After some brain storming with two of my regular armada opponents we came up with these two tables and we thought it might help some people get a better sense of the potential of your ships.
The first table is about how much damage you would need to do in a single shot in order to one shot (kill) the target ship. This assumes that you are using Xi17 (we love this upgrade) and that you target specific defence tokens with your accuracy results. This also assumes that the defender doesn't have any defensive upgrades to mitigate the damage. The defence token in the brackets is the one you target with the accuracies.
Damage required to destroy the ship from a single attack, if the attacker has X17s - determined as though the defending hull section is the ship's highest possible shield value.
Raider: 6 damage + 1 accuracy (Brace) or 11 damage no accuracies
Corvette: 6 damage + 1 accuracy (Redirect) or 7 damage no accuracies
Nebulon: 8 damage + 2 accuracies (Brace) or 15 damage no accuracies
GSD: 9 damage + 1 accuracy (Brace) or 19 damage no accuracies
MC30c: 7 damage + 2 accuracies (Redirect) or 7 damage no accuracies
VSD: 12 damage + 1 accuracy (Brace) or 23 damage no accuracies
MKII: 11 damage + 1 accuracy (Brace) or 21 damage no accuracies
MC80a: 13 damage + 1 accuracy (Brace) or 25 damage no accuracies
ISD: 17 damage + 1 accuracy (Brace) or 33 damage no accuracies
This table is about how much damage (excluding double damage crits) you can possibly do from a single shot from your best attacking hull zone (dice wise). This assumes that you get the best possible result on every single dice roll and that you get no accuracies on any of your red or blue dice. It also assumes that you are shooting at the best possible range (dice wise) so for an ISD I that would be range 1 in order to make use of those black dice. While it might not seem like that useful of a table you can start to get a bit of a clearer idea on how much extra damage some upgrades might do (Ackbar, Enhanced armaments) and how much damage potential your ship has.
An example in the table below is a victory 1 with expanded launchers (+2 black dice) + concentrate fire (1 red dice) = 20 potential damage
Maximum possible damage from a single hull zone + Concentrate Fire + Upgrades (including Ackbar) + Opening Salvo
Raider 1: 6 8 (3b, 2bl) 12 (5b, 2bl) 16 (7b, 2bl)
Corvette A: 5 7 (3r, 1bl) 11 (5r, 1bl) 15 (2b, 5r,1bl)
Nebulon: 6 8 (4r) 11 (5r, 1bl) 15 (2b,5r,1bl)
GSD: 8 12 (5b) 12 (2r,4b) 16 (2r,6b)
MC30c: 8 12 (4b,2r) 18 (4b,5r) 22 (6b,5r)
VSD I: 12 14 (4b,3r) 20 (6b,4r) 24 (8b,4r)
MKII: 7 9 (4r,1bl) 15(7r,1bl) 19(7r,1bl,2b)
MC80a: 10 12 (5r,2bl) 18(8r,2bl) 22(8r,2bl,2b)
ISD I: 14 16 (3b,2bl,4r) 18 (3b,2bl,5r) 22(5b,2bl,5r)
Hopefully you can get a bit of a clearer idea about both the defensive and offensive capabilities of your ships. Maybe now you can weigh up whether to beef up your MKII frigates and go from 7 potential damage up to 15 with Ackbar and enhanced armaments or maybe you can risk running your ISD I without offensive upgrades and be happy with your 14 potential damage?
Feel free to comment below if you spot any mistakes or want some clarification.
Disclaimer: We are niether amazing Armada players nor are we professional statisticians so take all of these charts and opinions with a healthy grain of salt.
Edited by Death1942