Broken Upgrades

By ianediger, in Star Wars: Armada

Howlrunner and xwings. 5 blue

Howlrunner and wedge 7 blues on activated squadrons.

Howlrunner and dutch 4 blue to ion a ship

Add yarvis and tarkin

X-wings and Y-wings don't have Swarm, so Howlrunner wouldn't really help them.

Pretty much anything you could want from Yavaris and Tarkin can be done with combinations of Garm, Vet Cap, and Raymus for cheaper.

Just saying if they worked together swarm or no swarm. It would be nice

ISD2, flight controllers, boosted comms, Yavaris title, Adar Talon, Darth Vader squadron, Boba Fett, Dengar and IG88.

Edited by thecactusman17

MC80 with Yavaris, Expanded Hangars, Raymus Antilles, six B-Wings, and Major Rhymer.

That's 12 medium range blue / black combos.

Edited by LTD

Why is everyone removing ALL restrictions? Your just supposed to remove Faction restrictions

Raimus Antilles on Corrupter with expanded hanger bays.

WULUFF GODDAMN YULAREN does the same goddamn thing. How does nobody notice this!

Ya. Let's remove the modification restriction too!

I go for Mc30 Scout (Foresight, Wulf Yularen, Ordnance experts, Redundant shields, Expanded Launchers, Enhanced Armament with Raymus following in Tantive 4-equipped cr90)

Cool eh?

Next step, allow title cards to be switched from ship to ship.

ISD-2 (Foresight, Mothma, Needa, gunnery team, ECM (for evade) X-17)

Raimus Antilles on Corrupter with expanded hanger bays.

WULUFF GODDAMN YULAREN does the same goddamn thing. How does nobody notice this!

Not at all. Wulff only gives a token when you spend a command token and you can't use it that round anyway. Raymus gives you a free token to spend that round when you reveal a command, allowing you more flexibility (increasing/decreasing speed etc). Raymus would allow more squads to be activated whereas Wulff requires a command token of the same type to be already on the ship.

First turn, bank squadron command. Instant bonus expanded hanger. Which is the point that CyanBloodBane was making.

Montferrat on a Mc80 :P

Actually, I agree with Viperous. Raimus would let me Maneuver on turn 1, still bank a token, and pound Squadron commands until I need to start Engineering. Raimus is far superior to Wuluff.

Actually, I agree with Viperous. Raimus would let me Maneuver on turn 1, still bank a token, and pound Squadron commands until I need to start Engineering. Raimus is far superior to Wuluff.

Not sure about "far superior" - Wulff Yularen allows you to Navigate for a token on Round 1, and then spend a Nav Token every single turn thereafter (unless it gets Tractor Beamed or something). This means that, for something with a Nav Team or Engine Techs, you can proc those upgrades in every round after the first whilst spamming Repair or Concentrate Fire commands. Raymus Antilles, however, would require you to choose a Navigate Command every other round - limiting your flexibility.

Would you want to use Engine Techs every round? I dunno. But you might instead enjoy gaining 2 Engineering Points every turn on a Gladiator or Imperial-class, gaining one shield back every turn - cheaper and more flexible than Redundant Shields.

Both officers are good in different ways, and suited to specific uses and tactics - Antilles is definitely better if you're using Squadron commands every turn, but I wouldn't argue that makes him a superior upgrade, unless you intend to be using Squadron commands every turn.

And Wuluff lets you activate a single squadron even whe you use a different command. Those flight controllers are never wasted.

I would love to be able to take Garm as an Imperial Admiral, actually... I might suggest with the ISD, VSD, and GSD, he provides some outrageous bang for the buck in a much more cost-effective way than Tarkin.

And for those who are about to scream "what about Motti", Garm's extra tokens are often repair, so you can think of him as granting 2ish shields to every ship (ex-raiders) instead of 1-3 hull. It's a surprisingly even tradeoff, but with the added benefit of nav tokens and CF or squadron tokens on your 3-command guys.

Plus, a magically appearing nav token on turn 5 is fantastic for the ISD, GSD, and VSD to get into / out of the fight.

Motti + Neb Bs.

I'm on board for Corruptor + B-Wings + Rhymer. That's all I feel I'd ever need.

But I'd use more...

The things I'd do given Corruptor, Adar Tallon, Rhymer, B-Wings and a Yavaris somewhere...

Edited by Drasnighta

Woah, no one mentioned the obvious one with titles: ISD1 with Demolisher.

Woah, no one mentioned the obvious one with titles: ISD1 with Demolisher.

Well, that's more of a Title Restriction, rather than a "Faction" restriction...

Woah, no one mentioned the obvious one with titles: ISD1 with Demolisher.

Well, that's more of a Title Restriction, rather than a "Faction" restriction...

2nd page people started ignoring that.

Woah, no one mentioned the obvious one with titles: ISD1 with Demolisher.

Well, that's more of a Title Restriction, rather than a "Faction" restriction...

2nd page people started ignoring that.

Take the Moral High Ground, then! Or at least, Keep it with me! Our Moral position is unassailable... Even if we do Underestimate their Power!

Woah, no one mentioned the obvious one with titles: ISD1 with Demolisher.

Well, that's more of a Title Restriction, rather than a "Faction" restriction...

2nd page people started ignoring that.

Take the Moral High Ground, then! Or at least, Keep it with me! Our Moral position is unassailable... Even if we do Underestimate their Power!

I agree, I'm much more interested in what removing faction restrictions would look like than in people pointing out how OP Devastator would be on a CR90B, or Yavaris on an ISD-I.

I'd love to give Mon Mothma a run out with my Glad/Raider fleet.

Ok, then simply by Faction, Nebulon-B Escort with Commander Grand Moff Tarkin, Adar Talon, Yavaris and Vader, IG-88, Boba Fett squadrons.

Double-tap with IG-88 to kill Jan or someone else protected by Escort or Counter, then Vader? Boba then follows up to eliminate any remaining hull points on stubborn survivors like Dutch, activating twice to inflict extra damage as necessary.