The useless cards thread

By Green Knight, in Star Wars: Armada

I haven't had the chance to play a lot of games of Armada but to me it seems like the Dominator title for the Vic is terrible.

Edited by NukeMaster

Its Terrible when you consider it on its own.

Take, Concentrate Fire.

Concentrate Fire, as the Order, allows you to add 1 Die, of the colour in your pool, to your attack... Once per Round.

So your One Order = +1 Dice

With Dominator, if you're at Medium Range, you can spend up to 2 Shields to add 2 Dice.

The Engineering Value of a Victory is 4, which translates to +2 Shields.

So simply choosing Engineering instead of Concentrate fire, you gain +2 Blue Dice instead of +1 Red or Blue while at Medium Range, for, overall, no loss to your ship (other than 2 shields that you're getting back the next turn - so its slightly delayed).

Plus, if you're not in danger, you can do it More than once per turn - spending them on Multiple attacks.

I haven't had the chance to play a lot of games of Armada but to me it seems like the Dominator title for the Vic is terrible.

Well you can think that Engineering commands and tokens can act like Concretate Fire commands for blue dice. Plus if the opponents doesn't focus the Dominator, you can go full ahead with it. It's not bad, it's just a bit pricey.

Its Terrible when you consider it on its own.

Take, Concentrate Fire.

Concentrate Fire, as the Order, allows you to add 1 Die, of the colour in your pool, to your attack... Once per Round.

So your One Order = +1 Dice

With Dominator, if you're at Medium Range, you can spend up to 2 Shields to add 2 Dice.

The Engineering Value of a Victory is 4, which translates to +2 Shields.

So simply choosing Engineering instead of Concentrate fire, you gain +2 Blue Dice instead of +1 Red or Blue while at Medium Range, for, overall, no loss to your ship (other than 2 shields that you're getting back the next turn - so its slightly delayed).

Plus, if you're not in danger, you can do it More than once per turn - spending them on Multiple attacks.

That makes a lot of sense. Thanks for the analysis. It is still a very expensive card.

That makes a lot of sense. Thanks for the analysis. It is still a very expensive card.

Indeed, Expensive... But General-Purpose enough (its anti Ship, Anti-Squadron, Single attack, Multiple application) that its not Useless.

Even on a Victory 1, its more Blue Dice, which mean more Accuracy, which mean more Brace-Removal for your Black Die.

just want to point out that the cluster bombs roll is not an attack so defensive things that trigger off of attacks.. They are if no use.

That makes a lot of sense. Thanks for the analysis. It is still a very expensive card.

Indeed, Expensive... But General-Purpose enough (its anti Ship, Anti-Squadron, Single attack, Multiple application) that its not Useless.

Even on a Victory 1, its more Blue Dice, which mean more Accuracy, which mean more Brace-Removal for your Black Die.

It's also 2 red 2 blue rear arc, or 2 red 2 blue sides. This is the more important thing as you have a useful dice pool even if they skirt around the rear or sides

I am unable to agree with you on this. Weapons and Defense Liason are amazing for new players.

By saying this you admit that someone that plays properly should not need them, that was my point.

Not just for new players, but for anyone running Tarkin.

Sure the card is better when you can have easy access to command token, but if I pay so much for an admiral I would rather use him at his full potential, which mean by using those tokens instead of throwing them away because you made mistakes. In Armada you have a pretty good information over what is going on the field, so I would rather improve my ability of prediction rather than pay extra point to prevent mistakes.

Edited by thorrk

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Edited by TheRealStarkiller

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The card was so bad it got deleted...

I am unable to agree with you on this. Weapons and Defense Liason are amazing for new players.

By saying this you admit that someone that play properly should not need them, that was my point.

Not just for new players, but for anyone running Tarkin.

Sure the card is better when you can have easy access to command token, but if I pay so much for an admiral I would rather use him at his full potential, which mean by using those tokens instead of throwing them away because you made mistake. In Armada you have a pretty good information over what is going on the field, so I would rather improve my ability of prediction rather than pay extra point to prevent mistakes.

That doesn't make the card useless. It still has a use, only a use better players won't need.

Indeed, upgrade cards don't need to be universally useful all of the time, they just need to have a role and/or a situation where you consider taking them. Very few cards are truly useless by that measure, although currently Cluster bombs gets close (and more because of the opportunity cost)

That doesn't make the card useless. It still has a use, only a use better players won't need.

If you talk like that, then no cards in the game are useless. They all can help in some very specific situations. Here we're just talking about the least useful cards, and for a good player Weapon/Defense liaison are to me the least likely to have any impact even in an appropriate build with Tarkin or Garm.

