Intell Officer and Overload Pulse

By Ginkapo, in Star Wars: Armada

With the increase in Intell Officers, has anyone started to counter it? There is the obvious counter in Walex. It seems like ECM is less use against Intel officers.

Additionally, when building a list, does small ship overload pulse offer alternatives to high damage ship intell officer?

What are the best ways to get rid of your opponents defence tokens, and best ways to keep your own tokens?

With the increase in Intell Officers, has anyone started to counter it?

What counter is there to Intel Officers, besides Walex (available to only one side, and a unique officer)?

DEVASTATORRRRRR!!!!

XD

The best way to keep my defense tokens is to not get shot at ! :P

It might seem weird, but not rushing in usually drives the opponent to do it himself. One less shot of Intel Officer means one less turn at which I can keep the Brace !

With the increase in Intell Officers, has anyone started to counter it?

What counter is there to Intel Officers, besides Walex (available to only one side, and a unique officer)?

A fleet of 5 Nebulon-Bs.

Each having double brace makes intel officers less of a threat, also have immunity to XI7s.

Well ok they cannot redirect anyway but at least it means the enemy wasted their points.

With the increase in Intell Officers, has anyone started to counter it?

What counter is there to Intel Officers, besides Walex (available to only one side, and a unique officer)?

A fleet of 5 Nebulon-Bs.

Each having double brace makes intel officers less of a threat, also have immunity to XI7s.

Well ok they cannot redirect anyway but at least it means the enemy wasted their points.

Hahaha I always say the same. Of course I can't feel myself better than a cynic when I do. XD

Ships with redundant tokens definitely help mitigate Intel Officer, like the MC30. I find Intel Officer only ever comes up when they get either 1 or 3 accuracies with those ships.

Nobody interested in Overload Pulse?

I never have used Overload Pulse. But this has definitely made me think when it would be useful.

Right now, the only ships I think it'd be useful on would be the MC80 Command, ISD II, and VSD II. Anything less than 3 blues seem like you're willing to sacrifice quite a chunk of your output for a reroll chance. I suppose it's just a blue version of Ordinance Experts... But I feel like you get more for the points there.

I never have used Overload Pulse. But this has definitely made me think when it would be useful.

Right now, the only ships I think it'd be useful on would be the MC80 Command, ISD II, and VSD II. Anything less than 3 blues seem like you're willing to sacrifice quite a chunk of your output for a reroll chance. I suppose it's just a blue version of Ordinance Experts... But I feel like you get more for the points there.

You're thinking of Leading Shots, not Overload Pulse.

Nobody interested in Overload Pulse?

I can dig it. It's fun with Heavy Turbolaser Turrets. Either tap out all the defense tokens you can and your Brace is garbage or use just the Brace and the others get exhausted anyways.

The main problem with Overload Pulse is leveraging it strongly requires some fairly predictable activations that are easy to mess with.

I never have used Overload Pulse. But this has definitely made me think when it would be useful.

Right now, the only ships I think it'd be useful on would be the MC80 Command, ISD II, and VSD II. Anything less than 3 blues seem like you're willing to sacrifice quite a chunk of your output for a reroll chance. I suppose it's just a blue version of Ordinance Experts... But I feel like you get more for the points there.

You're thinking of Leading Shots, not Overload Pulse.

Nobody interested in Overload Pulse?

I can dig it. It's fun with Heavy Turbolaser Turrets. Either tap out all the defense tokens you can and your Brace is garbage or use just the Brace and the others get exhausted anyways.

The main problem with Overload Pulse is leveraging it strongly requires some fairly predictable activations that are easy to mess with.

Oh man... Work has officially melted my brain!!!

But I think my comments still apply. Blue crits are only 25% of the die, so unless you're throwing more than one, it's a silly gamble on 8 points. You're better off using them on something more useful.

Oh man... Work has officially melted my brain!!!

But I think my comments still apply. Blue crits are only 25% of the die, so unless you're throwing more than one, it's a silly gamble on 8 points. You're better off using them on something more useful.

It's pretty reliable with Screed (although I prefer black dice with Screed, but whatever). Also fairly reliable with Darth Vader.

When it comes to Rebels, it's not an upgrade I'd bother with, though.

I am thinking CR90B's Overload Pulse in a list where early activation shouldnt be an issue.

I like overload pulse as part of a collection of hurt.

Consider ISD_II, Overload Pulse, Avenger and Screed (or Vader). There's a yummy possibility there, but it requires a second ship so you can have a 1, 2 punch.

To me only the ISD II with it's 4 blues really deserves Overload Pulse.

On the Reb side, the Command Cruiser MC80 with 3 blues might be tempting or the CR-90 B but I just wouldn't do it. The NK-7 (at 10 points, ick!) is anther blue crit, engineering token killer but I dunno, I find that kinda meh.

Taking an OLP ship to work with an ISD-I Avenger can actually punch out more damage on average. An ISD-II with Avenger, SW-7s, Screed and Needa/TLRC will guarantee seven damage, but maxes out at twelve IF you roll three double-damage and flip one with Needa, and will average around eight. The ISD-I with Avenger, Screed and Leading Shots can max out at sixteen and will average around nine or ten, but has no guaranteed damage. It's also a LOT cheaper (a little over 150 points on the ISD-II since you'll probably add ECM, versus about 120), although you could load the ISD-I up with Ordnance Experts and the Needa/TLRC combo, but even then you're saving about twenty points.

Of course, adding Gunnery Teams to the ISD-II means it can rip up two ships per turn. You can put GT on an ISD-I, but if your opponent sees that coming, they should prevent you from getting two ships in black die range of your ISD-I.

I never have used Overload Pulse. But this has definitely made me think when it would be useful.

Right now, the only ships I think it'd be useful on would be the MC80 Command, ISD II, and VSD II. Anything less than 3 blues seem like you're willing to sacrifice quite a chunk of your output for a reroll chance. I suppose it's just a blue version of Ordinance Experts... But I feel like you get more for the points there.

I never have used Overload Pulse. But this has definitely made me think when it would be useful.

Right now, the only ships I think it'd be useful on would be the MC80 Command, ISD II, and VSD II. Anything less than 3 blues seem like you're willing to sacrifice quite a chunk of your output for a reroll chance. I suppose it's just a blue version of Ordinance Experts... But I feel like you get more for the points there.

Edited by Strikesback

If only overload pulse could be used with leading shot, then I would use it. When using screed, I have better options usually: ACMs & APTs

If I play with the raider more next to an ISD for squadron protection, ramming, protection etc. then I might use it someday with screed.