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

By Killionaire, in Star Wars: Armada

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

XX-9 are a Critical Effect denoted by the symbol on the card.

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

Aye, all good stuff for sure, but I was responding to the above statement that XX9 Turbo Lasers allow you to resolve 2 critical effects, which they don't.

Edited by DWRR

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.

out of the curiosity: what squadron you use as the third one?

Depends on the build and/or the situation. Luke or Keyan are great if they are in a position to attack a ship. Failing that, whichever squadron is going to have the greatest potential effect (i.e. taking out an enemy squadron or two, or getting in some vital shots on a ship). Or alternatively, if I have a squadron that is probably going to die this round, I'll activate that so he at least gets to make his attacks before he goes boom!

Also, if there are lots of undamaged enemy squadrons, I often ignore ones with only 1 Hull remaining and pray to the Dice Gods that the Neb's guns will take them out (2 dice gives a reasonable chance of a hit). However, I do not do this in the case of named pilots - the extra dice from your squadrons are essential to bypass their defense tokens.

Edited by Ghost Dancer

DWRR: yes, you're right. I used wrong term to describe double flip.

Played a game the other night with Adar Tallon on Gallant Haven and Raymus on Yavaris - my opponent picked Hyperspace Assault for me, and I tucked yavaris, a b-wing, an x-wing and Farlander off to the side. Jumped in behind his VSD with that group, and it went down awfully fast. Raymus for a squadron token, meant all three fighters got two shots at the back end of the VSD, and Dodonna got me two of the crits that force discard of a defense token. He activated the VSD second and moved it into range of Haven's side battery, and that was all it. Hammer and anvil.

I got very lucky - I'm sure he won't pick that again with a strike force like that in play. We both agreed it was a very cool moment, though - it had a great feel to it, the frigate dropping out of hyperspace at just the right point with the bombers up front, and the SD with basically nowhere to go.

  • 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!

I believe you have to use the command dial in order for the engine techs to use the ability; so the token doesn't help this combo.

I believe you have to use the command dial in order for the engine techs to use the ability; so the token doesn't help this combo.

No, a token still works. Spending a token still qualifies as executing that command and so can trigger things with the command icon header, like engine techs.

I believe you have to use the command dial in order for the engine techs to use the ability; so the token doesn't help this combo.

No, a token still works. Spending a token still qualifies as executing that command and so can trigger things with the command icon header, like engine techs.

You're right, just determined that after closer inspection. That should really be spelled out more explicitly in a faq.

Which is why Wulf is amazing. You basically park his ass on the gas pedal, and he keeps you going turn after turn :)

Remember, it's better to 'speed 2 + engine techs' than 'speed 3 with no engine techs' when you want to turn harder! At speed 1 + engine techs, you turn harder than a CR90 at that speed, and will pull a clean 90 degree bend.

Which is why Wulf is amazing. You basically park his ass on the gas pedal, and he keeps you going turn after turn :)

Remember, it's better to 'speed 2 + engine techs' than 'speed 3 with no engine techs' when you want to turn harder! At speed 1 + engine techs, you turn harder than a CR90 at that speed, and will pull a clean 90 degree bend.

Hrrrnnnng. get to play with my Gladiator for the first time tonight, and cannot wait to pull this.

Which is why Wulf is amazing. You basically park his ass on the gas pedal, and he keeps you going turn after turn :)

Remember, it's better to 'speed 2 + engine techs' than 'speed 3 with no engine techs' when you want to turn harder! At speed 1 + engine techs, you turn harder than a CR90 at that speed, and will pull a clean 90 degree bend.

Hrrrnnnng. get to play with my Gladiator for the first time tonight, and cannot wait to pull this.

It's in my plans for my next engagement or two, and I'm thinking it's gonna earn a lot of hate from my roommate. Only problem I can see is the nav token makes you slow down or speed up, which could lead to some odd oscillations as you spend it to trigger engine techs. would probably take some practice to get used to that. At the same time, though, it lets you fine tune your maneuvers a lot more on a Gladiator.

Edited by Deathseed

Which is why Wulf is amazing. You basically park his ass on the gas pedal, and he keeps you going turn after turn :)

Remember, it's better to 'speed 2 + engine techs' than 'speed 3 with no engine techs' when you want to turn harder! At speed 1 + engine techs, you turn harder than a CR90 at that speed, and will pull a clean 90 degree bend.

Hrrrnnnng. get to play with my Gladiator for the first time tonight, and cannot wait to pull this.

It's in my plans for my next engagement or two, and I'm thinking it's gonna earn a lot of hate from my roommate. Only problem I can see is the nav token makes you slow down or speed up, which could lead to some odd oscillations as you spend it to trigger engine techs. would probably take some practice to get used to that. At the same time, though, it lets you fine tune your maneuvers a lot more on a Gladiator.

You can use the token to trigger the command, but are by no means required to actually -do- any of the things the token lets you do. In other words you can trigger a command -just- to enable upgrades.

From the FAQ

Commands, p.4

This entry should include the following bullet point:

“A ship can resolve a command and choose not to produce its

effect. It still counts as resolving that command, such as for the

purpose of triggering upgrade cards.”

