C-C-C-COMBO! Wave 1 Card Synergies!

By Killionaire, in Star Wars: Armada

Hey all,

With some Wave 1 games under our belts, I've seen a few pretty great synergies. Unlike many X-Wing combinations, these are pretty strong and generally NOT situational and do not occupy a majority of your list, which I find really nice :) (despite liking X-Wing, etc)

Anyway. Here's the actual 'good' synergies I've seen. Even though more exist, I feel these are 'extra good'.

  • Salvation + X17s - Obvious combo, you've increased the value of the 3 forward attack which are already edging on being worth about as much as 4 red dice. X17s remove the arguably strongest defense token, the redirect from being able to absorb huge amounts of damage.
  • Paragon + X17s - Same as above. The extra black die benefits from X17, where it would not from Enhanced Armaments. Cheaper too.
  • Demolisher + Engine Techs + Wulf - Noticed this earlier. But Wulf's prevention of using up your Nav Token means you can afterburn every turn! Demolisher's ACMs are going to be all over the place now. Hell, even when you don't want to go full speed 3+1, it's better to use Engine Techs as that allows you to make a 45 degree turn as part of your bonus maneuver!
  • Tie/A + Soontir Fel - Who wants to give effectively Counter-2 to a bunch of Tie/As, while also being a monster in fighter-on-fighter combat? Soontir does!
  • Chiranu + Mithel - Every squadron command turns Mithel into a bomb, hitting each enemy in combat with him with statistically the same results as 2 blue dice (1 guarenteed damage). That's kinda great, in addition to the general advantages of repositioning in a dogfight.
  • Chiranu + Corruptor + Rhymer - Your bombers will never be tied up again, if you can attack a ship at a rough equivilent of the full range ruler, even when engaged!
  • Tarkin + Defense Liason - Every VSD should have Defense Liason in a Tarkin fleet IMO. The ability to turn your free tarken Token into a Repair or Maneuver when you need it (instead of being utterly boned when the enemy rushes past you and you need to turn, or when you're in frantic damage control mode) is the difference between the good guys winning and another defeat at the hands of treacherous insurgents.
  • Dodonna and XX9s - Crits are horrifying in this game, many of them result in a totally screwed ship. Why not double-down when you actually get through the hull with your pick of 2 from 8 potential crits? I once had a pair of ruptured engines destroy a VSD, since it had no engineering or navigation commands available for another 2 turns to slow down and just ate damage each turn.
  • Adar + Yavaris + Farlander - Only ever pulled it off once, but if you can deliver Farlander in this configuration, he's the most terrifying thing possible. 6 black dice on a target ship, with rerolls if any miss? Blew away most of a gladiator in one activation.

you forgot salvation + raymus

raymus, the only way to secure a CF command and token so you can roll those crits :)

My fav is screed+ assault concussion missiles

Or screed+ overload pulse, heck I just like screed plus rolling dice:)

Rhymer + vader + couple of TIE Bombers - don't know if it's a c-c-c-c-combo but it's defs good with something to activate em all.

This is an excellent thread.

I'll toss Jaina's Light and Leia onto the list. Not as strong as many of the options already mentioned but a solid way of adding responsiveness to your frigates. I also like Insidious+Expanded Launchers, in theory.

Edited by Madaghmire

A note on demolisher and engine techs, reading the "effect use and timing" section of the rules reference it seems that engine techs (being an after effect) must happen immediately after the first movement. Then demolisher can be used. Ie you cant attack, move attack move you have to attack move move attack

Played a game today using salvation+raymus+x17s.....was a lil pricey, but hit like a truck.

Both Demolisher and Engine Techs appear to be 'after you execute a maneuver' effects, suggesting that the player can decide on priority for what goes first.

Both Demolisher and Engine Techs appear to be 'after you execute a maneuver' effects, suggesting that the player can decide on priority for what goes first.

Also, engine techs is an effect with a command header, you have to resolve said effect while resolving that command. Demolisher happens after resolving the command.

Edited by HalberdLeader

Both Demolisher and Engine Techs appear to be 'after you execute a maneuver' effects, suggesting that the player can decide on priority for what goes first.

