Running the numbers - defense per point

By Tranenturm, in Star Wars: Armada

So to do the other side of the coin, I ran the numbers of hull and shields per point. I computed them a few different ways. First, just hull. Then just shields. Then the hull plus the worse of either front or sides (not rear), then the best of either front or sides plus hull. Then finally, total hull and total shields. The results:

Hull (only)
0.110 VSD-I
0.103 CR-90b
0.098 Neb-b S
0.094 VSD-II
0.092 ISD-II
0.091 CR-90a
0.089 GSD-I
0.088 Neb-b E
0.083 AFM2b
0.081 GSD-II
0.074 AFM2a

Shields (only)
0.128 CR-90b
0.125 AFM2b
0.118 Neb-b S
0.114 CR-90a
0.111 AFM2a
0.107 GSD-I
0.105 Neb-b E
0.097 GSD-II
0.096 VSD-I
0.082 VSD-II
0.075 ISD-II

Worst Punch (hull plus the lesser of front or side)
0.154 CR-90b
0.151 VSD-I
0.136 CR-90a
0.129 VSD-II
0.125 AFM2b
0.125 GSD-I
0.118 Neb-b S
0.117 ISD-II
0.113 GSD-II
0.111 AFM2a
0.105 Neb-b E

Best Punch (hull plus the better of front or side)
0.157 Neb-b S
0.154 CR-90b
0.151 VSD-I
0.143 GSD-I
0.140 Neb-b E
0.139 AFM2b
0.136 CR-90a
0.129 VSD-II
0.129 GSD-II
0.125 ISD-II
0.123 AFM2a

Total (Hull plus all shields)
0.231 CR-90b
0.216 Neb-b S
0.208 AFM2b
0.205 VSD-I
0.205 CR-90a
0.196 GSD-I
0.193 Neb-b E
0.185 AFM2a
0.177 GSD-II
0.176 VSD-II
0.167 ISD-II

Squadrons
0.600 Y-wing
0.556 TIE Bomber
0.417 TIE Adv
0.385 X-wing
0.375 TIE Fighter
0.364 A-wing
0.357 B-wing
0.273 TIE Interceptor

Damage thread:
https://community.fantasyflightgames.com/topic/186470-running-the-numbers-ave-damage-per-point-spent/

Edited by Tranenturm

I love looking at stats like this.

Neb-b-s. Best all round ship. Thats what im taking away from this+ the other post. Now howmany nebs can i get for 400 points:p

Assuming Dodonna as the commander you could run 7, plus have some points for upgrades.

Edited by Silver Crane

Neb-b-s. Best all round ship. Thats what im taking away from this+ the other post. Now howmany nebs can i get for 400 points:p

I really wouldn't say all round, quite the contrary. As long as you can maintain both range and angle, it's a pretty tough nut to crack thanks to evade, double brace and 3 shields, while being able to dish some serious damage in both variants. But sneezing in its side arcs will make it melt. Unsupported, Neb Bs are going to cry once the Raider arrives. :)

@OP : Interesting stats and effort ! I'm really liking how the CR90B comes in the top 3 of all the lists. It's true that once you throw in some ECM, and manage to fly by the nasty arcs, it becomes decently survivable !

I'm curious to see if you could make a version of the stats that take into account the armament of the vessels. I could pitch in some ideas if you'd like !

Edited by MoffZen

Thanks Tranenturm, great stats.

Neb-b-s. Best all round ship. Thats what im taking away from this+ the other post. Now howmany nebs can i get for 400 points:p

The Neb has great stats in a vacuum. In an actual game it is perhaps the least likely to ever get to actually use all of the shields that come with it. The huge, weak sides would benefit from a redirect option more than perhaps any other ship, and the lack turns the ship into a glass-hammer.

Another thing that isn't represented in the figures is the way that some ships can be killed in a single turn - the more likely that is, the less likely they are to recharge their defence tokens or use engineering. That means assessing how many 'hit points' a ship has per point doesn't fully assess their survivability per point spent.

For example:

Total (Hull plus all shields)
0.231 CR-90b
0.216 Neb-b S
0.208 AFM2b

On paper the CR looks like the best buy when it comes to taking a punch per point. In reality, the AFM2b operates at longer range and is much more likely to survive repeated pummellings; it is more likely to survive long enough to refresh tokens, escape a close enemy or use engineering, and can probably take more than twice as many dice being rolled at it.

Stats only tell a small part of the story. 3 corvettes with on paper much superior stats to a bigger ship, may still bite the dirt because for every 33% of the total damage done on both sides, the side with the corvettes also looses 33% attack strength. The side with the bigger on paper less effective ship will remain 100% operational (barring crit results) until it is completely destroyed. This works the other way too, with a bigger and on paper more effective ship potentially loosing vs smaller and on paper inferior opponents due to maneuverability issues.

Edited by Lord Tareq

Thanks all. Upgrades aren't that hard to do. Take engineering team. Looking at the total hull and shield stats, we need it to come out around .2 shield per point. As a 5 cost upgrade, it needs to trigger twice to earn its defensive money, 3 times to get ahead. But don't forget it will lower your offensive damage per point.

The Neb-b stats make a case (to me) for engineering and Redemption. Redemption is 8 points if I remember right, so it needs to repair 1.6 shields or 3 uses to break even. Since the Neb has one of the highest defense per cost, but doesn't have redirect, having an engineering token on it to move shields around seems like a good idea. Of course it needs to survive the turn cycle long enough to get there.

If you want particular ships plus upgrades, just let me know.

I'd also look a lot at "worst punch". Yes the Neb escort is dead last, but the support is just behind the GSD-1 and ahead of the GSD-2. People make a lot of the 1 shield side, but it's only 1 difference from the GSD. Punching through the GSD is 7 defense, the Neb is 6 defense and slightly cheaper.

Edited by Tranenturm

I'd also look a lot at "worst punch". Yes the Neb escort is dead last, but the support is just behind the GSD-1 and ahead of the GSD-2. People make a lot of the 1 shield side, but it's only 1 difference from the GSD. Punching through the GSD is 7 defense, the Neb is 6 defense and slightly cheaper.

It's more the lack of a redirect over simply the 1 shield that makes the Neb B's side really easy to kill. Considering the Glad can redirect, it's much less vulnerable. 3 damage at medium range on the side arc of a Neb means getting one in the hull and porentially a crit.

I think we need to figure out the defense tokens and how they figure into the equation here.

I do echo the dead ship in 1 turn. I have has CR90's die in a single salvo due to 6 damage and an accuracy.

Great job here.

Stats only tell a small part of the story. 3 corvettes with on paper much superior stats to a bigger ship, may still bite the dirt because for every 33% of the total damage done on both sides, the side with the corvettes also looses 33% attack strength. The side with the bigger on paper less effective ship will remain 100% operational (barring crit results) until it is completely destroyed. This works the other way too, with a bigger and on paper more effective ship potentially loosing vs smaller and on paper inferior opponents due to maneuverability issues.

stats will never tell anything more than a small part of the story in this game

the split of offense across four different firing arcs of varying quality relative to the ship price ensure that gameplay (re: manuevering and positioning) will always be too significant to discount

even more so than X-wing's mathwing, stats will only ever tell give us a rudimentary viewpoint into the inner-workings of the ships in question

they''re just an interesting way to organize data and, in this case, determine who can take more of a straight pounding point for point

Edited by ficklegreendice