Edited by KommissarK

So we've established the Ccccccombo metaphor, anyone want to post a Combo and COMBO BREAKER pairing? I.e. come up with a combo and come up with its counter.

Which is why Wulf is amazing. You basically park his ass on the gas pedal, and he keeps you going turn after turn :)

Remember, it's better to 'speed 2 + engine techs' than 'speed 3 with no engine techs' when you want to turn harder! At speed 1 + engine techs, you turn harder than a CR90 at that speed, and will pull a clean 90 degree bend.

Hrrrnnnng. get to play with my Gladiator for the first time tonight, and cannot wait to pull this.

It's in my plans for my next engagement or two, and I'm thinking it's gonna earn a lot of hate from my roommate. Only problem I can see is the nav token makes you slow down or speed up, which could lead to some odd oscillations as you spend it to trigger engine techs. would probably take some practice to get used to that. At the same time, though, it lets you fine tune your maneuvers a lot more on a Gladiator.

You can use the token to trigger the command, but are by no means required to actually -do- any of the things the token lets you do. In other words you can trigger a command -just- to enable upgrades.

From the FAQ

Commands, p.4

This entry should include the following bullet point:

“A ship can resolve a command and choose not to produce its

effect. It still counts as resolving that command, such as for the

purpose of triggering upgrade cards.”

AHAHA! I thought I'd seen that somewhere but couldn't recall where. Good eye! Thanks. That's been nagging at my mind since last night. My concern stands corrected! ;)

Edited by Deathseed

Only problem I can see is the nav token makes you slow down or speed up, which could lead to some odd oscillations as you spend it to trigger engine techs. would probably take some practice to get used to that. At the same time, though, it lets you fine tune your maneuvers a lot more on a Gladiator.

You can use the token to trigger the command, but are by no means required to actually -do- any of the things the token lets you do. In other words you can trigger a command -just- to enable upgrades.

And you can use a Nav-Team on the Crew slot. For extra yaw-iness.

Edited by Jochmann

Only problem I can see is the nav token makes you slow down or speed up, which could lead to some odd oscillations as you spend it to trigger engine techs. would probably take some practice to get used to that. At the same time, though, it lets you fine tune your maneuvers a lot more on a Gladiator.

You can use the token to trigger the command, but are by no means required to actually -do- any of the things the token lets you do. In other words you can trigger a command -just- to enable upgrades.

And you can use a Nav-Team on the Crew slot. For extra yaw-iness.

Not if you have Wulff, unfortunately.

Nav-team is a support team so you can have them and Wulf.

Nav-team is a support team so you can have them and Wulf.

But not with the devious Engine Techs :unsure:

Dammit! That's why I skipped them last time...

Sensor Team + Paragon + X17 Turbolasers:

Sensor Team can ensure the brace is blocked and X17s severely hamper redirect. It's a good way to make sure you're somewhat disappointing roles (2-4 dmg) still hit for something and your monster rolls (8-10 dmg) don't get cut in half. Especially since at long range you're only throwing three dice that have a combined 66% chance NOT to throw an accuracy. In other words, it'll make the AFmkII's damage output more consistent, low rolls can't get braced while high rolls will on average do more damage then without the sensor team.

Screed + Demolisher + Advanced Concussion Missiles.

Played this tonight against a triple Nebulon-B build. That was a really bad matchup for the Rebels. Ended in round 4.

Next time I'll have to throw Wulf and Engine Techs on there for good measure.

Nav-team is a support team so you can have them and Wulf.

Nav-team is a support team so you can have them and Wulf.

But not with the devious Engine Techs :unsure:

Edit: no, that works, too.

What the hell was I thinking? Oh well, disregard.

Edited by DerErlkoenig

Tallon and Yarvis is insane. I ran Luke, 1x X-Wing, 2x Y-Wing, 1x B-Wing and 1x A-Wing plus a Rebel Frigate with Tallon and Expanded Hanger, a Neb with Yarvis and Raymus, and a Corvette with Jayna's Light and Dodanna. (I'm now thinking of switching the corvette title with Leia to allow my ships some dial choices). Anyway, being able to double attack with some of the better ships and using the Adar Tallon ability was amazing. Even when I got engaged in combat, I could take out his ships pretty quickly because I was firing twice with one before we even got to the squadron phase.

H9 and warlord to reliably pull a double hit from red dice.

Would it work on black dice (you could pull crit hits) or no?

Unsure if h9 works on black dice.

Thanks fickle for the double hit realization though.

This is great against all my af2's with ecm's that make accuracies useless.

Throw in intel agent (same cost as ecm's) to get the same effect.

The double hit warlord came for another thread

The only thing I noticed after reading the warlord did not discriminate between ships and squadrons was that neither did h9 lasers :)

H9 and warlord don't work on black dice (no accuracies)

Edited by ficklegreendice

H9 and warlord to reliably pull a double hit from red dice.

Would it work on black dice (you could pull crit hits) or no?

Unsure if h9 works on black dice.

Thanks fickle for the double hit realization though.

This is great against all my af2's with ecm's that make accuracies useless.

Throw in intel agent (same cost as ecm's) to get the same effect.