What is the max damage in one turn for armada

By Cubanboy, in Star Wars: Armada

146....Engage coffee I.V. 266? Oh 290?

K, now that I have had coffee, and adding Crabbys objective, I'm going with at least 290.

More coffee, 170.

Edited by GronardII

Take all your calculations:

Now factor in the Opening Salvo mission - every ship gets +2 dice for their first attack.

I love puzzles like this!

After some scribbling as I sipped my morning coffee, I came up with:

-196 Damage dealt to enemy ships including only attacks and rams

-229 Damage dealt if you assume the enemy ships are then forced to ram you (and obstacles) as part of their move(s) [blocking damage should count, I think]

Assumptions:

  • Only damage suffered by enemy ships counts (if squadrons counted, 14 TIE Bombers could be "milked" for 84 damage with three AF Battery attacks of 2B)
  • The enemy fleet must be a real 400pt fleet capable of sustaining the damage dealt
  • Only one enemy ship may overlap each of the obstacles (e.g. no having 9 enemy corvettes all blocked onto the same debris field)
  • The enemy is "complicit," in that they do not spend defense tokens and do things that may cause them damage (e.g. using their dial with a "Crew Panic" criticla hit, for one damage)
  • Enemy ships will only ram our ships and not one another

My List:

  • Ackbar
  • 8x CR-90a
  • 1x Y-Wing
  • Opening Salvo (Second Player)

Opposing List:

  • General Riekan (so enemy ships can eat the insane amount of damage thrown at them)
  • 1x MC80a Command (for the 4-Shield arcs for Projector Misalignments)
  • 6x CR-90b
  • 3x Engine Tech (to double-ram)

Each CR90 attacks with both broadsides and a Concentrate Fire dial, adding either three Black with Opening Salvo + CF (same effective damage as adding three reds, since there are only 18 critical damage cards that result in bonus damage, but it's more bad-assed to use Black dice, heh):
--Broadside 1: BRRRBkBkBk

--Broadside 2: BRRR

Each Blue = Crit and each Red = Hit+Hit and each Black = Hit+Crit

So each CR90 musters 5x Crit and 15x Hits and then rams an enemy ship for 1 Damage = 5 Crits and 16 Hits

You have eight CR90s, so their total is 40 Crits and 128 Hits, and we top off with the Y-Wing's H+C for 41 Crits and 129 Hits

Now, to cash in on critical hits (of which we have 41, but only 18 will up our damage):

  • We get two Projector Misaligned critical hits and choose the 4 Shield sections of our MC80 target = 10 Damage
  • We get two Shield Failures, which are effectively three damage each = 6 Damage
  • We get eight Structural Damages = 16 Damage
  • We get two Crew Panics at a net two damage each = 4 Damage
  • We get two Ruptured Engines at a net two damage each = 4 Damage
  • We get two Thruster Fissures at a net two damage each = 4 Damage
  • We get two Damaged Controls (*see below) = 2 Damage (+18 Damage if we consider enemy overlaps on their moves)
  • The remaining twenty-one crits are cashed in as a single damage = 21 Damage

So, 41 Critical Hits = 67 Damage

*Note: each CR90 can deal two of these critical hits (16), the Y-Wing can deal 1, and the three asteroids overlapped can deal three more (3), which is far more than we need. If we ignore enemy movements in our damage total (ie no eighteenth crit from overlapping a rock after getting blocked by us), then we still deal 17/18 of the crits via attack dice for 66 Damage instead of 67.

So our new brute damage total is 196 Damage

We could stop there, but if our rams count than we can also assume our opponent's rams and obstacle overlaps will count if caused by our ships getting into or starting the turn out in their way.

So, if we do that, given our enemy list we have 1MC80 and 6CR90bs to ram into our fleet and obstacles, if we assume max of one enemy ship blocked onto each of the three damaging obstacles

Ship 1 (with Damaged Controls) overlaps our ship, moves back, and finishes on a debris field for 2+1+1+1 damage = 5 Damage, then since they are hella dead anyways, decide to use Engine Techs to ram us again for another 5 Damage = 10 Damage total

Ship 2 (also with Damaged Controls) does the same thing and overlaps the other debris field, for 10 Damage

Ship 3 (with the final Engine Tech) rams our ship, stops on a rock, and then Engine Techs for a total of 4 Damage

Ships 4 and 5 ram one of our ships and each get parked on a rock for 2 Damage each at a total of 4 Damage

Ship 6 just rams one of our ships for a total of 1 Damage

Enemy movement damage = 29 bonus damage

So, our new grand total of damage dealt in a single turn is 196 + 29 = 225 DAMAGE

You could get slightly higher by replacing the Command MC80a in the enemy list with more CR90bs and Engine Techs, but then your brute damage total goes down a bit by losing the 5 Damage projector misalignments against the MC80a (and really, the real challenge is damage dealt to enemy ships through damage and critical bonuses, though the enemy's damage from getting blocked / ramming is a fun secondary consideration).


Can anyone do higher? :)

Edited by AllWingsStandyingBy

Well, you forgot that you generate a new damage deck from the discards once the current deck has been exhausted.

Well, you forgot that you generate a new damage deck from the discards once the current deck has been exhausted.

Hmm, though Rieekan leaves the "destroyed" ships--damage cards and all, I'd assume--on the board until the end of the status phase. So, you wouldn't have the discarded damage cards to start rebuilding the deck with right when you run out. Paradox. :)

VSD-1 Dominator with expanded launchers gets 3/2/5 which is 18 damage, plus slaved turrets to 20. Oh and concentrate fire, 22.

I use dominator/expanded launchers/X17s as my damage ship for imperials.

it is quite common to roll 9-11 damage and an accuracy with that ship... insta-popping any small ship, and crippling any medium ship irreparably. Watching your damage pass right through the shield face on and hit hull that hard is very satisfying.

VSD-1 Dominator with expanded launchers gets 3/2/5 which is 18 damage, plus slaved turrets to 20. Oh and concentrate fire, 22.

Don't forget the Opening Salvo boost... 26 with black/red dice.

But yes, even unmodified, that thing's a beast. It's a shame the ISD I couldn't support expanded launchers, like its Victory cousin...

VSD-1 Dominator with expanded launchers gets 3/2/5 which is 18 damage, plus slaved turrets to 20. Oh and concentrate fire, 22.

Don't forget the Opening Salvo boost... 26 with black/red dice.

But yes, even unmodified, that thing's a beast. It's a shame the ISD I couldn't support expanded launchers, like its Victory cousin...

Man, I just played my first game as Imperials, and ran that build, only with ACM. It's just a monster... One-shooting an AF2? Yeah, that just happened. O.o

Getting back to this for a moment. What are everyone's thought on Ackbar now that some of you have the MC-80 and have hopefully play tested it? Too strong, just right, too expensive?

I personally feel its too strong and that adding the 2 red dice to either MC-80, AFII, or MC-30 is pushing the limits of balance. I have played Ackbar and seen him played multiple times (6-8x) and against Imperials those lists are 10-0ing them 90% of the time. All things being equal, skill, luck etc, I think 2 red is too much too add and keep in mind I am a hard core Rebel player. I am at the point where I feel like switching to the Imperials just so I can have a challenge.

I think that dropping him to 1 red dice and reducing his cost to 26-30 is more reasonable or change the dice from 2 Red to 2 Blue.

Thoughts?