While both are after affects, engine techs states that it has to happen after a movement, if you do demolisher first, engine techs would then be happening after an attack which is not allowed. But, since demolisher can happen after any maneuver then it is allowed after engine techs

Also, engine techs is an effect with a command header, you have to resolve said effect while resolving that command. Demolisher happens after resolving the command.

I don't believe this is correct. You can resolve a command only at specific times, and though you resolve a Navigate command (dial or token) during your "Determine Course" step, you are not actually executing a maneuver as part of the Navigate command's resolution. So, you resolve Navigate and modify the yaw and/or Speed value of the maneuver you are currently plotting, then you transition from "1. Determine Course" to "2. Move Ship" under the Ship Movement section of the rules. Note that the Navigate command has completely resolved before the ship is even so much as lifted. Now the ship moved according to the template, and since you have just executed a maneuver - bing! - both the "Engine Techs" and "Demolisher" effects are eligible to activate. Since it is your turn, you can choose to resolve them in any order. You may activate "Demolisher" to attack while still remaining in the "Move Ship" phase. Then, you choose to resolve the "Engine Techs" ability and execute a Speed 1 maneuver.

Regardless, it's really of limited application, but could help to fire from one hull zone and then reposition so you have a hull zone with stronger shields facing your opponent.

Victory Class+Flight Controller+Hanger Bay=4 Squadron activating and attacking with 1 more blue dice

Combined with:

Howlrunner+3xTie Interceptor

Squadron Command for one 4 blue dice attack and three 6 blue dice attack with reroll

Now that's Air Superiority!... Maybe bring a Tie Advanced and use a Squadron token for some protection...

Both Demolisher and Engine Techs appear to be 'after you execute a maneuver' effects, suggesting that the player can decide on priority for what goes first.

While both are after affects, engine techs states that it has to happen after a movement, if you do demolisher first, engine techs would then be happening after an attack which is not allowed. But, since demolisher can happen after any maneuver then it is allowed after engine techs

Also, engine techs is an effect with a command header, you have to resolve said effect while resolving that command. Demolisher happens after resolving the command.

I don't believe this is correct. You can resolve a command only at specific times, and though you resolve a Navigate command (dial or token) during your "Determine Course" step, you are not actually executing a maneuver as part of the Navigate command's resolution. So, you resolve Navigate and modify the yaw and/or Speed value of the maneuver you are currently plotting, then you transition from "1. Determine Course" to "2. Move Ship" under the Ship Movement section of the rules. Note that the Navigate command has completely resolved before the ship is even so much as lifted. Now the ship moved according to the template, and since you have just executed a maneuver - bing! - both the "Engine Techs" and "Demolisher" effects are eligible to activate. Since it is your turn, you can choose to resolve them in any order. You may activate "Demolisher" to attack while still remaining in the "Move Ship" phase. Then, you choose to resolve the "Engine Techs" ability and execute a Speed 1 maneuver.

Regardless, it's really of limited application, but could help to fire from one hull zone and then reposition so you have a hull zone with stronger shields facing your opponent.

Both Demolisher and Engine Techs appear to be 'after you execute a maneuver' effects, suggesting that the player can decide on priority for what goes first.

While both are after affects, engine techs states that it has to happen after a movement, if you do demolisher first, engine techs would then be happening after an attack which is not allowed. But, since demolisher can happen after any maneuver then it is allowed after engine techs

Also, engine techs is an effect with a command header, you have to resolve said effect while resolving that command. Demolisher happens after resolving the command.

I don't believe this is correct. You can resolve a command only at specific times, and though you resolve a Navigate command (dial or token) during your "Determine Course" step, you are not actually executing a maneuver as part of the Navigate command's resolution. So, you resolve Navigate and modify the yaw and/or Speed value of the maneuver you are currently plotting, then you transition from "1. Determine Course" to "2. Move Ship" under the Ship Movement section of the rules. Note that the Navigate command has completely resolved before the ship is even so much as lifted. Now the ship moved according to the template, and since you have just executed a maneuver - bing! - both the "Engine Techs" and "Demolisher" effects are eligible to activate. Since it is your turn, you can choose to resolve them in any order. You may activate "Demolisher" to attack while still remaining in the "Move Ship" phase. Then, you choose to resolve the "Engine Techs" ability and execute a Speed 1 maneuver.

