Gunnery team...am I missing something?

By rapatpamp, in Star Wars: Armada

In my area, so far anyway, 2 ship builds are the go-to so it seems to me that Gunnery Teams aren't that great.

Now they can be useful but seem like there are much better options atm.

Here's a couple of lists that I might use for Sullest that include them but it seems like I wont get much use.

Imperial

Vic 2

Screed

Gunnery Team

Vic 1

Dominator

H9

Wulff

Glad 1

Demolisher

Engine Techs

Advanced Gunnery

Contested Outpost

Dangerous Territory

Total 292

Rebels

Assault B

Dodonna

Enhanced Armaments

Gunnery Team

Electronic Countermeasures

Assault B

Enhanced Armaments

Gunnery Team

Electronic Countermeasures

Corvette B

Overload Pulse

4x A-wings

Most Wanted

Fleet Ambush

Superior Positions

Total 291

I'm just not sure about those Gunnery Teams though.

Are they actually worth it?

If your opponent knows you have gunnery team, then they will make sure you wont be using it :/

A's actually might like gunnery team more than B's. Firing out the side at a ship, then once more with 2 blue dice for a swarm of squadrons? Sure.

If your opponent knows you have gunnery team, then they will make sure you wont be using it :/

A's actually might like gunnery team more than B's. Firing out the side at a ship, then once more with 2 blue dice for a swarm of squadrons? Sure.

That's what I'm thinking too.

Imperial list switch to an Intel Officer.

Rebels drop them both add Tycho and be at 293.

I mean, I find them useful if you end up with only one arc towards the enemy and trying to choose between targets...but they are also handy if you get swarmed by bombers or something on a "danger side" that's already taking a pounding from enemy ships.

For the Imperials Gunnery Teams is extra frosting for their cake.

For Rebels on the Assault Frigate, it is a way to effectively double their damage output.

Since they don't have the strong dice in numbers like the Imperials they need to focus fire one target down at a time. Gunnery teams allows for you to set up overlapping fields of fire to do that and maximize damage.

For the Imperials Gunnery Teams is extra frosting for their cake.

For Rebels on the Assault Frigate, it is a way to effectively double their damage output.

Since they don't have the strong dice in numbers like the Imperials they need to focus fire one target down at a time. Gunnery teams allows for you to set up overlapping fields of fire to do that and maximize damage.

I agree it just seems like a smart opponent will spread out more and make it very hard/impossible to do so.

Although I suppose they can do that with mostly anything.

I'm with Lyraeus on this one....I find them utterly invaluable on AF's. They lack the dice to kill ships fast, so being able to work on two at a time is huge, and either the side arc strafe I don't find it too bad keeping 2 targets on the go (usually).

I expect to love them even more on MC80's btw!

I'm with Lyraeus on this one....I find them utterly invaluable on AF's. They lack the dice to kill ships fast, so being able to work on two at a time is huge, and either the side arc strafe I don't find it too bad keeping 2 targets on the go (usually).

I expect to love them even more on MC80's btw!

Home One style MC80s can't use Gunnery Team.

I've had some luck with them on most of my ships for a build (3 of 4, or 2 of 3) but only when captained in a Congo-line or Line abreast. Works, but the order of our activations are fixed and your opponent knows this, or, you run into all sorts of collision problems in your fleet.

I'm with Lyraeus on this one....I find them utterly invaluable on AF's. They lack the dice to kill ships fast, so being able to work on two at a time is huge, and either the side arc strafe I don't find it too bad keeping 2 targets on the go (usually).

I expect to love them even more on MC80's btw!

Home One style MC80s can't use Gunnery Team.

They get access to Engine Techs instead.

For the Imperials Gunnery Teams is extra frosting for their cake.

For Rebels on the Assault Frigate, it is a way to effectively double their damage output.

Since they don't have the strong dice in numbers like the Imperials they need to focus fire one target down at a time. Gunnery teams allows for you to set up overlapping fields of fire to do that and maximize damage.

I agree it just seems like a smart opponent will spread out more and make it very hard/impossible to do so.

Although I suppose they can do that with mostly anything.

