It's a good ruling for a badly written card. I'd like to see an errata, but there wasn't really doubt about what it does, just what it may have been originally intended to do.
I don't really see a problem with it. The range three deployment donut gives a huge area where your placed squadrons can engage enemies. Put one at the furthest point and you can engage up to about 10mm further out than distance 4. Place one as close as possible then measure inwards towards the ship by engagement distance 1 and then place an enemy squadron touching your ship. There is only about a 12mm gap. Not that much space for enemies to "jump the donut".But then with speed 4 or 5 fighters onboard Invisible Hand, why do you need to spend points to place them like this when they are fast enough to be anywhere defending your ship with only a little planning.
"But then with speed 4 or 5 fighters onboard Invisible Hand, why do you need to spend points to place them like this when they are fast enough to be anywhere defending your ship with only a little planning. "
Well, because the point is that you get 5 extra dice and have a guaranteed alpha strike even with a inferior squadron wing. Plus is syngergizes with Grievous, who wants his squadrons to engage the enemy after his ship is in combat
It narrows down its usage so much, for example if enemy squadrons are close to your base your deployed squadrons will be out of range to even engage them. Without Flight Commander i see no reason how this title would not be super easy to dodge
It's a good ruling for a badly written card. I'd like to see an errata, but there wasn't really doubt about what it does, just what it may have been originally intended to do.
I don't really see a problem with it. The range three deployment donut gives a huge area where your placed squadrons can engage enemies. Put one at the furthest point and you can engage up to about 10mm further out than distance 4. Place one as close as possible then measure inwards towards the ship by engagement distance 1 and then place an enemy squadron touching your ship. There is only about a 12mm gap. Not that much space for enemies to "jump the donut". But then with speed 4 or 5 fighters onboard Invisible Hand, why do you need to spend points to place them like this when they are fast enough to be anywhere defending your ship with only a little planning.
Why does it ruin the card?