Which deals more damage? TRC Corvette:

By Blail Blerg, in Star Wars: Armada

In both cases CR A with TRC. Including conc fire dial.

1 attack off Ackbar?

2 attacks off a double arc without Ackbar?

Long range, according to our Bayes station:

Akbar: 4.25

1 + 2 (Akbar) + 1 (CF) = 4 reds, one double + 2.25 expected damage for the rest.

Double arc: 5.5

2 (front): one double + .75 expected = 2.75

2 (side + CF): one double + .75 expected = 2.75

This is assuming that you've got two evades to spare (not always realistic). I usually prefer double attacks in situations where it'll wear down defense tokens.

Edited by SomeKittens

Hmm true. I forgot with double arcing you're dropping 2 evades a turn.

Remember that with Ackbar sometimes, the larger amount of red dice you throw per attack yields dice that you can potentially change to an Accuracy if you're running Home One.

I wonder what burns through defense tokens better. many attacks or stronger singles.

I wonder what burns through defense tokens better. many attacks or stronger singles.

Many attacks, especially when facing brace. Always nice to make your opponent nervous about when the best time to use their defense tokens is.

I wonder what burns through defense tokens better. many attacks or stronger singles.

Multiple big dice attacks from a single activation.

That's why the Gladiator and MC30c are so dangerous when they get near.

I wonder what burns through defense tokens better. many attacks or stronger singles.

Multiple big dice attacks from a single activation.

That's why the Gladiator and MC30c are so dangerous when they get near.

Hardly a bombastic truth. This is very situational.

I wonder what burns through defense tokens better. many attacks or stronger singles.

Multiple big dice attacks from a single activation.

That's why the Gladiator and MC30c are so dangerous when they get near.

Hardly a bombastic truth. This is very situational.

How so? Two big damage attacks off one activation makes the opponent choose twice for what kind defensive action he should take. This isn't about situation, this is about the number of times you force a reaction from the opposing player :P

So two big attacks are better than one small? I can work with that :)

I keep thinking that the TRC CR-90a is going to be enough of a thing that it needs a nickname.

Looking at it there all I can think is "Tracer". Not sure that's menacing enough.

I keep thinking that the TRC CR-90a is going to be enough of a thing that it needs a nickname.

Looking at it there all I can think is "Tracer". Not sure that's menacing enough.

TRCvette

Edited by DWRR

I keep thinking that the TRC CR-90a is going to be enough of a thing that it needs a nickname.

Looking at it there all I can think is "Tracer". Not sure that's menacing enough.

Well, tracer rounds help you make sure your other rounds hit, so if your TRC CR-90 is mostly about stripping defence tokens, then it kinda fits, but if it's actually meant to be a damage dealer then yeah, not totes appropres, I suppose.

I keep thinking that the TRC CR-90a is going to be enough of a thing that it needs a nickname.

Looking at it there all I can think is "Tracer". Not sure that's menacing enough.

TRCR.

I'm looking at a couple of my old builds with 2 CR90s for flanking & upgrading one to a MC30. Going to call them "Big pew" and "Little pew"

UPDATE: here's one of those builds: https://community.fantasyflightgames.com/topic/194918-flank-n-furter/

Edited by SomeKittens

My love the the TRC corvettes might just be enough for me to dive into custom painting more than just the squadrons, which would of course be accompanied by appropriate names!

Long range, according to our Bayes station:

Akbar: 4.25

1 + 2 (Akbar) + 1 (CF) = 4 reds, one double + 2.25 expected damage for the rest.

Double arc: 5.5

2 (front): one double + .75 expected = 2.75

2 (side + CF): one double + .75 expected = 2.75

This is assuming that you've got two evades to spare (not always realistic). I usually prefer double attacks in situations where it'll wear down defense tokens.

You cannot do the maths like this because you forget that you discard the lowest red dice. The others are likely to be above average. This is a repost from another thread, and it is only approximate, but it should be close to the true figure:

Numbers I pasted in another thread, assuming you always burn an evade if you can :

To give you a rough idea of the numbers, add these into the expected damage aiming that you will always spend the token :

Red +Damage

1 1.25

2 1.625

3 1.75

4 red dice will be higher:

So Ackbar will cause 4*0.75 + >1.75 = >4.75 (but less than 5) expected damage.

But clearly the best way is to use the corvette and double arc. You're doing 4 damage plus dice. Ackbar is not for corvettes and TRC will be better the more arcs you use.

Long range, according to our Bayes station:

Akbar: 4.25

1 + 2 (Akbar) + 1 (CF) = 4 reds, one double + 2.25 expected damage for the rest.

Double arc: 5.5

2 (front): one double + .75 expected = 2.75

2 (side + CF): one double + .75 expected = 2.75

This is assuming that you've got two evades to spare (not always realistic). I usually prefer double attacks in situations where it'll wear down defense tokens.

You cannot do the maths like this because you forget that you discard the lowest red dice. The others are likely to be above average. This is a repost from another thread, and it is only approximate, but it should be close to the true figure:

Numbers I pasted in another thread, assuming you always burn an evade if you can :

To give you a rough idea of the numbers, add these into the expected damage aiming that you will always spend the token :

Red +Damage

1 1.25

2 1.625

3 1.75

4 red dice will be higher:

So Ackbar will cause 4*0.75 + >1.75 = >4.75 (but less than 5) expected damage.

But clearly the best way is to use the corvette and double arc. You're doing 4 damage plus dice. Ackbar is not for corvettes and TRC will be better the more arcs you use.

What do you mean? I assumed one die would be double, and calculated the odds (0.75 damage per red die) for the remaining red dice.

Edited by SomeKittens

Long range, according to our Bayes station:

Akbar: 4.25

1 + 2 (Akbar) + 1 (CF) = 4 reds, one double + 2.25 expected damage for the rest.

Double arc: 5.5

2 (front): one double + .75 expected = 2.75

2 (side + CF): one double + .75 expected = 2.75

This is assuming that you've got two evades to spare (not always realistic). I usually prefer double attacks in situations where it'll wear down defense tokens.

You cannot do the maths like this because you forget that you discard the lowest red dice. The others are likely to be above average. This is a repost from another thread, and it is only approximate, but it should be close to the true figure:

Numbers I pasted in another thread, assuming you always burn an evade if you can :To give you a rough idea of the numbers, add these into the expected damage aiming that you will always spend the token :Red +Damage1 1.252 1.6253 1.75

4 red dice will be higher:

So Ackbar will cause 4*0.75 + >1.75 = >4.75 (but less than 5) expected damage.

But clearly the best way is to use the corvette and double arc. You're doing 4 damage plus dice. Ackbar is not for corvettes and TRC will be better the more arcs you use.

What do you mean? I assumed one die would be double, and calculated the odds (0.75 damage per red die) for the remaining red dice.

Muff's right--the first time he posted this was to shut my argument down. :) The reason is, you have to account for the fact that you get to selectively replace the lowest die out of a field of them, which increases the average benefit you gain from TRC proportionally to your odds of rolling a blank. The more likely you are to roll a blank, the more benefit you'll get from selectively changing your lowest die to a double.