Breaking News: Veteran Gunners retire Darth Vader

By Hastatior, in Star Wars: Armada

One of the problems most are having here is actually coming from gunnery teams. The card needs to be taken down from its high horse and given a second look as it does provide negatives.

Using AFMK-II in wave 4 can pick up spinal armaments firing 3 red dice from any facing. With standardized firing arcs you can feel much better asured in pooring more attacks into a singal target maximizing your damage. The main problem here is the points cost of spinal + vet gunners is most likely more then XI7 + gunnery. Or you could try using Paragon more.

even then spinal+ gun teams just means you will ALWAYS have 2 'optimal" shots and if you double arc a ship Great! If not Doesn't matter because your throwing the same dice at someone else anyway. It will be like Turrets in x-wing :P

This "AF2 Turret" is not going to be a thing, I'm calling it now. How many people are scared of an unmodified AF2 side arc right now? That's all you're getting with this. We're seriously saying that AF2A's are going to suddenly be worth the extra 9 points + [spinal Armaments cost] because they're throwing three reds and a blue in any direction? I don't buy it at all.

Sure, it'll be very very easy to fly this and do okay with it, but it won't be particularly good . AF2 side arcs without XI7, TRC, or Ackbar are just not all that scary.

People are going to try this for a couple of games, remember why you see so few people running naked GT AF2's without any firepower improvements in Wave 2, and move on to putting Spinal Armaments somewhere they'll be useful, like Liberties or VSDs.

im just saying gun teasm is BETTER with spinal then vet guns

im not saying its GOOD

Agree with you there.

One of the problems most are having here is actually coming from gunnery teams. The card needs to be taken down from its high horse and given a second look as it does provide negatives.

Using AFMK-II in wave 4 can pick up spinal armaments firing 3 red dice from any facing. With standardized firing arcs you can feel much better asured in pooring more attacks into a singal target maximizing your damage. The main problem here is the points cost of spinal + vet gunners is most likely more then XI7 + gunnery. Or you could try using Paragon more.

even then spinal+ gun teams just means you will ALWAYS have 2 'optimal" shots and if you double arc a ship Great! If not Doesn't matter because your throwing the same dice at someone else anyway. It will be like Turrets in x-wing :P

This "AF2 Turret" is not going to be a thing, I'm calling it now. How many people are scared of an unmodified AF2 side arc right now? That's all you're getting with this. We're seriously saying that AF2A's are going to suddenly be worth the extra 9 points + [spinal Armaments cost] because they're throwing three reds and a blue in any direction? I don't buy it at all.

Sure, it'll be very very easy to fly this and do okay with it, but it won't be particularly good . AF2 side arcs without XI7, TRC, or Ackbar are just not all that scary.

People are going to try this for a couple of games, remember why you see so few people running naked GT AF2's without any firepower improvements in Wave 2, and move on to putting Spinal Armaments somewhere they'll be useful, like Liberties or VSDs.

I agree it won't be a thing but for some reason I still like the idea. Ease of use I guess.

One of the problems most are having here is actually coming from gunnery teams. The card needs to be taken down from its high horse and given a second look as it does provide negatives.

Using AFMK-II in wave 4 can pick up spinal armaments firing 3 red dice from any facing. With standardized firing arcs you can feel much better asured in pooring more attacks into a singal target maximizing your damage. The main problem here is the points cost of spinal + vet gunners is most likely more then XI7 + gunnery. Or you could try using Paragon more.

even then spinal+ gun teams just means you will ALWAYS have 2 'optimal" shots and if you double arc a ship Great! If not Doesn't matter because your throwing the same dice at someone else anyway. It will be like Turrets in x-wing :P

Yes Spinal, Vet Gunners, and Madine mean that you should be able to always double arc things.

And Paragon!

I wonder. . . What would happen if an Officer came out with the ability "Spend a Critical result and trigger a critical effect". . . Too strong with Veteran Gunners?

I wonder. . . What would happen if an Officer came out with the ability "Spend a Critical result and trigger a critical effect". . . Too strong with Veteran Gunners?

