Ginkapo 9,321 Posted April 26, 2017 On 25/04/2017 at 2:28 PM, Green Knight said: Now you're just nitpicking European Judge right there..... Question for people. If you use RLB to PLACE ONLY, can you activate other squads? I say no. People seem to be saying yes and I dont get why. It seems to me you get to place all your squads and then get to choose whether THOSE squads activate or not. Quote Share this post Link to post Share on other sites
JgzMan 401 Posted April 26, 2017 6 hours ago, Lemmiwinks86 said: The main problem with this is that FFG absolutely ignored the "instead" word on the card for it to work like Michael says now. I don't think they ignored it, they just twisted it around really, really hard. Quote Share this post Link to post Share on other sites
Drasnighta 26,832 Posted April 26, 2017 5 minutes ago, Ginkapo said: European Judge right there..... Question for people. If you use RLB to PLACE ONLY, can you activate other squads? I say no. People seem to be saying yes and I dont get why. It seems to me you get to place all your squads and then get to choose whether THOSE squads activate or not. Because its a logical progression when the clarification involves an X-Wing being activated that was not placed ? 2 Undeadguy and Ginkapo reacted to this Quote Share this post Link to post Share on other sites
Ginkapo 9,321 Posted April 26, 2017 1 minute ago, Drasnighta said: Because its a logical progression when the clarification involves an X-Wing being activated that was not placed ? You think I read stuff? My bad 4 Irishmadcat, Ardaedhel, DiabloAzul and 1 other reacted to this Quote Share this post Link to post Share on other sites
Drasnighta 26,832 Posted April 26, 2017 Just now, Ginkapo said: You think I read stuff? My bad It was a totally legit question to ask! We just already had an answer stashed away. Not that the answer is "Official", because its only an Email clarification, and not an FAQ... But its good enough for me. Both for my Local Stuff, and for the Vassal Tourn FAQ..... The second one will only change if GK tells me to change it, since he's Marshal to our mere Judgedom 2 Sybreed and Green Knight reacted to this Quote Share this post Link to post Share on other sites
Green Knight 9,746 Posted April 26, 2017 53 minutes ago, Drasnighta said: It was a totally legit question to ask! We just already had an answer stashed away. Not that the answer is "Official", because its only an Email clarification, and not an FAQ... But its good enough for me. Both for my Local Stuff, and for the Vassal Tourn FAQ..... The second one will only change if GK tells me to change it, since he's Marshal to our mere Judgedom Actually Im quite happy with your FAQ! Quote Share this post Link to post Share on other sites
Kendraam 230 Posted April 27, 2017 With the email clarification it would seem we were all barking up the wrong tree! RLB is just a way of deploying squads differently and this would appear to be the actual intent of the card. All RLB does is let you deploy squads at distance 1 of the carrying ship - the mechanic to do this is that you must resolve a squad command and you're limited to deploying squads up to the ships base squad command level. Activating squads is basically an entirely separate thing - the only actual proviso being if you decide to activate squads your ship has just launched, they can't move. The RLB text is really about deployment not the actual use of the squad activation points - i think where we got misled was the tacking of the activation proviso on the end. Makes RLB actually pretty powerful - better even than the Orange interpretation. Hopefully going to try it out tonight. 1 Parkdaddy reacted to this Quote Share this post Link to post Share on other sites
Frimmel 2,593 Posted April 27, 2017 1 hour ago, Kendraam said: With the email clarification it would seem we were all barking up the wrong tree! RLB is just a way of deploying squads differently and this would appear to be the actual intent of the card. All RLB does is let you deploy squads at distance 1 of the carrying ship - the mechanic to do this is that you must resolve a squad command and you're limited to deploying squads up to the ships base squad command level. Activating squads is basically an entirely separate thing - the only actual proviso being if you decide to activate squads your ship has just launched, they can't move. The RLB text is really about deployment not the actual use of the squad activation points - i think where we got misled was the tacking of the activation proviso on the end. Makes RLB actually pretty powerful - better even than the Orange interpretation. Hopefully going to try it out tonight. I wouldn't characterize it as "misled." I think all the teampurple arguments led to this "compromise" only it is not a compromise since teamOrange got way better than they were asking for. teampurple "misled" themselves right down a twisted parsing of the language path that never ever seemed like the rule as intended and earned themselves a far more powerful interpretation of the card. I'm reserving the right to laugh my backside off a second time when they have to "nerf" this back to the straight teamOrange reading. 2 Eggzavier and Vetnor reacted to this Quote Share this post Link to post Share on other sites
Eggzavier 1,689 Posted April 27, 2017 50 minutes ago, Frimmel said: I'm reserving the right to laugh my backside off a second time when they have to "nerf" this back to the straight teamOrange reading. Yeah, we'll see how much people love getting double tapped by Yavaris Bees that get vomited out right next to your ship. Orange was at least equitable in the sense that if you placed a squadron, it was activated right then and there. And you couldn't place and activate a different squadron 1 Vetnor reacted to this Quote Share this post Link to post Share on other sites
