HTT vs XI7/Intel Officer?

By MrTopHatJones, in Star Wars: Armada Fleet Builds

Hey folks,

As above. I know there are some obvious answers (ships with no redirect/brace), but as many have both, I was wondering if someone had done the math to see which was more efficient and when you'd want to use either. Right now I prefer XI7/Intel Officer (making them decide if they want to lose their brace after one big hit) but I've heard HTT's mentioned as a very viable alternative and would love to hear the arguments for/against.

Thanks!

There was some math done that HTTs are generally better with very large dice pools that can't expect to get accuracy results (or in a meta with a lot of ECMs) and particularly so against unshielded hull zones (as you can't brace and redirect well at all and you really want to do both - XI7s make that combination less appealing as well but with generally more damage prevented).

There's also the consideration that HTTs on their own are cheaper than Intel + XI7s. They work at cross-purposes, though (HTTs acknowledge you have tokens you're going to spend but wants them to be less useful; XI7s lean on a specific token not being spendable due to being eliminated by Intel Officer or locked down by Brace), so if you're running several similar ships I'd recommend using only one or the other.

The way I'm looking at it is more like Intel/XI7 vs HTT/SW7. Intel/XI7 works by shutting down the opponents defence tokens directly, and getting around the prevalent ECMs. HTT/SW7 means you're typically using the accuracy as damage on your blue, and the opponent has a tougher time deciding which tokens to use.

Like Snipafist said, the HTT setups are typically better on ships doing more damage (either through larger dice pools or ways to make your dice more reliable), and they can also be seen as a budget version of the Intel/XI7 combo (they don't get quite the same effect, but get a similar idea for fewer points).

Remember that Intel can only be used on one attack, so is less beneficial if you're planning to Advanced Gunnery or Gunnery Team.

So if I use the HTT/SW7 turrets on say, an ISD2, what would a good officer be for that empty slot to help that build?

So if I use the HTT/SW7 turrets on say, an ISD2, what would a good officer be for that empty slot to help that build?

Needa or just use the points elsewhere.

HTT's work better in isolation than X17's, as you dont need to push your fleet towards targetting a specific hull zone. Just do damage everywhere.

So if I use the HTT/SW7 turrets on say, an ISD2, what would a good officer be for that empty slot to help that build?

I mean if you feel the need to fill that slot, I'd probably vote for Wulff Yularen to keep regurgitating Concentrate Fire tokens for rerolls of blank dice. Maybe even the Tactical Officer (or whatever the name of the "anything becomes a Concentrate Fire"), although that's a stretch.

In general I'd just look to spend your points on other things.

So if I use the HTT/SW7 turrets on say, an ISD2, what would a good officer be for that empty slot to help that build?

I mean if you feel the need to fill that slot, I'd probably vote for Wulff Yularen to keep regurgitating Concentrate Fire tokens for rerolls of blank dice. Maybe even the Tactical Officer (or whatever the name of the "anything becomes a Concentrate Fire"), although that's a stretch.

In general I'd just look to spend your points on other things.

I think I like Needa there. Medium/long range is where I'm hoping to live with the ISD2 and for only 2 points, that's not much of an expenditure.