Needa and Turbolaser Reroute Circuits

By Bipolar Potter, in Star Wars: Armada

swm12_turbolaser-reroute-circuits.png captain-needa.png


Does this become worth it on a VSD or ISD? I personally wan't all that sold on Needa before. Now I'm thinking he might be pretty good on a VSD in carrier setup or something, gives it some reliable punch for cheap.

I was wondering about that myself. Throw in the Warlord title on a VSD and you can guarantee two double hit red dice a shot almost.

I was thinking a VSD2 with Corrupter, Needa, Gunnery Team, Hangar Bay, TRC, and Leading Shots. 116 pts. Add a 43 point Rhymer Ball, and you got a nasty combo for just 159 pts. Spits out 2x 3R/3Bu and 4Ba an activation.

Just pump in squadron commands every turn, and you're still getting rerolls and modified dice.

Do you find Corrupter worth it without Chiraneau? Speed 4 still takes you well out of your command range...

There's plenty of squadron-less lists in my area, so it's never really come up in my local meta TBH. I also run into a lot of other Rhymer balls, and some very heavy y-wing lists (6/3 Y/X). I personally tend to use Rhymer as a bait stick if enemy fighters are present. Keep the group on the far side of my formation from opponents fighters, then dart the other way if need be before launching my attack. Careful positioning and activation usually gives me 2 attacks out of the group, and the 8 average damage from that usually pays the point expenditure. Sure, sometimes I'd like Chiraneau's ability, but i find that if the opponent sees i have him, he just sends one guy in to lock Rhymer down, then spaces the rest of his guys to catch them when i try to Chirpy them out of engagement. So i just go without him.

Yeah, that happens to me too, so I'm considering dropping him too. But the question was really about Corrupter. The difference between speed 2 and speed 3 is effectively massive (as you can now leap over the squadron engaging you) but I don't recall ever, or hardly ever, gaining anything from speed 5 over speed 4 on my bombers.

You know, now that i really think about it, i don't think the extra distance really would have mattered. Maybe a few times, where i just barely got in firing range, or just barely dodged some escorts, but most of the time no.

Dammit man, now i'm having an existential list building crisis.

Personally, I like Corrupter without Chirpy.

Not many people expect a salvo of five bomber shots in round one, particularly if they started slow intending to speed up. It puts the pressure on early, and the TIE bomber is more than fast enough to keep up with most ships anyway, particularly with Rhymer.

Doesn't work as well if the opponent brings squadrons, but right now at least I get away with it pretty regularly.

Back to the firepower combo (needa with turbo laser reroute), yes I am a fan, particularly since the dice you change can be one of the blanks.

I do think this combo though would be constrained a bit by lack of accuracy. For my red dice engagements I find you really need something to suppress the evade or brace or the fire becomes almost ineffectual. Considering H9s and Intel officers are both out, the only option I can think of is sensor team.

That why I went with Vic2 over Vic1. Blues should give you some much needed Acc results.

This on Warlord vic2 will be an excellent, cheap-ish ship of the line.

VSD1 + Warlord + Sensor Team + Cpt. Needa + Turbolaser Reroute Circuits + Assault Proton Torpedoes w/ Screed = 4 hits at Red + 3 Black w/ guaranteed critical through shields

73 +8 +5 +2 +7+5 = 100 + Screed. That is fixed rolling pain!

Edited by F0RGED

VSD1 (73)

Warlord (8)

Needa (2)

Sensor Team (5)

Turbolaser Reroute Circuits (7)

95 points of death and destruction! >:D

Say you roll an accuracy and a blank on your side arc attack with 2 red dice... 4 damage! >:D

Of course, you give up Intel Officer, who originally is there to stop evades manipulating your fixed dice, which is too bad...

So, RAIDERS WITH OVERLOAD PULSE! xD

Of course Darth Vader might be nice as well. You essentially turn the cheap VSD1 into a long range beast, and if they try to get close, surprise! black dice!

Almost as good as the 11 dice front arc of Dominator with the multitude of re-rolls, but that is like 20-30 points more.

Has the Slaved Turrets card been spoiled yet? ie. cost and full details?