ovinomanc3r 4,437 Posted April 27, 2017 2 hours ago, Eggzavier said: Yeah, we'll see how much people love getting double tapped by Yavaris Bees that get vomited out right next to your ship. Or we will see how much people love getting wrecked before Yavaris could double tap Quote Share this post Link to post Share on other sites
Frimmel 2,593 Posted April 27, 2017 1 hour ago, ovinomanc3r said: Or we will see how much people love getting wrecked before Yavaris could double tap I'm thinking it will be a lot of both. 2 ovinomanc3r and Eggzavier reacted to this Quote Share this post Link to post Share on other sites
Sybreed 1,110 Posted April 27, 2017 oh boy, RLB just got 10x better now. Kind of makes sense in a way. You had to have some kind of advantage if you're already losing in deployments. 1 Warlord Zepnick reacted to this Quote Share this post Link to post Share on other sites
ManInTheBox 618 Posted April 28, 2017 17 hours ago, Eggzavier said: And you couldn't place and activate a different squadron Please correct me if I'm wrong, but i thought that the latest clarification only allowed you to activate RLB deployed squadrons with your dial. ...Unless you're taking about a separate token, in which case I'm suddenly not sure what I'm sure about. Quote Share this post Link to post Share on other sites
Kendraam 230 Posted April 28, 2017 14 hours ago, Sybreed said: oh boy, RLB just got 10x better now. Kind of makes sense in a way. You had to have some kind of advantage if you're already losing in deployments. Yep - which is why i think the original intent of the card (and explained by subsequent clarifications) is that RLB is about deployment not about activating squadrons. Quote Share this post Link to post Share on other sites
ovinomanc3r 4,437 Posted April 28, 2017 40 minutes ago, ManInTheBox said: Please correct me if I'm wrong, but i thought that the latest clarification only allowed you to activate RLB deployed squadrons with your dial. ...Unless you're taking about a separate token, in which case I'm suddenly not sure what I'm sure about. The clarification says that when you are resolving a squadron command you can place up to as many squadron as that command could activate (dial vs. token). Then you can resolve your command to activate normally. You can activate any squadron even the squadron placed but if the squadron placed are activated with that command (the same you "use" to place them) they cannot move. So: 1. You can place them and activate ti vate them but thythan not move during that activation. 2. You can place them and activate anything else. Those other squadrons can move during that activation. 3. You can place and mix your activation between placed and others. The first cannot move, the second can. 4. You can place and don't activate anything. Placed squadron can be activated by other squadron command. This time they will be able to move. No matter what you do, FCT works on those squadrons. I think I cover everything but maybe I missed something. 2 Kendraam and TheEasternKing reacted to this Quote Share this post Link to post Share on other sites
Frimmel 2,593 Posted April 28, 2017 (edited) 5 hours ago, ManInTheBox said: Please correct me if I'm wrong, but i thought that the latest clarification only allowed you to activate RLB deployed squadrons with your dial. ...Unless you're taking about a separate token, in which case I'm suddenly not sure what I'm sure about. Here is the post with the latest clarification: So presuming a RLB equipped ship with squadrons set aside I suggest the following procedure: 1)Choose to resolve a squadron command. 2)Choose to place one squadron if a token, choose any portion of the set aside squadrons if a dial or dial and token at up to range one. Place squadrons with their activation sliders matching the current turn's color for "unactivated." 3)Conduct your squadron activations/squadron command "as normal" with the caveat that just placed squadrons may not move. 4)Treat all just placed squadrons as though they deployed "as normal" at the start of the game for the remainder of the game. Pretty simple really. I'd also suggest taking this to heart as there is likely still some controversy on this: Edited April 28, 2017 by Frimmel Quote Share this post Link to post Share on other sites
emsgoof 473 Posted April 29, 2017 Just going to go full on obnoxious to abuse this stupidity now. Motti 2x ISD1 - Flight Commander, Rapid Launch Bays, Expanded Hangar Bay Rhymer, 6 TIE Bombers, 2 Firesprays, 1 Jumpmaster 5000. Deploy speed 3, move both ships up. 2nd turn move the first ship, drop the bombers, move the second ship up, activate those bombers and drop the other 5 fighter stands, turn 3 destroy the enemy ships, turn 4 go to lunch early. 1 Xeletor reacted to this Quote Share this post Link to post Share on other sites
Democratus 1,698 Posted May 1, 2017 On 4/29/2017 at 6:21 PM, emsgoof said: Just going to go full on obnoxious to abuse this stupidity now. Motti 2x ISD1 - Flight Commander, Rapid Launch Bays, Expanded Hangar Bay Rhymer, 6 TIE Bombers, 2 Firesprays, 1 Jumpmaster 5000. Deploy speed 3, move both ships up. 2nd turn move the first ship, drop the bombers, move the second ship up, activate those bombers and drop the other 5 fighter stands, turn 3 destroy the enemy ships, turn 4 go to lunch early. I like the basic idea. But good luck having anyone to drop the fighters on (other than a flotilla) with only 2 activations! And deployment will be a nightmare. 1 Kendraam reacted to this Quote Share this post Link to post Share on other sites