Regardless, it's really of limited application, but could help to fire from one hull zone and then reposition so you have a hull zone with stronger shields facing your opponent.

Actually Ill write it out here. "An "after" effect occurs immediately after the specified event and cannot occur again for that instance of the event"

Engine techs happens after a maneuver, so immediately after your maneuver (per the rules) you would have to use it. If you activate demolisher after your first maneuver then you lose the chance to use engine techs because firing the second time is not part of the maneuver but happens after it

Edited by HalberdLeader

Both Demolisher and Engine Techs appear to be 'after you execute a maneuver' effects, suggesting that the player can decide on priority for what goes first.

While both are after affects, engine techs states that it has to happen after a movement, if you do demolisher first, engine techs would then be happening after an attack which is not allowed. But, since demolisher can happen after any maneuver then it is allowed after engine techs

Also, engine techs is an effect with a command header, you have to resolve said effect while resolving that command. Demolisher happens after resolving the command.

I don't believe this is correct. You can resolve a command only at specific times, and though you resolve a Navigate command (dial or token) during your "Determine Course" step, you are not actually executing a maneuver as part of the Navigate command's resolution. So, you resolve Navigate and modify the yaw and/or Speed value of the maneuver you are currently plotting, then you transition from "1. Determine Course" to "2. Move Ship" under the Ship Movement section of the rules. Note that the Navigate command has completely resolved before the ship is even so much as lifted. Now the ship moved according to the template, and since you have just executed a maneuver - bing! - both the "Engine Techs" and "Demolisher" effects are eligible to activate. Since it is your turn, you can choose to resolve them in any order. You may activate "Demolisher" to attack while still remaining in the "Move Ship" phase. Then, you choose to resolve the "Engine Techs" ability and execute a Speed 1 maneuver.

Regardless, it's really of limited application, but could help to fire from one hull zone and then reposition so you have a hull zone with stronger shields facing your opponent.

Go read page 5 of the rules reference. Specifically the "after" effect. Immediately is a very definite word

However, continue reading the bullet directly after that one:

"If two or more of a player’s effects have the same timing, that player can resolve those effects in any order."

Since both effects occur off the same timing, you can resolve one while still remaining in the "immediately after" period.

Ah ok welp I wasted a lot of time

Hey all,

With some Wave 1 games under our belts, I've seen a few pretty great synergies. Unlike many X-Wing combinations, these are pretty strong and generally NOT situational and do not occupy a majority of your list, which I find really nice :) (despite liking X-Wing, etc)

Anyway. Here's the actual 'good' synergies I've seen. Even though more exist, I feel these are 'extra good'.

  • Salvation + X17s - Obvious combo, you've increased the value of the 3 forward attack which are already edging on being worth about as much as 4 red dice. X17s remove the arguably strongest defense token, the redirect from being able to absorb huge amounts of damage.
  • Paragon + X17s - Same as above. The extra black die benefits from X17, where it would not from Enhanced Armaments. Cheaper too.
  • Demolisher + Engine Techs + Wulf - Noticed this earlier. But Wulf's prevention of using up your Nav Token means you can afterburn every turn! Demolisher's ACMs are going to be all over the place now. Hell, even when you don't want to go full speed 3+1, it's better to use Engine Techs as that allows you to make a 45 degree turn as part of your bonus maneuver!
  • Tie/A + Soontir Fel - Who wants to give effectively Counter-2 to a bunch of Tie/As, while also being a monster in fighter-on-fighter combat? Soontir does!
  • Chiranu + Mithel - Every squadron command turns Mithel into a bomb, hitting each enemy in combat with him with statistically the same results as 2 blue dice (1 guarenteed damage). That's kinda great, in addition to the general advantages of repositioning in a dogfight.
  • Chiranu + Corruptor + Rhymer - Your bombers will never be tied up again, if you can attack a ship at a rough equivilent of the full range ruler, even when engaged!
  • Tarkin + Defense Liason - Every VSD should have Defense Liason in a Tarkin fleet IMO. The ability to turn your free tarken Token into a Repair or Maneuver when you need it (instead of being utterly boned when the enemy rushes past you and you need to turn, or when you're in frantic damage control mode) is the difference between the good guys winning and another defeat at the hands of treacherous insurgents.
  • Dodonna and XX9s - Crits are horrifying in this game, many of them result in a totally screwed ship. Why not double-down when you actually get through the hull with your pick of 2 from 8 potential crits? I once had a pair of ruptured engines destroy a VSD, since it had no engineering or navigation commands available for another 2 turns to slow down and just ate damage each turn.
  • Adar + Yavaris + Farlander - Only ever pulled it off once, but if you can deliver Farlander in this configuration, he's the most terrifying thing possible. 6 black dice on a target ship, with rerolls if any miss? Blew away most of a gladiator in one activation.

