Dodonna's Pride or Overload Pulse?

By SpaceDingo, in Star Wars: Armada

Just getting into Armada and I'm stuck in a quandary. Overload pulse is great but so is Dodonna's Pride. If you ARE NOT taking Dodonna as your admiral, which do you prefer on a CR90B?

Pride, because you have options. Especially against a Star Destroyer. you can bypass all of their shields right away, and you are fast enough to get close quickly. You aren't going to be doing much damage either way, and if you can get that shot early, they probably aren't going to have engineering actions planned right away, so you are also taking advantage of the difficult command number.

Just getting into Armada and I'm stuck in a quandary. Overload pulse is great but so is Dodonna's Pride. If you ARE NOT taking Dodonna as your admiral, which do you prefer on a CR90B?

Now since Overload works After your opponent uses his defense tokens you will want the CR90 to attack first to give your other ships the great advantage. So keep that in mind, it will require more setup than the DP.

Bah, you both bring up good points. :)

Until the ISD comes out with its "contain" ability the criticals from Dodonna may be crippling. At 300+ (after Wave 1) you generally have enough ships to capitalize on the overload pulse with other ships. At least neither seems like a bad option.

Dodonnas pride, because it works on it's own. Overload pulse only works, if you can coordinate the attack of multiple ships.

Both look like they have a place, just depends on how you want to use them.



The pride makes a fantastic lone wolf, able to plink a point of damage or two off a ship or two per turn. This makes it utterly fantastic in opening salvo (had a game where I got it behind two victories on turn three, crit both victories, and then the rebels disengaged for a big win….all down to this one ship in one turn). Outside of that mission it could be used to generally mess with victories, but might not be as stunning.



By contrast the overload pulse needs to work with other ships, but it should be a very effective force multiplier. This one will work best if you have initiative, that way it can fly into range at the end of the preceding turn (preferable with a navigate command so you can set up a dual arc attack), then reveal a concentrate fire command in the next, move it first, and throw a bucket of blue dice out before disappearing into a poor arc/range for the victories.