... deleted ...

The card was so bad it got deleted...

It was so bad, it didn't even had a name.

I think H9 Turbolasers are quite useless to take because there are much better and cheaper upgrades available.

If the H9 would be say 4 points, they would be okish I guess - but for 8 points ... nah. Never.

The next most useless card to me right now is Isard.

I think H9 Turbolasers are quite useless to take because there are much better and cheaper upgrades available.

If the H9 would be say 4 points, they would be okish I guess - but for 8 points ... nah. Never.

The next most useless card to me right now is Isard.

I've used H-9s in the past, with limited effect.

Isard I considered including in a fleet. Once.

Still better than Point Defense though.

I think H9 Turbolasers are quite useless to take because there are much better and cheaper upgrades available.

If the H9 would be say 4 points, they would be okish I guess - but for 8 points ... nah. Never.

The next most useless card to me right now is Isard.

I've used H-9s in the past, with limited effect.

Isard I considered including in a fleet. Once.

Still better than Point Defense though.

I think Point Defense could shine on a Squadron-hunting Raider with the title and with your Flagship VSD with "Warlord" and Gunners.

I think H9 Turbolasers are quite useless to take because there are much better and cheaper upgrades available.

If the H9 would be say 4 points, they would be okish I guess - but for 8 points ... nah. Never.

The next most useless card to me right now is Isard.

I've used H-9s in the past, with limited effect.

Isard I considered including in a fleet. Once.

Still better than Point Defense though.

I think Point Defense could shine on a Squadron-hunting Raider with the title and with your Flagship VSD with "Warlord" and Gunners.

Only if you run Raider II, and then only on one of its two dice, since the black die will hit anyway on crits. And that remaining die only increases accuracy with 12.5% (from 50% to 62.5%).

Doesn't feel worth 5 points.

I think H9 Turbolasers are quite useless to take because there are much better and cheaper upgrades available.

If the H9 would be say 4 points, they would be okish I guess - but for 8 points ... nah. Never.

The next most useless card to me right now is Isard.

I've used H-9s in the past, with limited effect.

Isard I considered including in a fleet. Once.

Still better than Point Defense though.

I think Point Defense could shine on a Squadron-hunting Raider with the title and with your Flagship VSD with "Warlord" and Gunners.

Only if you run Raider II, and then only on one of its two dice, since the black die will hit anyway on crits. And that remaining die only increases accuracy with 12.5% (from 50% to 62.5%).

Doesn't feel worth 5 points.

Oh gosh ... I meant

Quad Laser Turrets

Point Defense could still be good on the Warlord though ...

Point Defense is pointless (Heh) on Warlord because H9 does the same thing but better (guaranteed) and works against ships

Point Defense is pointless (Heh) on Warlord because H9 does the same thing but better (guaranteed) and works against ships

Wow ... I missed the fact that H9 also work against squadrons ...

So H9 + Warlord is a 100% hit against squadrons...

Well then ... Point Defence is really useless ...

The anti squadron upgrades should have been 2-3 point cost. Probably would actually see gameplay. Who knows though, as more waves are released more combos might come out.

Point Defense on an AFIIA is the...

I'll just say "most effective" use of the card.

Do you think there is any chance FFG will errata certain cards? It seems unlikely, but would it be so wrong for them to go: "Well we playtested these and thought they were balanced with the others, but having seen them in action and received significant feedback from the community we can now see that we ****** them up a bit".

I feel a lot of them could be fixed with a points tweak. H9s for example are a great idea, and become particularly good in certain combos. Who the hell thought they were worth more than XI-7s though?

A lot of people have made the valid point that some cards are bad due to the slot they compete for. I can see the concern, but this doesn't bother me so much. As long as there are times that you aren't using the slot for the more commonly useful card (and I don't think there is a single card I use every time!) and the card is by itself useful and fairly costed, I don't see a problem.

The real bummer is effects that are too naff to bother with. I agree that the liasons are ****, and straightforwardly replaced by the new 6 point officers. Having to spend a token is just too much. You are already sinking points into something that is essentially there to rectify your mistakes.

It is also very upsetting that so many (if not all) of the anti-squadron cards are so meh, as they have missed the opportunity to add a whole new dimension of tactics to the game, with drastically different ways for ships to take on squadrons.

Dunno... they changed the way XI7s work so I suppose... but that was only a small tweak, so I wouldn't get my hopes up.

Also, X-wing doesn't do much support this.