So I was trying to figure out what is the max damage per side we can achieve in Armada at 400 points.
What is the max damage in one turn for armada
I think the max is an MC80 with Akbar. 8 reds plus 2 blues = 18 damage
Forgot Defiance. +1 red for 20 damage
Edited by megamenThe maximum I have ever actually rolled in a game is 12 (+1 accuracy).
Victory 1 (dominator), expanded launchers, H9 turbolasers, Screed. With focussing fire I was rolling 6 black, 3 red and 2 blue dice.
only problem was it was against a CR90, so technically I instant-popped it twice over.
I was thinking hey I can take 8 raiders and chuck 4 dice per raider total 32 then ram with each for 40 damage total, over single ships.
I wanted to see if we could meet or pass 70 damage in a turn for a side.
Edited by CubanboyAlternative is a double side arc MC30 on the same target (is it possible?)
With actual and say rapid reload:
4 red, 4 black x 2 plus a Cf = 34 damage, max
I was thinking your question was a single ship.
+++ Max damage (396pts) +++
++ Imperial Navy (Standard) (396pts) ++
+ Gladiator Star Destroyer (270pts) +
Gladiator I-Class Star Destroyer (76pts) [•Admiral Ozzel (20pts)]
Gladiator I-Class Star Destroyer (69pts) [Expanded Launchers (13pts)]
Gladiator I-Class Star Destroyer (69pts) [Expanded Launchers (13pts)]
Gladiator I-Class Star Destroyer (56pts)
+ Squadrons (126pts) +
TIE Bomber Squadron (9pts)
TIE Bomber Squadron (9pts)
TIE Bomber Squadron (9pts)
TIE Bomber Squadron (9pts)
TIE Bomber Squadron (9pts)
TIE Bomber Squadron (9pts)
TIE Bomber Squadron (9pts)
TIE Bomber Squadron (9pts)
TIE Bomber Squadron (9pts)
TIE Bomber Squadron (9pts)
TIE Bomber Squadron (9pts)
TIE Bomber Squadron (9pts)
TIE Bomber Squadron (9pts)
TIE Bomber Squadron (9pts)
Created with BattleScribe (http://www.battlescribe.net)
This is capable of throwing 28 damage from the bombers
18 damage from each gsd (8 dice+cf)
And an additional 8 damage for expanded launcher(*2)
For a total of 54 dice capable of causing 108 damage.
So I think 108 IS MAX damage (at least for the empire
Edit: also rams for an additional 4 damage new total=112
Edited by clontroper5You could get 138 dam from empire with 6xACM Glads, Ozzel CFing and ramming.
7black - 2Red and 2xACM for 22 dam per Glad
131 Rebel with 4xShrimps Rapid Reloading 1xShrimp Dodonna and CFs/Ram.
9black - 4 red for 26 dam per shrimp (-4 for the one withouth RR)
Mind you, the odds of this happening is about 1.3 Undecillion to 1 for the glads
Edited by RoaldYou could get 138 dam from empire with 6xACM Glads, Ozzel CFing and ramming.
7black - 2Red and 2xACM for 22 dam per Glad
131 Rebel with 4xShrimps Rapid Reloading 1xShrimp Dodonna and CFs/Ram.
9black - 4 red for 26 dam per shrimp (-4 for the one withouth RR)
Mind you, the odds of this happening is about 1.3 Undecillion to 1 for the glads
Better to save some points and bring Vader, that will increase your expected value substantially.
Better to save some points and bring Vader, that will increase your expected value substantially.
But that would reduce the max damage by 8 points!
Alternative is a double side arc MC30 on the same target (is it possible?)
With actual and say rapid reload:
4 red, 4 black x 2 plus a Cf = 34 damage, max
Yes.
Nose-to-nose, the MC30 can land both side arcs on an ISD's front arc (Or rear, nose to butt).
ISD-1 with Expanded Launchers, Gunnery team, SW-7 ions and Devastator, after removing all defence tokens.
5 Blacks, 3 Reds, 7 Blues. 23 Max damage per shot, twice due to gunnery team. 46 damage maximum in a turn.
I think thats the best i can do with 1 ship!
All of the above PLUS:
-Rams
-Crits
ectt
ISD-1 with Expanded Launchers, Gunnery team, SW-7 ions and Devastator, after removing all defence tokens.
