I just played this today and seemed like a very good combo, but part of me is saying I'm reading the cards incorrectly thus resulting in a broken, overpowered effect.
I have a Vic 2 with Admiral Screed, Dominator, Overload Pulse, Intel Officer, and Sensor Team, and a Gladiator 1 with Wulff, Assault Concussion Missiles, Engine Tech, and Demolisher.
I attack a target a close range with the Gladiator 1. Assuming a side shot, so that's 4 black dice. Let's say I get 4 hits. I use Admiral Screed to spend 1 dice and turn one of the dice onto the Hit + Critical Hit face on the black dice. The target is a CR-90 with 1 shield on the Left hull, 2 shields on the Front hull, and no shields on the right hull. I am attacking his front hull. He can't use his evade tokens (close range) and no matter how he redirects, he's still going to take damage.
Assault Concussion Missiles --- I assume they deal damage if the adjacent hull zone has no shields? In this case, the CR-90 automatically loses the Left-side shield and suffers 1 damage from the Right side. Does this damage happen straight away or does it happen AFTER damage from the attack is done? This distinction might be important when determining if a crit goes through.
If I had attacked with the Vic earlier, I could have 3 red and 3 blue dice. At this point, I realized that adding blue dice from Dominator in hopes of getting a crit is useless since I can use Adm. Screed again to trigger a crit so at best, Dominator is just there to bring more pain. Because of the crit from Screed, all defense tokens of the CR-90 go from green to orange (exhausted).... again, I now realize that Intel Officer is useless because the tokens are now exhausted so if the player decides to use a token, that token is then lost/discarded for the rest of the game.
In this case, it was quite easy to trigger Overload Pulse and Assault Concussion Missiles because Screed gives each ship a critical hit once per activation, essentially.
What do you guys think? Have I mis-read the cards?