BrobaFett 4,209 Posted May 4, 2017 Ill be totay honest I SUPER checked out of the RLB conversation a long time ago, but I played agaist Parkdaddy at worlds who was using RLB and as soon as I saw them on the table took the opportunity to finay figure out how the hell to play them, so called the judge over to clarify how the heck they worked, and then it turned into a panel discussion amongst the judges. Ultimately it was decided that if a ship belches up squads, which are unactivated upon hitting the table, it can then activate them or not and activate any other squadron normally. One squadron activation use is required for each one brought out, so you cant dump 2 on a token, but the activation of a squad isnt the trigger because if there are no squads in range you can still set them on the table with a squad command and not activate them. So honestly, thats the ruling. No one could answer the question of what the trigger for the squads coming out was, because it isn't flipping the dial, resolving a squadron activation or any other determinable specific point. It just is what it is. Don't know if it's old news or not, just figured I would share what I had. 4 ovinomanc3r, Undeadguy, Parkdaddy and 1 other reacted to this Quote Share this post Link to post Share on other sites
ovinomanc3r 4,437 Posted May 4, 2017 (edited) 21 minutes ago, BrobaFett said: Ill be totay honest I SUPER checked out of the RLB conversation a long time ago, but I played agaist Parkdaddy at worlds who was using RLB and as soon as I saw them on the table took the opportunity to finay figure out how the hell to play them, so called the judge over to clarify how the heck they worked, and then it turned into a panel discussion amongst the judges. Ultimately it was decided that if a ship belches up squads, which are unactivated upon hitting the table, it can then activate them or not and activate any other squadron normally. One squadron activation use is required for each one brought out, so you cant dump 2 on a token, but the activation of a squad isnt the trigger because if there are no squads in range you can still set them on the table with a squad command and not activate them. So honestly, thats the ruling. No one could answer the question of what the trigger for the squads coming out was, because it isn't flipping the dial, resolving a squadron activation or any other determinable specific point. It just is what it is. Don't know if it's old news or not, just figured I would share what I had. Basically was said to us that you just need a squadron command to place the squadrons but you keep your squadron command to activate whatever you want. Just two limitations: 1. the number of squadrons you can place with that command is the same of the number of squadron you can activate with that command; 2. If you activate place squadron with the same command you put on the table with, that squadrons cannot move during that activation. EDIT: btw who won? Edited May 4, 2017 by ovinomanc3r Quote Share this post Link to post Share on other sites
Norell 1,198 Posted May 4, 2017 So if I activste 4 sqads I can place 4 B-Wings then move and attack with my 4 X-Wings then on my next activation I can activate and so move and attack wit my said B-Wings? If this is true I have some serious bombing lists in my mind. 1 Green Knight reacted to this Quote Share this post Link to post Share on other sites
ovinomanc3r 4,437 Posted May 4, 2017 1 minute ago, Norell said: So if I activste 4 sqads I can place 4 B-Wings then move and attack with my 4 X-Wings then on my next activation I can activate and so move and attack wit my said B-Wings? If this is true I have some serious bombing lists in my mind. Yes. As far as we know. Quote Share this post Link to post Share on other sites
Green Knight 9,746 Posted May 4, 2017 16 minutes ago, Norell said: So if I activste 4 sqads I can place 4 B-Wings then move and attack with my 4 X-Wings then on my next activation I can activate and so move and attack wit my said B-Wings? If this is true I have some serious bombing lists in my mind. That's the idea, yes. Quote Share this post Link to post Share on other sites
Tokra 2,147 Posted May 4, 2017 Basically: Just remove the "instead" from the Rapid Launch Bays, and you have how it should work. If you are doing a squadron command, you can place a number of squadrons equal to your squadron value on this command. Placed squadrons are set to the color of the initiative token (same as they are with hyperspace assault). After you place the squadrons, you can go on and resolve the squadron command like normal. Only with the limit that the placed squadrons cannot move with this command. Andi don't know what is more funny. That someone really used a RLB or that the judges had a discussion AT the worlds (instead of clearing something like this before). I know from my juding on big events that we always had a meeting, where we checked out the most recent questions and rulings. And especially on RLB there should have been something like this . 3 Undeadguy, Madaghmire and DiabloAzul reacted to this Quote Share this post Link to post Share on other sites
Frimmel 2,593 Posted May 4, 2017 On 4/28/2017 at 8:22 AM, Frimmel said: So presuming a RLB equipped ship with squadrons set aside I suggest the following procedure: 1)Choose to resolve a squadron command. 2)Choose to place one squadron if a token, choose any portion of the set aside squadrons if a dial or dial and token at up to range one. Place squadrons with their activation sliders matching the current turn's color for "unactivated." 3)Conduct your squadron activations/squadron command "as normal" with the caveat that just placed squadrons may not move. 4)Treat all just placed squadrons as though they deployed "as normal" at the start of the game for the remainder of the game. So pretty much this then? Quote Share this post Link to post Share on other sites