer + TIE Defender + TIE Bomber + TIE Bomber

+1 Extra TIE Int, Total 397

Opening Salvo, Hyperspace Assault, Superior Positions

So, the theory is that the Pursuant will activate first with a CF command, take a long range DC shot of 4 blue, move onto the target and drop its bombers with the Pursuant title, Rapid Launch Bays and Flight Commanders, then bomb the target making use of Sloan if able. Stronghold will now activate with a SQN Command, take a long rage DC shot of 3 blue at the same target, move to intercept enemy fighters, drop it's fighter squadrons with RLB, FC and engage all as many fighters/enemy bombers as able. The Dominator activates last with a CF command. Takes a long range DC shot of 4 Red and 4 blue.

I wonder how it will go in practicality.

Pretty cool, but I think that pursuant and flight commanders won't work together. Pursuant must be used when you reveal your command dial.

IMO, RLB doesn't really work with Rhymer. You have a better chance of putting your bombers where you want them to on turn 2 with boosted comms and intel. It's really an upgrade made for the big alpha strike when you want to bomb at close range. For Rhymer though, just keep your squadrons untied on turn 1 and you're good to go.

1 minute ago, Sybreed said:

IMO, RLB doesn't really work with Rhymer. You have a better chance of putting your bombers where you want them to on turn 2 with boosted comms and intel. It's really an upgrade made for the big alpha strike when you want to bomb at close range. For Rhymer though, just keep your squadrons untied on turn 1 and you're good to go.

I would have to disagree here. Think about dropping bombers and shooting with them before shooting with the Avenger.

Just now, PT106 said:

I would have to disagree here. Think about dropping bombers and shooting with them before shooting with the Avenger.

the same would happen without RLB?

Just now, Sybreed said:

the same would happen without RLB?

As long as bombers are in position, still alive and are not locked in place (as in intel ship is still alive).

Just now, PT106 said:

As long as bombers are in position, still alive and are not locked in place (as in intel ship is still alive).

and if your opponent places his fighters so you can't attack ships with RLB?

Just now, Sybreed said:

and if your opponent places his fighters so you can't attack ships with RLB?

A good RLB loadout includes Dengar ;) For example: Dengar, Maarek, Jendon, Rhymer, Boba.

1 minute ago, PT106 said:

A good RLB loadout includes Dengar ;) For example: Dengar, Maarek, Jendon, Rhymer, Boba.

sure, sure. But again, rhymer can attack on turn 2 in most occasions. RLB forces your carrier to move speed 3 to be in range on turn 2, don't you agree? That puts the carrier in a bit of precarious position in some cases.

1 minute ago, Sybreed said:

sure, sure. But again, rhymer can attack on turn 2 in most occasions. RLB forces your carrier to move speed 3 to be in range on turn 2, don't you agree? That puts the carrier in a bit of precarious position in some cases.

Yes, but thats how one plays aggro ISD anyway (and RLB is definitely an aggro build). I still think that RLB is a round 3 shot (or round 2 into round 3 assuming Flight Commander and last-first advantage, although I feel it may be an overkill).

I'm not trying to be picky. It's just that my local meta includes builds with 3-4 MC30s + Rieekan. That would be suicide for the ISD xD

14 minutes ago, Sybreed said:

I'm not trying to be picky. It's just that my local meta includes builds with 3-4 MC30s + Rieekan. That would be suicide for the ISD xD

Should be doable with the right ISD build and good navigation. Essentially ISD should be able to pop 1 mc30 per round of shooting, so as long as its not in range to eat a full set from 3 mc30s at once, it is survivable. But I guess we digress here.

It depends on how the ships are deployed and where they move. Aggressive rlb works with flight commanders the same way demo does: an attack at the end of a move. The difference is you now have five small attacks going into one ship instead of a scary single battery with apts. Admo can probably tank away most of the fighter fury at the expense of all of its tokens, but generic mc30s wont. You also can get some early shots out of the ISD before the drop, maybe exhausting some tokens there too.

Either firesprays for bomber or vts for dice volume is what I would recommend dumping on the mc30 at the end of a hot-drop. A pity the empire doesn't have bwings... If you have a gozanti nearby with bccs, it would make this run much more lethal.

Edited by Norsehound

I think it's better to pack as many rogues as you can, as you can drop em off and then activate them in squadron phase... If you are first player, you can then activate all of them and ISD first on turn 2 once again... Virtually nothing should survive

If you're first player you do a hot-drop to attack with it, then activate the ISD again and attack with all five fighters and your massive battery. It's like Demolisher but with less apt shenanigans and more multiple attacks out of stuff.

Thing is, I'm not sure how good of an idea it is to run both because you can get out-activated by an MSU list. But if you wanted to add a pinch of what makes MSU lists great in addition to a demo assault, this is a build to try.

Edited by Norsehound

I have had pretty good success with the AF and 3 B-Wings. It does really help to have the AF chip in with its shots before the B-Wings activate. I have pulled off the last/first things only once, but it was really effective.

I would absolutely plan on mixing in Intel if I could drop 5 squadrons.

FC/RLB's also work nicely on a GR-75 sporting B-Wings. Like a raider with demolisher title.

7 hours ago, Baltanok said:

Pretty cool, but I think that pursuant and flight commanders won't work together. Pursuant must be used when you reveal your command dial.

I disagree, just because of the wording of the cards, but I admit I may have blinders on.

Pursuant allows you a one off double command, with the second command "resolve a SQN command". Flight Controllers says specifically "During your activation you may resolve SQN Commands after you move" so the effect of that card should apply to Pursuant.

1 minute ago, Teloch said:

I disagree, just because of the wording of the cards, but I admit I may have blinders on.

Pursuant allows you a one off double command, with the second command "resolve a SQN command". Flight Controllers says specifically "During your activation you may resolve SQN Commands after you move" so the effect of that card should apply to Pursuant.

I'd agree on the face (with no research) - You'd have to discard Pursuant at the appropriate time (ie, when you reveal a non-squadron command), to trigger it... But you could delay the actual application if you have Flight Commander.

Just now, Drasnighta said:

I'd agree on the face (with no research) - You'd have to discard Pursuant at the appropriate time (ie, when you reveal a non-squadron command), to trigger it... But you could delay the actual application if you have Flight Commander.

You know, as I was typing I was thinking "Dras would probally know the answer"

3 minutes ago, Teloch said:

You know, as I was typing I was thinking "Dras would probally know the answer"

I don't, I'm guessing with little research right now... :) I'll actually do a check of specifics in a few minutes - its been Toddler and Tornado hell here...

1 minute ago, Drasnighta said:

I don't, I'm guessing with little research right now... :) I'll actually do a check of specifics in a few minutes - its been Toddler and Tornado hell here...

When you've got time I would very much like to see if I can use it the way I see in my head.

Toddler Tornado? Oh god! That's why I'm an Uncle and not a Dad. I get to go home ;)