Probably. Plus it would let you trigger crit effects twice per turn (assuming that the wording was "while attacking during the spend/modify dice step you can spend a crit icon to trigger a critical effect on your ship") AND it would let you trigger critical effects prior to the defender getting to use Scatter and Evade and Lando and the like. Even if it was worded to deny you the ability to proc crits normally if used, it would be super-busted with Overload Pulse (a sentence I never thought I'd be typing) due to triggering before defense token use and would be extremely mean on Avenger for that reason.

I wonder. . . What would happen if an Officer came out with the ability "Spend a Critical result and trigger a critical effect". . . Too strong with Veteran Gunners?

Probably. Plus it would let you trigger crit effects twice per turn (assuming that the wording was "while attacking during the spend/modify dice step you can spend a crit icon to trigger a critical effect on your ship") AND it would let you trigger critical effects prior to the defender getting to use Scatter and Evade and Lando and the like. Even if it was worded to deny you the ability to proc crits normally if used, it would be super-busted with Overload Pulse (a sentence I never thought I'd be typing) due to triggering before defense token use and would be extremely mean on Avenger for that reason.

No, the wording actually prevents you from a triggering 2 critical effects since you can only trigger a critical effect once per activation.

It would allow you to APT, ACM, Nk7, Overload Pulse, and the like before hand but not be as useful for the basic crit and XX9

I wonder. . . What would happen if an Officer came out with the ability "Spend a Critical result and trigger a critical effect". . . Too strong with Veteran Gunners?

Probably. Plus it would let you trigger crit effects twice per turn (assuming that the wording was "while attacking during the spend/modify dice step you can spend a crit icon to trigger a critical effect on your ship") AND it would let you trigger critical effects prior to the defender getting to use Scatter and Evade and Lando and the like. Even if it was worded to deny you the ability to proc crits normally if used, it would be super-busted with Overload Pulse (a sentence I never thought I'd be typing) due to triggering before defense token use and would be extremely mean on Avenger for that reason.

I could see that as a 7 point Officer. If I ever make it to world's, that is the card I will make.

It would depend on the wording on the card as to whether it allowed you to trigger a crit effect normally only earlier under the given circumstances or if it was an additional resolution. Upgrade cards take precedence over the regular rules.

Assuming it stuck to the less-crazy version (one crit per attack limit, only earlier) It would still be extremely powerful with Overload Pulse and NK-7s and the like because it would trigger prior to defense token use (again, particularly with the Overload Pulse+Avenger in which case the combination basically reads "you never get to use your defense tokens ever so long as Screed is around and there's a blue dice in the pool"). It would make Evade and Scatter token ships in particular (hello flotillas) much worse because they couldn't jank their way out of black dice (ACM, APT) or blue dice (Overload Pulse, NK7) crit consequences when Accuracy results weren't around, all of which drastically reduce their life expectancy.

In short, it would be an extremely powerful and meta-warping upgrade. I don't think you've considered the ramifications of something that game-changing being available to every ship.

Edited by Snipafist

It would depend on the wording on the card as to whether it allowed you to trigger a crit effect normally only earlier under the given circumstances or if it was an additional resolution. Upgrade cards take precedence over the regular rules.

Assuming it stuck to the less-crazy version (one crit per attack limit, only earlier) It would still be extremely powerful with Overload Pulse and NK-7s and the like because it would trigger prior to defense token use (again, particularly with the Overload Pulse+Avenger in which case the combination basically reads "you never get to use your defense tokens ever so long as Screed is around and there's a blue dice in the pool"). It would make Evade and Scatter token ships in particular (hello flotillas) much worse because they couldn't jank their way out of black dice (ACM, APT) or blue dice (Overload Pulse, NK7) crit consequences when Accuracy results weren't around, all of which drastically reduce their life expectancy.

In short, it would be an extremely powerful and meta-warping upgrade. I don't think you've considered the ramifications of something that game-changing being available to every ship.

I have. Yes it is amazing but it is taking a crew alot and if the new Ion Cannon hits upgrades, we'll we could see some interesting things.

It is strong, worthy of the 7-9 point range for an officer slot. However, it is mainly a Ion booster to make those cards work in the future. It would allow NK and Overload Pulse to work and while it would make it an auto include on Avenger if it was an exhaust ability it would limit the effectiveness of itself.