Salvation Frustration

By ZigwardStardust, in Star Wars: Armada

So does anyone here have luck with Salvation? I try and try and try and use it, and I just can't seem to get mileage out of it. I know I am probably imagining it, but it seems to alway underperform. I just can't get any consistency. I feel like the dice on that ship(yes, I know, dice blaming) never live up to their potential.

I guess whiney dice complaints aside, how do you use Salvation? I really like it for Hyperspace Assault. Combining a high damage ceiling with long range means you can threaten a lot of territory with those three Hyperspace tokens.

Salvation is the very definition of FICKLE RED DICE. Sometimes it puts out 8 damage, sometimes only 2.

That said, have your tried either Slaved Turrets or TRCs? As an Home One support ship with TRCs? Or more typically, with with Raymus and/or Garm and their re-roll tokens?

All of the above helps.

Edit: Salvation + TRC + Raymus + Home One w/CF commands. 4 red, 1 re-roll, 1 set to double/crit, 1 set to acc. I thinks that's as good as it gets. Alt. go Slaved Turrets - more uncertainty, higher max damage.

Edited by Green Knight

I usually find it trailing my opponents fleet armed with concentrate fire commands and X17 turbolasers. You could also swap the X17s for turbolaser reroute circuits making sure you get at least one hit every attack it makes. Generally I have seen this ship do some nasty work.

I find the most out of it under two scenarios. Granted my experience is Wave 1. I've been so busy since wave 2 dropped and haven't played much.

1- Slow crawling. The catch here is you want to avoid being in a deadly arc. So you'll need to present a nice juicy target to bait the opponent to shoot at. Just speed 1 and you'll see 3-5 turns of fire from it.

2- Speed 3 Flanker. Put it down wide (typically last), and drop the hammer. You will need a turn or two of nav commands to slow down (or you can ram for fun) but the idea is to be a magnet to a rear arc. 2-4 turns of firing, best used to clean up gimped opponents.

I like them a hair better than the CR90's personally. Mostly because I can never run the Vette correctly it seems.

Salvation is the very definition of FICKLE RED DICE. Sometimes it puts out 8 damage, sometimes only 2.

That said, have your tried either Slaved Turrets or TRCs? As an Home One support ship with TRCs? Or more typically, with with Raymus and/or Garm and their re-roll tokens?

All of the above helps.

Edit: Salvation + TRC + Raymus + Home One w/CF commands. 4 red, 1 re-roll, 1 set to double/crit, 1 set to acc. I thinks that's as good as it gets. Alt. go Slaved Turrets - more uncertainty, higher max damage.

This past weekend I used it with Slaved Turrets and Home One, and I just rolled poorly, so I need to probably give it another try. 4-5 dice plus a guaranteed accuracy should be powerful. I probably just need a bigger sample size.

2- Speed 3 Flanker. Put it down wide (typically last), and drop the hammer. You will need a turn or two of nav commands to slow down (or you can ram for fun) but the idea is to be a magnet to a rear arc. 2-4 turns of firing, best used to clean up gimped opponents.

This is a strategy I think I will have to try. Those Nebs turn pretty well at speed 3, especially with a Navigate token. Having Salvation in the rear arc of a ship feels really good, especially if that ship doesn't have an Evade.

Salvation is the very definition of FICKLE RED DICE.

Edited by Lyraeus

You probably should continue running it exactly as you have been.

You probably should continue running it exactly as you have been.

I would say something mean to you, but your wife was going to give me some coconut-based holiday treat this weekend and I don't want to jeopardize that.

You probably should continue running it exactly as you have been.

I would say something mean to you, but your wife was going to give me some coconut-based holiday treat this weekend and I don't want to jeopardize that.

Hoping these two actually know each other ...

If not - zing of the day!

You probably should continue running it exactly as you have been.

I would say something mean to you, but your wife was going to give me some coconut-based holiday treat this weekend and I don't want to jeopardize that.

Hoping these two actually know each other ...

If not - zing of the day!

You don't know how much I wish we didn't know each other, just for that zing.

And also because... Well if you knew him you'd understand. :P

Any of the laser upgrades suggested work just fine with Salvation, which is probably my favorite title for my favorite ship in the game. I think you should think more big picture: crew, support teams, fleet commanders. Raymus helps make for BRUTAL attacks when given concentrate fire, and there are times when the token/dial combination may be key to keeping alive with engineering and navigate. Three isn't bad for a squad command either.

I'd give Intel Officer and Engine Crew a try too. There are reasons why they're included.

Try this:

Run Yavaris Escort with 3Bs right along next to Salvation with Slaved Turrets.

Slaved Turrets is a defensive(!!!!) upgrade: You only put your front towards your opponent.

The Yavaris is a defensive upgrade: You use that to block sides to the Nebs. Again, just worry about shooting forward.

It is basically always probably possible to get a side arc shot, but maybe its obstructed or something else. Off a weaker attack.

Then you just need to place a few repairs in to heal some shields and such, youre good to go.

Oh. And fly the 2 Nebs like a VSD. Slow, forward. 1 speed when i get into range. So first 2 turns, be speed 2, and keep a nav token and a conc fire/squadron token.

Turn 3 conc fire/sqn (use nav to go to speed 1)

turn 4 repair.

Alternate as you see fit.

I always end up playing too cautiously with my Salvation and it ends up firing once or twice but never in a decisive factor. Dice are fickle. Beat 'em by rolling a lot.

Turbolaser re-route circuits are kind of redundant on the Salvation because they more or less do the same thing. Maybe extra insurance to change any blanks that you get?

XI7s seem to be the go-to nowadays, especially if you're firing hate at the Empire. I like H-9s. Aggressive people like Slaved Turrets. Foolish people take Enhanced Armaments.

I run it in backstop position, speed 1, keep it firing as long as possible. The tlr goes a long way to help it.

My group always laughed at what garbage the Nebs were until we learned how to use them (Especially with Yavaris and Salvation.)

They can be BRUTAL in the right commander's arsenal.

I've found Salvation to be one of the most effective "trailers" in the game. I typically don't have my Salvation shooting until the 4th turn or so. It works great at that point in finishing off damaged ships.

As far as getting the most out of it, you need a way to deal with the dreaded blanks. Home One, Garm, Veteran Captains, TRCs, and Raymus can all help with this.

Salvation alone on a neb is fantastic 51% of the time, and like you said once you start piling other upgrades in it's even better if you can deal with the red dice.