Reserved for destruction?

By Muelmuel, in Star Wars: Armada Rules Questions

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For the first time the non-unique squadron is destroyed, does it's points count for scoring? I.e. Tie fighter pops, opponent gains 8 points and then I respawn my squadron.

If not, then I could possibly use this card to prevent my opponent from gaining some squadron kills.

Edited by Muelmuel
57 minutes ago, Muelmuel said:

latest?cb=20190718094122

For the first time the non-unique squadron is destroyed, does it's points count for scoring? I.e. Tie fighter pops, opponent gains 8 points and then I respawn my squadron.

If not, then I could possibly use this card to prevent my opponent from gaining some squadron kills.

No points until it’s off the table for good. Scoring is done at the end of the game, not during.

5 hours ago, The Jabbawookie said:

No points until it’s off the table for good. Scoring is done at the end of the game, not during.

I could see a use for this in small to medium squadron screens with swarm then. Bring enough for their purpose and bring some RHD to protect their points and no need sacrifice/sacrifice less points to the enemy squadron ball.

2 hours ago, Muelmuel said:

I could see a use for this in small to medium squadron screens with swarm then. Bring enough for their purpose and bring some RHD to protect their points and no need sacrifice/sacrifice less points to the enemy squadron ball.

It is an easy calculation.

TIE Fighter: 8 points, 3 hull
TIE Interceptor: 11 points, 3 hull
Jumpmaster: 12 points, 4 hull
Headhunter: 7 points for 3 hull

When you set the hull back to 2, you gain a new squadron equal to 4.66 points from a Headhunter, 5.33 points from a TIE Fighter, 7.33 points for an Interceptor and 6 points from a Jumpmaster. For a cost of 3, paid from the ship pool.
The best ones are the Interceptor and the Jumpmaster.
And you have a really hard to kill Intel, when you use it on the Jumpmaster. Combine it with 2 Reserved Hangars on two Flotilla, and your Intel is there, when you need it.

The best part is, these 3 extra points are only calculated when the ship with it is destroyed. In best case you are not loosing anything .The squadron is not destroyed and can be hidden with the remaining two hull, and the ship with the used card is not destroyed.
But the limit on non unique was really important and good.

It has interesting synergy with Stronghold, even if the card goes on a Gozanti. When the squad dies, place it between the Gozanti and the Quasar at distance 1-2 of the Quasar, making it even easier to deny your opponent points.

How about this for TIE Recycling shinanegans

400/400, Most Wanted , Fighter Ambush , Superior Positions .
Quasar-I, Boosted Comms, Reserve Hangar Deck , Sloane 91
Quasar-I, Boosted Comms, Reserve Hangar Deck , 67
GSD-I, Demolisher, OE, ACM, Brunson 82
Gozanti, Reserve Hangar Deck , 26
Howlrunner, 10xTIE Interceptor, TIE Fighter 134

Demolisher can hang back until the TIEs have softened up a target and stripped away defence tokens. Quasars go fast probably split up and try to stay unengaged, positioned flank on to the enemy or try to hop out of deadly front arcs and into flank areas. Turn one bank a few squadron tokens to help fling in the squadrons turn two.

To be even more silly I could swap out Demolisher for a Raider-I Lifeboat with E-Rax, OE & Reserve Hangar Deck plus another RHD Gozanti. 5 extra TIE Interceptors over the course of the game could be evil but I'm not sure if we need the big punch of Demolisher to do well.

10 hours ago, Mad Cat said:

How about this for TIE Recycling shinanegans

400/400, Most Wanted , Fighter Ambush , Superior Positions .
Quasar-I, Boosted Comms, Reserve Hangar Deck , Sloane 91
Quasar-I, Boosted Comms, Reserve Hangar Deck , 67
GSD-I, Demolisher, OE, ACM, Brunson 82
Gozanti, Reserve Hangar Deck , 26
Howlrunner, 10xTIE Interceptor, TIE Fighter 134

Demolisher can hang back until the TIEs have softened up a target and stripped away defence tokens. Quasars go fast probably split up and try to stay unengaged, positioned flank on to the enemy or try to hop out of deadly front arcs and into flank areas. Turn one bank a few squadron tokens to help fling in the squadrons turn two.

To be even more silly I could swap out Demolisher for a Raider-I Lifeboat with E-Rax, OE & Reserve Hangar Deck plus another RHD Gozanti. 5 extra TIE Interceptors over the course of the game could be evil but I'm not sure if we need the big punch of Demolisher to do well.

I like it but would move Sloane to Demo, or use your lifeboat idea. You could even keep Demo but drop 2 TIE/I's for a 15 point bid and a chance to last/first with Pryce on one of the Quasars