The Assault Frigate is among the more manuverable ships. If it has Gunnery Teams the only way to prevent both it's attacks being out of it's preferred arcs is to either be out of range or stay within it's narrower front and rear arcs. Given that it is likely at least as manuverable as any other ship that is very hard to do.

This is not a a VSD front arc, it is much harder to avoid the side arcs of the Assault Frigates.

It's really your call on the local trends. I'd keep them on the assault frigates, but for the Imperial list you could put ACMs on demolisher which with screed is just great!

On another note, I'm not sure your rebel list objective choices are the best, at least I'd caution you from using fleet ambush as in the words of a well known admiral "Its a trap!!," and not a trap for the other player mind you.

I'm with Lyraeus on this one....I find them utterly invaluable on AF's. They lack the dice to kill ships fast, so being able to work on two at a time is huge, and either the side arc strafe I don't find it too bad keeping 2 targets on the go (usually).

I expect to love them even more on MC80's btw!

heh, I usually find them a waste of 7 points on my AF's. Interesting to see how peoples play styles affect their opinions on the worth of upgrades.

Really depends on your doctrine on how you use your fleet.

I'm with Lyraeus on this one....I find them utterly invaluable on AF's. They lack the dice to kill ships fast, so being able to work on two at a time is huge, and either the side arc strafe I don't find it too bad keeping 2 targets on the go (usually).

I expect to love them even more on MC80's btw!

heh, I usually find them a waste of 7 points on my AF's. Interesting to see how peoples play styles affect their opinions on the worth of upgrades.

Really depends on your doctrine on how you use your fleet.

My friend used a double VSD list this weekend, both with Gunnery Teams. Those big front arcs really seemed to like them, it's fairly hard to be at long range and split two ships up enough to get out of that arc. I won the match, took out one VSD to my Salvation, and nearly had the second Vicky too, but my Yavaris was limping home and my two CR90's were working those engineering teams on overtime getting the shields back up.

Truth be told, Yavaris' B-wings were the heroes again, and I probably don't take out either Vicky without losing another ship or two without them.

I love them on the AF for anti squadron duty. I also will split fire if it's the best option. This mostly at long range.

"They'll just spread out to avoid the gunnery teams," is something I wish I could guarantee every game. I get to concentrate my fire and you don't because you're avoiding GTs? Yes, please.

It's really your call on the local trends. I'd keep them on the assault frigates, but for the Imperial list you could put ACMs on demolisher which with screed is just great!

On another note, I'm not sure your rebel list objective choices are the best, at least I'd caution you from using fleet ambush as in the words of a well known admiral "Its a trap!!," and not a trap for the other player mind you.

I have been thinking about that any suggestions for yellow?

I will say this: I can't see NOT running one on an assault frigate unless you are rolling with Paragon (at which point you are trying to set up double arc shots and actively avoiding use of the gunnery team, fine).

On the other hand, for Imperials, the only ship I strongly feel should run one is the VSD-II, and even then it's a nice to have, not a must have like for the AF.

It's really your call on the local trends. I'd keep them on the assault frigates, but for the Imperial list you could put ACMs on demolisher which with screed is just great!

On another note, I'm not sure your rebel list objective choices are the best, at least I'd caution you from using fleet ambush as in the words of a well known admiral "Its a trap!!," and not a trap for the other player mind you.

I have been thinking about that any suggestions for yellow?

I would suggest Fire Lanes since the red dice give you a large chance of getting an absurd number of points, it does take a little practice though. Contested outpost is also an option, but it tends to give you less flexibility in movement since your opponent knows where you are going to try to be.

It's really your call on the local trends. I'd keep them on the assault frigates, but for the Imperial list you could put ACMs on demolisher which with screed is just great!

On another note, I'm not sure your rebel list objective choices are the best, at least I'd caution you from using fleet ambush as in the words of a well known admiral "Its a trap!!," and not a trap for the other player mind you.

I have been thinking about that any suggestions for yellow?

I would suggest Fire Lanes since the red dice give you a large chance of getting an absurd number of points, it does take a little practice though. Contested outpost is also an option, but it tends to give you less flexibility in movement since your opponent knows where you are going to try to be.

Yeah Fire Lanes might be ok but with the number of Imp players in my area Contested Outpost could be a disadvantage.

Although if they try to park there that could be an advantage of Gunnery Teams :)