So, about Ion Cannon Batteries...

By Viratin, in Star Wars: Armada

"Blue Critical: Choose and discard 1 command token from the defender. If the defender does not have any command tokens, the defending hull zone loses one shield instead."

Does this upgrade seem really sorta useless? I mean, it's not worth it to spend a crit and 5 points to make your opponent lose a command token. And then, using a blue crit to remove a shield is really unnecessary, since it's going to remove a shield anyway if there is one to deflect it, or if there's not, it's going to deal a face-up damage.

All in all, I think this card needs to be changed somehow.

It is a way to deal more damage to a shield but after that point I dont think it is worth it. It does nothing extra if their are no shields. . .

Its one of those cards that better the *fewer* dice you're throwing... Like from a Corv to a heavy imperial.

Acc, Acc, Crit, and you can either pop a command token or punt 2 damage to a shield.

That token might be a shield coming back through an engineering command. Or it might be one less bomber about to blitz your carrier.

Etc.


Certainly, its not something I immediately throw on my Vic/2, but it has its place where I'm just throwing a *couple* of dice for a bigger payout against a bigger target.

I don't take it, but if you aren't getting through the shields its better then the default crit effect. If you do get through, then eliminating command tokens is situational but cool. I acrually like it in theory but never seem to find the points

Oh, I see. So when you deal the crit result, you deal it AND the damage that the hit itself causes. That lets it do 2 damage to the shields, potentially, over 1. Got it. That makes more sense.

Did not think of it that way.

Also you make Yularen (is that the name) useless, as you remove the command token that the ship got. So you fight a 7? pt upgrade with a 5 pt upgrade, plus the extra damage vs shields :-)

situational for sure, but not the worst upgrade card around

It is only useful if the enemy ship has either a command token or the defending hull has shields. After that, it is useless.

So how useful is this upgrade card for you? Depends on who you are up against. Taking out that Navigate token is devastating for a Gladiator+EngineTechs+Wulff combo. Taking the banked Navigate token on CR90s can mess with the opponent's plans as well. When shooting big ships and you know you're not going past his shields (taking into account Brace and Redirect defense tokens he has), then that 1 more point of shield damage can be useful.

Personally, I've not found a use for this in the 3 fights I've used it.

As the game matures i can see alot more upgrades that come about from the use of command tokens - and as such the ability to remove a token from an opposing ship becomes more valuable. As mentioned already, it really screws with Wulff & Engine Techs combo. When there's more of those types of combos about, the relative worth of this upgrade is increased.

It's definitely in my "not that useful right now, reappraise at every Wave release" pile :)

I think this is a very useful card. Think of it this way. As stated if the opponent has shields you can then take your crit to remove a shield and do 1 damage. Normally if it hits the shield it is only 1 damage so that crit means nothing. That shield removal can't be braced or redirected. This could mean the difference between hitting the hull on a shot or not.

Or you can have it remove a command token as stated that can screw up the demolisher combo. Make Antillies or Garm Bel less effective.

Now do I think that overload pulse is better yes. But say I had 2 VSD and not enough points for 2 overloads but enough for 2 ion cannons I would take the ion canons. Or if I had a CR90 swarm making sure you get the shields down it important so I would take it.

I think its a good cheap and reliable upgrade for a VSD 2, and stacks well with other antiship upgrades. I've had some great results with it vs assault frigates. Its almost like assault concussion missiles for a VSD2!