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Rapid Launch Bays: Can fighters placed in this way attack?

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24 minutes ago, thecolourred said:

well, if you were going for the simplest response and hoping they would narrow to correct, you should not have used team orange, you should have used #teamFAQ where you get to place 3 squads, activate them, and then activate 3 more (with a squadron value of 3).

K

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27 minutes ago, thecolourred said:

well, if you were going for the simplest response and hoping they would narrow to correct, you should not have used team orange, you should have used #teamFAQ where you get to place 3 squads, activate them, and then activate 3 more (with a squadron value of 3).

I guess I need to revise my stance that I'd get behind anything that isn't teamPurple (i.e. needing four activations to place and shoot with two squadrons.) That one is a bit out there. I can advocate placing "for free" but you only get to shoot with the value of the squadron command you are executing (place 3, activate 3 (even ones already on board) with squadron value of 3.) 

Did that craziness come from this thread? 

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11 minutes ago, Frimmel said:

I guess I need to revise my stance that I'd get behind anything that isn't teamPurple (i.e. needing four activations to place and shoot with two squadrons.) That one is a bit out there. I can advocate placing "for free" but you only get to shoot with the value of the squadron command you are executing (place 3, activate 3 (even ones already on board) with squadron value of 3.) 

Did that craziness come from this thread? 

nah, I thought I remembered this idea from the FAQ thread, but I couldn't find the post.

 

But its the most permissible middle ground between "you can place squadrons for free", "the squadrons you choose to deploy are also activated", and the standard effect of "you can activate squadrons in range, up to your squadron value". Just ask Asmodee for everything you want, then they will pare out the silliness. 

 

Or they won't, and I'll have a glorious 11 squad activation from an ISD-1 (5 RLB, 5 squadron command, 1 token).

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Got a response from Mr. Gernes, apparently he supports #teamOranple. You can place all your squads, but then activate any that you choose (including none, or a different set of them). Unkillable intel here we come!

 

Hello [theColourRed],

In response to your question:
 

There seems to be some contention on the forum with Rapid Launch bays (RLB), which boils down to three ways to play it: Assuming 4 squadron value, with X-Wings already on the table, and B-Wings set aside. 1)RLB states you may spend squadron points to place a squadron instead of activating (so you take one of your set aside squadrons and put it on the table). You may then spend another squadron point to activate it. EX: spend 2 squadron points to place 2 B-Wings. Spend 1 Squadron point to activate an X-Wing. Spend last squadron point to activate one of the placed B-Wings 2)RLB lets you place any number of set aside squadrons on the table (without spending squadron points). You may then activate squadrons in range at will. EX: Spend 0 squadron points to place 4 B-Wings. Spend 1 squadron point on an xwing. Spend 3 squadron points to shoot with 3 B-Wings. 3) RLB lets you place any number of set aside squadrons on the table, then activate them (since the FAQ says you "can" activate those squadrons; ignoring common sense of the wording on Boosted Comms). You can then activate a number of squadrons equal to your squadron points. EX: Spend 0 squadron points to place 4 B-Wings on the table. Spend 0 Squadron Points to shoot with 4 B-Wings. Spend 4 squadron Points to move + shoot with 4 X-Wings Thank you for your time.


The second interpretration is correct.

The set-aside squadrons placed by the ship equipped with Rapid Launch Bays must be less than or equal to the number of squadrons that ship can activate during that squadron command. However, simply placing a set-aside squadron does not count as an activation. The ship can place squadrons and then activate those squadrons (or choose to activate other squadrons in range) as long as they do not exceed the number of squadrons it can activate. Set-aside squadrons that are placed cannot also move if activated as part of that squadron command.

To echo your example, a ship equipped with Rapid Launch Bays has a squadron value of “4” and sets 4 B-wing squadrons aside. During a later round, the ship resolves a squadron command from its dial and first chooses to place all 4 of the B-wing squadrons. Then, the ship activates 3 of those B-wings and 1 X-wing that are at its squadron activation range. The B-wing squadrons can attack but cannot move as part of that activation.