Oh good golly I hadn't thought of that. I've gotta try that.

And the rest is lovely too.

Now you're playing with power! Imperial power!

Dare I say, "Unlimited POWERRRRRRRR!"

  • Adar + Yavaris + Farlander - Only ever pulled it off once, but if you can deliver Farlander in this configuration, he's the most terrifying thing possible. 6 black dice on a target ship, with rerolls if any miss? Blew away most of a gladiator in one activation.

Just want to point out that Tallon doesn't trigger until after the Squadron command is resolved, and then that squadron doesn't have any way to activate again until another ship reveals a Squadron command or during the Squadron Phase. I've seen several people confused by him.

Each step completes before the next begins.

1: Ship with Tallon initiates Squadron command. To resolve the Squadron command...

2: Activate squadrons one at a time. Once all squadrons have been activated, the Squadron command has resolved. Then...

3: Exhaust Tallon to ready one of the squadrons activated. Finally, either...

4a: Another ship triggers a Squadron command, activating the readied squadron. Or...

4b: That squadron activates in the Squadron Phase.

So you'd actually want Tallon on a ship other than the Yavaris, so that that ship can activate first (giving the chosen squadron move + attack), Tallon can ready the squadron, and then the Yavaris can activate it later (attack + attack since it's already in position).

EDIT: to add to the list, "Dutch" Vander and Wedge Antilles are pretty straightforward, Vander shuts down a squadron for Wedge to hammer. Likely better in a mirror match than against Imperials though, 9 Blue is overkill on the smaller TIEs.

Adar Tallon with Tycho Celchu can engage enemy squadrons while leaving Celchu ready to break off once they've activated and do more damage (or engage more enemies) somewhere else.

Adar Tallon with "Dutch" Vander can lock down a squadron and then hit it for the extra damage.

Demolisher with Gunnery Team and Expanded Launchers can kick off two RRBBBB volleys, the second at the target of your choice.

Salvation with Advanced Gunnery to double-tap that prodigious fore battery. Season with Raymus Antilles to taste for bonus Concentrate Fire tokens, as well as Turbolaser of choice.

Edited by Joker Two

I used a galiant haven + tallon, and yarvis build before.

Did it with Luke to attack the same victory 3 times in a single turn!

... Rolled 3 blanks...

the force is strong with this one <_<

Yavaris + Raymus is my goto combo: 6 attacks from 3 squadrons in 1 round :)

Then you have the obvious pairing of Dutch & Wedge. Even better if used with the above.

Nevermind...

Edited by DWRR
Regardless, it's really of limited application, but could help to fire from one hull zone and then reposition so you have a hull zone with stronger shields facing your opponent.

Limited application? If you save a nav token (or generate one with Tarkin) and have a nav command (something I always have with this ship), you can accelerate from speed one to an effective speed of four, zooming over half the board and blasting at your opponent. I have done this last game to finish of an as safe considered, lonesome AFmk2, who was troddeling in the rear of my VSD2 at long distance. The Demolisher was directly in front of the VSD and finished the AFmk2 of.

Yavaris + Raymus is my goto combo: 6 attacks from 3 squadrons in 1 round :)

Then you have the obvious pairing of Dutch & Wedge. Even better if used with the above.

Salvation + XX9 turbolasers + Raymus + Dodonna - better concentrate firepower, each crit counts as two damage and generates two critical effects of your choice.

Don't the XX9 just flip 2 damage cards, not grant you 2 critical effects?

Don't the XX9 just flip 2 damage cards, not grant you 2 critical effects?

Salvation is not a Critical Effect, it just adds damage to your tally based on the number of Critical Symbols shown on your dice.

Edited by Daner0023