Captain Needa

By nathanaelsmith88, in Star Wars: Armada

The more I think about it, the more useful Captain Needa might become when he arrives with wave 2.

captain-needa.png

A few posters have mentioned his synergy with turbolaser reroute circuits (so good!).

Beyond that, I'd want him on my ISD because the rebels are going to be throwing a lot of red dice my way at long range. An evade token will come in useful as rebel ships take shots at my ISDs from a safe distance. At 2 points, this card will cancel a lot of red dice and seems really handy.

What do you think? If you use Needa, which command token would you replace?

contain 101% of the time

Depends on the matchup, and how I geared up my ISD. I think we can say with some safety though that Brace is off the table completely.

contain 101% of the time

This

contain 101% of the time

This

(Works great with ECM)

contain 101% of the time

You're close, I think the real figure is closer to 102% actually.

I was thinking of rather using Admiral Monferrat on an ISD that starts at speed 3. For five points you are basically getting a non-exhaustable evade that can be used until you need to slow down/ram your target in firing range.

Taking one die off every ships attack roll. Pretty sweet.

ISD 1 with Devastator and Admiral Multiferret. Anything that boxes that ship is going to regret it.

Needa on anything else - VSD or ISD 2 with Avenger (of course!)

ISD I with Admiral Ozzel and Montferrat might work well. Speed 3 with your ISD, Glads and Raiders until you drop down to a crawl to pound the enemy into dust. Then runaway again!

ISD II benefits more from Needa so that he can duel at longer ranges.

contain 101% of the time

Just gonna have to join the crowd and quote this for truth. Always swap contain. Always. It's better to have more defensive tokens than less, but contain isn't nearly as good as the other defensive tokens.

I was thinking of rather using Admiral Monferrat on an ISD that starts at speed 3. For five points you are basically getting a non-exhaustable evade that can be used until you need to slow down/ram your target in firing range.

Taking one die off every ships attack roll. Pretty sweet.

I'm worried that Speed 3 on the ISD is a trap. I think I will still be going 1, using three as an emergency if I have to get somewhere. I'm not all that enamored with Monferrat, because he takes up the officer slot.

In response to the OP, Captain Needa all the way (no apologies necessary Captain).

Edited by corlinjewell

I was thinking of rather using Admiral Monferrat on an ISD that starts at speed 3. For five points you are basically getting a non-exhaustable evade that can be used until you need to slow down/ram your target in firing range.

Taking one die off every ships attack roll. Pretty sweet.

I'm worried that Speed 3 on the ISD is a trap. I think I will still be going 1, using three as an emergency if I have to get somewhere. I'm not all that enamored with Monferrat, because he takes up the officer slot.

In response to the OP, Captain Needa all the way (no apologies necessary Captain).

I feel Montferrat is going to be better on the Gladiator since they tend to go speed 3 anyways.

I feel Montferrat is going to be better on the Gladiator since they tend to go speed 3 anyways.

With Engine Techs, yes. Without... I'm not so sure. I'd be interested in seeing if all the upgrades (Montferrat, Engine Techs, ACMs, Demolisher) made it a super-maneuverable death machine or if it became unfeasibly expensive. It would be very reliant on getting nav orders somehow too.

Without Engine Techs I find I need to slow down sooner or later or else I start overshooting everything and lining up black dice gets to be difficult after the initial salvo or two.

Monty seems like a match for a raider, as opposed to a larger ship.

Also, does his ability only affect ships? Cause if it doesn't that is shenanigans against fighters...

Ships only

Else it'd be broken

Bomber immunity