Thanks for your question!

Michael Gernes
Game Producer

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5 hours ago, thecolourred said:

Got a response from Mr. Gernes, apparently he supports #teamOranple. You can place all your squads, but then activate any that you choose (including none, or a different set of them). Unkillable intel here we come!

 

Hello [theColourRed],

In response to your question:
 

There seems to be some contention on the forum with Rapid Launch bays (RLB), which boils down to three ways to play it: Assuming 4 squadron value, with X-Wings already on the table, and B-Wings set aside. 1)RLB states you may spend squadron points to place a squadron instead of activating (so you take one of your set aside squadrons and put it on the table). You may then spend another squadron point to activate it. EX: spend 2 squadron points to place 2 B-Wings. Spend 1 Squadron point to activate an X-Wing. Spend last squadron point to activate one of the placed B-Wings 2)RLB lets you place any number of set aside squadrons on the table (without spending squadron points). You may then activate squadrons in range at will. EX: Spend 0 squadron points to place 4 B-Wings. Spend 1 squadron point on an xwing. Spend 3 squadron points to shoot with 3 B-Wings. 3) RLB lets you place any number of set aside squadrons on the table, then activate them (since the FAQ says you "can" activate those squadrons; ignoring common sense of the wording on Boosted Comms). You can then activate a number of squadrons equal to your squadron points. EX: Spend 0 squadron points to place 4 B-Wings on the table. Spend 0 Squadron Points to shoot with 4 B-Wings. Spend 4 squadron Points to move + shoot with 4 X-Wings Thank you for your time.


The second interpretration is correct.

The set-aside squadrons placed by the ship equipped with Rapid Launch Bays must be less than or equal to the number of squadrons that ship can activate during that squadron command. However, simply placing a set-aside squadron does not count as an activation. The ship can place squadrons and then activate those squadrons (or choose to activate other squadrons in range) as long as they do not exceed the number of squadrons it can activate. Set-aside squadrons that are placed cannot also move if activated as part of that squadron command.

To echo your example, a ship equipped with Rapid Launch Bays has a squadron value of “4” and sets 4 B-wing squadrons aside. During a later round, the ship resolves a squadron command from its dial and first chooses to place all 4 of the B-wing squadrons. Then, the ship activates 3 of those B-wings and 1 X-wing that are at its squadron activation range. The B-wing squadrons can attack but cannot move as part of that activation.

Thanks for your question!

Michael Gernes
Game Producer

Finally.

Team Green.

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What I really want to try now is dumping 10 Ties on something that's already activated, as accordinng to this ruling if I do exp hangar RLB, activate none of the placed ones, and call in 5 more ties, the placed ties can still shoot in the squad phase?

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23 minutes ago, DUR said:

What I really want to try now is dumping 10 Ties on something that's already activated, as accordinng to this ruling if I do exp hangar RLB, activate none of the placed ones, and call in 5 more ties, the placed ties can still shoot in the squad phase?

Assuming they haven't been engaged by then, yes.

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1 hour ago, DUR said:

What I really want to try now is dumping 10 Ties on something that's already activated, as accordinng to this ruling if I do exp hangar RLB, activate none of the placed ones, and call in 5 more ties, the placed ties can still shoot in the squad phase?

Yes - but, to be fair, so could those other 5 you called in. You're effectively only getting extra movement out of RLB - not extra attacks.

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6 minutes ago, DiabloAzul said:

Yes - but, to be fair, so could those other 5 you called in. You're effectively only getting extra movement out of RLB - not extra attacks.

The 5 "called in" are presumable out of range.

So my using RLB in this way, you get a pseudo move-and-shoot for 10 TIEs, instead of 5.

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7 hours ago, thecolourred said:

Got a response from Mr. Gernes, apparently he supports #teamOranple. You can place all your squads, but then activate any that you choose (including none, or a different set of them). Unkillable intel here we come!