That one may end up being better for long range shots from the VSD, especially if it's already going to have a gunnery team and other shooting upgrades on it. The main issue you would run into with TRC on a VSD is that you can only use the evade token once per turn for either TRC or defensively (and thus no TRC) or you have to discard it and get no use from it for the rest of the game. Not to mention things that exhaust/discard defensive tokens.

Has the Slaved Turrets card been spoiled yet? ie. cost and full details?

6 Points, Modification, can only shoot once per round, but if you do, +1 Red Die at Ships.

I just fear that the victory is going to be very vulnerable in the wave 2 environment. Everything is becoming so lethal.

Example - MC80 with Ackbar, XI7s and leading shots. 6 red /3 blue dice. Sacrifice one blue to reroll your misses...

Any other upgrades aside, this will likely generate at least 6 damage and one accuracy (Exit Brace).

That will carve through your front shields in one go and give you two damage cards including a face up.

The next volley would most likely take you out even if he doesn't have something backing him up.

Has the Slaved Turrets card been spoiled yet? ie. cost and full details?

6 Points, Modification, can only shoot once per round, but if you do, +1 Red Die at Ships.

So basically only nebulons, because they only have red dice on their sides anyways.

I just fear that the victory is going to be very vulnerable in the wave 2 environment. Everything is becoming so lethal.

Example - MC80 with Ackbar, XI7s and leading shots. 6 red /3 blue dice. Sacrifice one blue to reroll your misses...

Any other upgrades aside, this will likely generate at least 6 damage and one accuracy (Exit Brace).

That will carve through your front shields in one go and give you two damage cards including a face up.

The next volley would most likely take you out even if he doesn't have something backing him up.

Funny you say that, because I feel like the Victory comes out stronger than both the ISD and the raider in this release. In fact, I think it is just behing the CR90, but ahead of the GSD with all of it's new black dice goodness.

Okay, fine, I will admit it.

I have triangle envy.

Edited by Corellian Corvette

So basically only nebulons, because they only have red dice on their sides anyways.

Will be useful for anyone who isn't double-arcing... Corvettes facing down after a long flank move, AFMK-IIs with just the Broadside and someone other than Gunnery Teams in the Gunnery Slot...

So basically only nebulons, because they only have red dice on their sides anyways.

Will be useful for anyone who isn't double-arcing... Corvettes facing down after a long flank move, AFMK-IIs with just the Broadside and someone other than Gunnery Teams in the Gunnery Slot...

But it is 6 points, and uses a turbolaser slot. Even with 400 points, I am finding that I need to trim a lot of things down to be able to have both the mottie scale of ships and squadrons in a fleet.

So basically only nebulons, because they only have red dice on their sides anyways.

Will be useful for anyone who isn't double-arcing... Corvettes facing down after a long flank move, AFMK-IIs with just the Broadside and someone other than Gunnery Teams in the Gunnery Slot...

But it is 6 points, and uses a turbolaser slot. Even with 400 points, I am finding that I need to trim a lot of things down to be able to have both the mottie scale of ships and squadrons in a fleet.

'Tis an option. I'd consider it after my last week... I only just single-Arc'd with my AFMK-II all day. :/

Has the Slaved Turrets card been spoiled yet? ie. cost and full details?

6 Points, Modification, can only shoot once per round, but if you do, +1 Red Die at Ships.

So basically only nebulons, because they only have red dice on their sides anyways.

I just fear that the victory is going to be very vulnerable in the wave 2 environment. Everything is becoming so lethal.

Example - MC80 with Ackbar, XI7s and leading shots. 6 red /3 blue dice. Sacrifice one blue to reroll your misses...

Any other upgrades aside, this will likely generate at least 6 damage and one accuracy (Exit Brace).

That will carve through your front shields in one go and give you two damage cards including a face up.

The next volley would most likely take you out even if he doesn't have something backing him up.

Funny you say that, because I feel like the Victory comes out stronger than both the ISD and the raider in this release. In fact, I think it is just behing the CR90, but ahead of the GSD with all of it's new black dice goodness.

Okay, fine, I will admit it.

I have triangle envy.

I take it all back. After seeing Rogues and Villains, Corrupter and Booster Comms is definitely going to be a thing in my fleet.