5 Blacks, 3 Reds, 7 Blues. 23 Max damage per shot, twice due to gunnery team. 46 damage maximum in a turn.
I think thats the best i can do with 1 ship!
Sadly ![]()
isd cannot take ordinanceISD-1 with Expanded Launchers, Gunnery team, SW-7 ions and Devastator, after removing all defence tokens.
5 Blacks, 3 Reds, 7 Blues. 23 Max damage per shot, twice due to gunnery team. 46 damage maximum in a turn.
I think thats the best i can do with 1 ship!
Sadly
Thank the stars! I dont need that as well to deal with. . .
I personally have shot this once.
SHIP - Gladiator 1
UPGRADES - Expanded Launchers, ENGINE TECH
OBJECTIVES - 2nd Player Advanced Gunnery
COMMAND - Concentrate fire, two command tokens, Concentrate fire and Navigation.
Roll #1 front Arc 2 Double Hits (Red Dice) and 4 Hit/Crit (Black Dice). Finishing off a rebel space turd.
Used my Navigation Token and double rammed another rebel space turd.
Roll #2 front Arc. 2 Accuracy's (Red Dice) and 5 Hit/Crit (Black Dice)(Concentrate fire Command and Token used)
Total damage output from 1 round... = 24
If the 2 Accuracy's where double hits then damage would equal 28 but my opponent would have Braced and Redirected. I call this round the perfect roll round. It was a glorious round for the Empire..
Naboobo2000
p.s. My next tournament the same exact scenario came up and my first roll was only 1 hit.. then my second roll was all misses, added a dice with concentrate fire and missed, re-roll and miss using a token... 1 hit and if I rammed I would have killed myself and the opponent would still be alive. Suck..
Roll #1 front Arc 2 Double Hits (Red Dice) and 4 Hit/Crit (Black Dice). Finishing off a rebel space turd.
Used my Navigation Token and double rammed another rebel space turd.
Y'know, I'm mostly a Rebel player now...
I like that you refer to them as turds...
... Mostly because its thus entertaining to consider you smashing your ship into it twice deliberately... ![]()
Serves the Gladiator Right.
isd cannot take ordinanceISD-1 with Expanded Launchers, Gunnery team, SW-7 ions and Devastator, after removing all defence tokens.
5 Blacks, 3 Reds, 7 Blues. 23 Max damage per shot, twice due to gunnery team. 46 damage maximum in a turn.
I think thats the best i can do with 1 ship!
Sadly
Thank the stars! I dont need that as well to deal with. . .
Curses! Probably for the best....i'll go back to the drawing board.
I'm surprised no one has mentioned WWPD Steven's twenty-seven damage from an X-wing in most wanted. ![]()
On a more serious note, that 112 damage from the Glad swarm + bombers sounds pretty nice... and expensive...
Edited by clontroper5I'm surprised no one has mentioned WWPD Steven's twenty-seven damage from an X-wing in most wanted.
On a more serious note, that 112 damage from the Glad swarm + bombers sounds pretty nice... and expensive...
I was thinking hey I can take 8 raiders and chuck 4 dice per raider total 32 then ram with each for 40 damage total, over single ships.
I wanted to see if we could meet or pass 70 damage in a turn for a side.
while that would be hilarious to watch and play. if i had this list i'd first start by trolling my opponent by wiping out his entire set of squadrons in a single pass before i came in and spammed his ships just for the lulz
Most wanted absolutely applies to xwings, if they're attacking "the objective ship."
Most wanted absolutely applies to xwings, if they're attacking "the objective ship."
Nope
From the FAQ/Errata:
Most Wanted
The special rule for the “Most Wanted” objective card should read:
“While a ship is attacking an objective ship, it may add 1 die of
any color that is already in its attack pool to its attack pool.”
If you are able to do anywhere near your full strength potential for all the forces you brought than your enemy has done something horribly wrong or you did something perfectly right.
I think the max is an MC80 with Akbar. 8 reds plus 2 blues = 18 damage
Forgot Defiance. +1 red for 20 damage
Our cruisers can't repel firepower of that magnitude.
Except, it's Ackbar doing the damage. ISD needs a new offensive retrofit, which grants extra dice of each kind unless your opponent does their best Ackbar impression.
Edited by ElSee