 

Hello [theColourRed],

In response to your question:
 

There seems to be some contention on the forum with Rapid Launch bays (RLB), which boils down to three ways to play it: Assuming 4 squadron value, with X-Wings already on the table, and B-Wings set aside. 1)RLB states you may spend squadron points to place a squadron instead of activating (so you take one of your set aside squadrons and put it on the table). You may then spend another squadron point to activate it. EX: spend 2 squadron points to place 2 B-Wings. Spend 1 Squadron point to activate an X-Wing. Spend last squadron point to activate one of the placed B-Wings 2)RLB lets you place any number of set aside squadrons on the table (without spending squadron points). You may then activate squadrons in range at will. EX: Spend 0 squadron points to place 4 B-Wings. Spend 1 squadron point on an xwing. Spend 3 squadron points to shoot with 3 B-Wings. 3) RLB lets you place any number of set aside squadrons on the table, then activate them (since the FAQ says you "can" activate those squadrons; ignoring common sense of the wording on Boosted Comms). You can then activate a number of squadrons equal to your squadron points. EX: Spend 0 squadron points to place 4 B-Wings on the table. Spend 0 Squadron Points to shoot with 4 B-Wings. Spend 4 squadron Points to move + shoot with 4 X-Wings Thank you for your time.


The second interpretration is correct.

The set-aside squadrons placed by the ship equipped with Rapid Launch Bays must be less than or equal to the number of squadrons that ship can activate during that squadron command. However, simply placing a set-aside squadron does not count as an activation. The ship can place squadrons and then activate those squadrons (or choose to activate other squadrons in range) as long as they do not exceed the number of squadrons it can activate. Set-aside squadrons that are placed cannot also move if activated as part of that squadron command.

To echo your example, a ship equipped with Rapid Launch Bays has a squadron value of “4” and sets 4 B-wing squadrons aside. During a later round, the ship resolves a squadron command from its dial and first chooses to place all 4 of the B-wing squadrons. Then, the ship activates 3 of those B-wings and 1 X-wing that are at its squadron activation range. The B-wing squadrons can attack but cannot move as part of that activation.

Thanks for your question!

Michael Gernes
Game Producer

Fantastic. This is what i understood the FAQ to mean and makes RLB into the card it should have been (or even better than i first thought, as you can Yavaris now).

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7 minutes ago, Green Knight said:

B-wing speed test:

Command Pelta w/RLB + All Fighters, Follow me

MC80 Independence

:D

And the best results for a speed test are:
 - Mark II with RLB (at least one VCX in the Bays)
 - Pelta with All Fighters, follow me! (AFFM)
 - MC80 with Independence and Adar

Trigger AFFM
Fly the Mark II with speed 3, drop the B-Wing and the VCX
Activate the B-Wing with the Independence for Speed 5 and make it ready again.
Use the Pelta to activate the B-Wing again and fly another Speed 4.

= A nice Speed ~13 flight for the B-Wing.

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21 minutes ago, Tokra said:

And the best results for a speed test are:
 - Mark II with RLB (at least one VCX in the Bays)
 - Pelta with All Fighters, follow me! (AFFM)
 - MC80 with Independence and Adar

Trigger AFFM
Fly the Mark II with speed 3, drop the B-Wing and the VCX
Activate the B-Wing with the Independence for Speed 5 and make it ready again.
Use the Pelta to activate the B-Wing again and fly another Speed 4.

= A nice Speed ~13 flight for the B-Wing.

Too slow! Needs some FCTs I think :D

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Just now, Green Knight said:

Too slow! Needs some FCTs I think :D

Not going to work. You might use a FCT on the Pelta, but Speed 2 of the ship and distance 1 of the FCT is not really much more compared to the Speed 3 of the Mark II.

You could maybe use one or two FCT with Speed 4 ships. But thats it.

In the end you could reach Speed ~15. But this might be the best you can get out of it.

 

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9 hours ago, thecolourred said:

...

