What are your favorite Crits to inflict on your opponent?

By arrest7, in Star Wars: Armada

I am a missionary of the gospel of Dodonna. I love Crits and I love fishing for them and being able to smugly hand them a little card of doom. But. What do you all love giving your opponents? What makes your eyes twinkle with glee?

I personally love the crit effects that make it so they cannot recover shields. (Cause by that point they have redirected and braced down many hull zones)

I love if they perform a maneuver over speed 1 they take a damage.

Lets hear the thoughts!

Death...

Projector misaligned.

If its from APTs they have to remove all the shields first BEFORE applying the damage. And if its the same hullzone as the one you are attacking then ouch!

Comm Noise on a Speed 1 ship.

Especially if it has 3 Command Dials...

Death...

I haven't encountered this crit yet but when I do I'll be pissed

I like Structural damage just b/c that extra damage helps. Ruptured Engine is a good one too But I think the gem is Projector Misaligned.

I got projector misaligned to death once. It was very frustrating for me, but oh so sweet for my opponent.

Thrust control malfunction vs. a VSD

It really does depend on the ship, but projector misaligned is a favorite against anything heavier than a Corvette or Raider. If I can draw that one against, say, an ISD or MC-80, I will also basically crit my pants.

It really does depend on the ship, but projector misaligned is a favorite against anything heavier than a Corvette or Raider.

Proper terms would be "CR90 and Raider Corvettes" :P

For me it very much depends on the ship I am shooting at, and the condition of the ship. The structural damage has help me bring down an enemy ship more than once, however other cards can be useful for forcing the hand of a faster or well shielded ship.

When I play Dodonna, I'm loving the one that prevents the enemy to attack at long range when I get it early on :D

Early game, I want structural damage or losing defense tokens. I like these because the effect is immediate and cannot be taken away. Others can be repaired off.

Late game it depends on the ships. Projector is great (honestly good early if you are going to get more shots on them or have APT).

Projector Misaligned, followed closely by Injured Crew, with Structural Damage coming in at third.

Projector Misaligned early game. Structural Damage late game.

I don't have a favourite, but I LOVE it when the gaming Gods provide themed crits. :D

I've had games where every single crit is a Crew crit - Injured Crew, Blinded Gunners, Crew Panic - so all of my ships are filled with screaming idiots. Other games, it's Structural Damage for days - clearly the Kuat Shipyards have been skimming off the top. :P

Edited by doobleg

I once had my Demolisher suffer a Projector Misaligned result from a shot into its side...leaving it's front wide open for the second ISD's side to just fire straight on to its hull. That basically made that result my favourite/most hated.

I recently used Dodonna and XX-9 turbolasers to deliver Ruptured Engine followed by Crew Panic on a speed 3 ship :) It was so satisfying

I'm a big fan of Power Failure. Nothing else quite says 'screwed with your pants on' quite like engineering value halfed rounded down, unless he has a stash of engineering tokens there's not much anyone can do way to recover from it.

The last one that blows up his ship, each and every time that one comes up I end up with a smile. :D

If only I go more of them. :ph34r:

Crew panic and Ruptured Engine are probably the deadliest effects for either FFG miniatures game.

Depends entirely on the situation. The other day I dropped a Depowered Armaments on Salvation. I've had Capacitor Failure doom a CR90 that would've survived Structural Damage or Projector Misaligned. I've had Coolant Leak shut down my "guaranteed" Rieekan/SW-7 kill because it relied on a double arc. I've had Faulty Countermeasures hose me when I was clutching my last use of an exhausted brace for the incoming MC80 broadside.

I got projector misaligned to death once. It was very frustrating for me, but oh so sweet for my opponent.

Me too. Wave 1, he had a bunch of X-wings with Luke and Dodonna and we were playing Precision Strike. He crit with Luke on his first shot, fished out PA, and flipped it three more times with his next three squadrons.

Then, after that, he did it again to the next ship. **** was frustrating, and cost me a placing at that tournament.

I wish there were some " exhaust port hit, ship explodes at the end of turn" every ship and fighter in Med range takes 6 blue dice hits.

but I'm just an evil sob. :D

New favourite crit after a tournament on the weekend:

Faulty Countermeasures - Ship - You cannot spend exhausted defense tokens

Double-arc shot from my Demolisher at the Insidious. First shot strips port-side shields and my opponent uses tokens, gets the crit; second shot does 6 damage on the same section and there ain't a **** thing he can do to stop it. Poor guy. ;)

Against the big Rebs: Power Failure - Your engineering value is reduced by half rounded down

Against the big Imps: Thruster Control Malfunction - The yaw value for the last adjustable joint at your current speed is reduced by 1

Against Small Ships: Ruptured Engine - after you execute a maneuver, if your speed is greater than 1 suffer 1 damage

When i'm against rebels its more of a 'hunt' so i need them to slow down and stop the ability to repair,

Against the imperials if you can ruin their maneuvering they become worse at getting their much needed front arc in the combat

For both sides depowered armament is ideal for either skirmishing at range or forcing them to close with you.

Depowered Armament - You cannot attack at long range