Running the Numbers - Wave 2 - Offense

By Tranenturm, in Star Wars: Armada

Since we now have all of the ships in, it's time to run the numbers. As always, these numbers are not definitive for whether a ship is good or not, but only serve to help in comparisons. These numbers DON'T take into account special abilities except for swarm on the fighters. Each category in the offensive section is measured using the best arc(s) and in the case of 2 arcs, assumes front and side. (You'll have to compute the Akbar slash yourself). I take average damage expected per die and divide by point cost to get a relative damage efficiency.

Offense

Single Arc at Long range

0.044 Neb-b S

0.039 Neb-b E
0.034 CR-90a
0.031 AFM2b
0.031 VSD-I
0.028 AFM2a
0.027 GSD-I
0.026 VSD-II
0.026 MC80 A
0.025 ISD-II
0.024 GSD-II
0.022 MC30 S
0.021 MC80 C
0.020 ISD-I
0.000 CR-90b
0.000 Raider-II
0.000 Raider-I
0.000 MC30 T
Single Arc at Medium range
0.058 CR-90b
0.053 VSD-II
0.051 CR-90a
0.050 ISD-II
0.047 Raider-II
0.044 Neb-b S
0.042 MC80 C
0.042 AFM2b
0.039 Neb-b E
0.039 MC80 A
0.037 AFM2a
0.034 ISD-I
0.034 Raider-I
0.031 VSD-I
0.027 GSD-I
0.024 GSD-II
0.024 MC30 T
0.022 MC30 S
Single Arc at Short range
0.080 Raider-I
0.072 VSD-I
0.071 GSD-I
0.071 MC30 T
0.068 Raider-II
0.065 MC30 S
0.061 ISD-I
0.060 GSD-II
0.058 CR-90b
0.053 VSD-II
0.051 CR-90a
0.050 ISD-II
0.044 Neb-b S
0.042 MC80 C
0.042 AFM2b
0.039 Neb-b E
0.039 MC80 A
0.037 AFM2a

2 arcs with CF at long range

0.074 Neb-b S

0.068 CR-90a
0.066 Neb-b E
0.063 AFM2b
0.062 VSD-I
0.056 AFM2a
0.053 VSD-II
0.048 GSD-II
0.046 MC80 A
0.044 ISD-II
0.043 MC30 S
0.041 ISD-I
0.040 GSD-I
0.035 MC80 C
0.000 Raider-I
0.000 MC30 T
0.000 Raider-II
0.000 CR-90b
2 arcs with CF at medium range
0.115 CR-90b
0.102 CR-90a
0.088 Neb-b S
0.088 VSD-II
0.081 ISD-II
0.079 Neb-b E
0.078 Raider-II
0.074 AFM2a
0.073 AFM2b
0.073 ISD-I
0.071 MC80 C
0.068 Raider-I
0.066 MC80 A
0.062 VSD-I
0.048 GSD-II
0.048 MC30 T
0.043 MC30 S
0.040 GSD-I
2 arcs with CF at short range
0.152 GSD-I
0.142 Raider-I
0.133 GSD-II
0.131 MC30 T
0.125 Raider-II
0.120 VSD-I
0.120 MC30 S
0.115 CR-90b
0.102 CR-90a
0.102 ISD-I
0.088 Neb-b S
0.088 VSD-II
0.081 ISD-II
0.079 Neb-b E
0.074 AFM2a
0.073 AFM2b
0.071 MC80 C
0.066 MC80 A
Squadrons anti-ship
0.125 B-wing
0.111 TIE Bomber
0.109 H-6
0.100 Y-wing
0.083 Firespray
0.068 A-wing
0.063 TIE Adv
0.063 TIE fighter
0.058 X-wing
0.047 Aggressor
0.047 YT-2400
0.045 TIE Interceptor
0.042 Jumpmaster
0.042 HWK-290
0.038 YT-1300
0.033 YV-666
Squadrons Anti-squadron
0.242 TIE fighter
0.222 TIE Interceptor
0.167 YV-666
0.154 X-wing
0.136 A-wing
0.125 TIE Adv
0.125 Aggressor
0.125 YT-2400
0.115 YT-1300
0.115 Jumpmaster
0.107 B-wing
0.100 Y-wing
0.083 TIE Bomber
0.083 Firespray
0.083 HWK-290
0.063 H-6

Seems good

Since we now have all of the ships in, it's time to run the numbers. As always, these numbers are not definitive for whether a ship is good or not, but only serve to help in comparisons.

ah, I love a good disclaimer :D

and you're absolutely right

Armada's extra weird because dice efficiency doesn't work the same in X-wing because positioning wildly affects expected damage output. Especially now that crazy **** like the ISD is out, it's actually very possible that a single shift in range or hullzone can be the difference between living and one-shot.

so, while the ISD-2 is the very module of excessive inefficiency (letting the VSD keep its place in the game), proper use of it will have you swinging the scales so hard that it'll be difficult for the opponent to come back

ie. i doesn't matter that Raiders are more efficient if they're dead ;)

Edited by ficklegreendice

Since we now have all of the ships in, it's time to run the numbers. As always, these numbers are not definitive for whether a ship is good or not, but only serve to help in comparisons.

ah, I love a good disclaimer :D

and you're absolutely right

Armada's extra weird because dice efficiency doesn't work the same in X-wing because positioning wildly affects expected damage output. Especially now that crazy **** like the ISD is out, it's actually very possible that a single shift in range or hullzone can be the difference between living and one-shot.

so, while the ISD-2 is the very module of excessive inefficiency (letting the VSD keep its place in the game), proper use of it will have you swinging the scales so hard that it'll be difficult for the opponent to come back

ie. i doesn't matter that Raiders are more efficient if they're dead ;)

I guess you could call them...Raiders of the lost ark

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Yeeeeeeaaaaaaahhhhhhh!!!!

Mmm. Raiders.