The set-aside squadrons placed by the ship equipped with Rapid Launch Bays must be less than or equal to the number of squadrons that ship can activate during that squadron command. However, simply placing a set-aside squadron does not count as an activation. The ship can place squadrons and then activate those squadrons (or choose to activate other squadrons in range) as long as they do not exceed the number of squadrons it can activate. Set-aside squadrons that are placed cannot also move if activated as part of that squadron command.

To echo your example, a ship equipped with Rapid Launch Bays has a squadron value of “4” and sets 4 B-wing squadrons aside. During a later round, the ship resolves a squadron command from its dial and first chooses to place all 4 of the B-wing squadrons. Then, the ship activates 3 of those B-wings and 1 X-wing that are at its squadron activation range. The B-wing squadrons can attack but cannot move as part of that activation.
...

So. Basically all he did is removing the "instead" from the RLB card text, and all is fine?
If you remove it, you will end with this text (the green part is just a little clarification):

Before deploying fleets, you may set aside a number of squadrons up to your squadron value next to your ship card.
token-squad.png: For each squadron you would activate with this command, you may place 1 of your set-aside squadrons within distance 1 before you activate any squadrons. It cannot move this activaion.

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24 minutes ago, Tokra said:

So. Basically all he did is removing the "instead" from the RLB card text, and all is fine?
If you remove it, you will end with this text (the green part is just a little clarification):

Before deploying fleets, you may set aside a number of squadrons up to your squadron value next to your ship card.
token-squad.png: For each squadron you would activate with this command, you may place 1 of your set-aside squadrons within distance 1 before you activate any squadrons. It cannot move this activaion.

Yep. At the end is like ET rather than repair crews. 

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12 hours ago, thecolourred said:

The second interpretration is correct.

The set-aside squadrons placed by the ship equipped with Rapid Launch Bays must be less than or equal to the number of squadrons that ship can activate during that squadron command. However, simply placing a set-aside squadron does not count as an activation. The ship can place squadrons and then activate those squadrons (or choose to activate other squadrons in range) as long as they do not exceed the number of squadrons it can activate. Set-aside squadrons that are placed cannot also move if activated as part of that squadron command.

To echo your example, a ship equipped with Rapid Launch Bays has a squadron value of “4” and sets 4 B-wing squadrons aside. During a later round, the ship resolves a squadron command from its dial and first chooses to place all 4 of the B-wing squadrons. Then, the ship activates 3 of those B-wings and 1 X-wing that are at its squadron activation range. The B-wing squadrons can attack but cannot move as part of that activation.

Thanks for your question!

Michael Gernes
Game Producer

I feel a bit vindicated now. 

Lots of craziness the last few days with people spinning new interpretations. 

RIP #teamorange, but hey at least those purple people didn't win either ;)

 

Finally, RLB, the upgrade that was promised. 

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4 hours ago, ManInTheBox said:

Fantastic. This is what i understood the FAQ to mean and makes RLB into the card it should have been (or even better than i first thought, as you can Yavaris now).

Yep, teamPurple should have just got on board with teamOrange. Now they get bombers to the face and Yavaris bombers to the face plus any synergies of those fighters from when the first shoots since all the placement occurs before shooting. :lol:

3 hours ago, Green Knight said:

Too slow! Needs some FCTs I think :D

And there weren't any Flight Commanders to RLB at the end of movement. 

7 minutes ago, Eggzavier said:

I feel a bit vindicated now. 

Lots of craziness the last few days with people spinning new interpretations. 

RIP #teamorange, but hey at least those purple people didn't win either ;)

 

Finally, RLB, the upgrade that was promised. 

I think teamOrange won on this one. teamPurple was needing four activations to place and shoot with two fighters. Now those four activations have become four placements plus any four activations. I was wrong but for some reason I feel like I have a right to be mocking. Could have just had an activation be a placement with an option to shoot but noooooo... :lol:

Here's to teamOranple. :wub:

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