What Admiral Works Best? An Analysis

By clontroper5, in Star Wars: Armada

I am going to do a quick breakdown of how each Admiral works with the new ships (imperials first)

Then I will Examine how the new admirals work with the Old ships

I'm going to use a scale of 1-10 with 1 being basically useless and 10 being a perfect fit.

*First up Ozzel.

Gozanti: haveing speed 3 makes ozzel moderately useful. Unfortunately the gozanti seems to want to stay at low speed for its support roles which is accented by it's lack of rear weapons.

-Score: 3

Interdictor: speed 2. Yay I can slow all the way to ZERO!!

-Score:1

*Let's Do motti

Gozanti:1 extra is nice but the Gozanti tends to live or die on its scatter token anyway. It does give extra protection from ramming though

-Score:4

Interdictor: 11 hull backed up by 5 engineering will be TOUGH to kill.

-Score: 6

*next up The Dreaded Screed!

Gozanti: generally one die means screed is useless without a CF command and then there are not any special crit effects to activate. I could see it being marginally useful with several combat versions chucking red dice+cf at range for consistent damage. Also opening salvo.

-Score: 2

Interdictor:has some potential when paired with ion crits. Most notable are "Ion Cannon Batteries" and "Overload Pulse". Unfortunately blue dice don't work well with Screed.

-Score: 5

*Onto the Big boys, D Vader In the HAASE

Gozanti: generally a lack of tokens and a lack of dice to reroll means these won't work great with D Vader. However I could see the combat variant spamming CF and chucking 2 rerollable reds at range (OPENING SALVO!!)

-Score: 4

Interdictor: has 2 Contain tokens for Vader fodder. Unfortunately lacks a good complement of dice to reroll.

-Score: 5

*And finally (the best of the lot) yt? The Grand Moff TOKIN himself

Gozanti: Super efficiency in squadron commands? Yes please!

Super efficiency in engineering commands (repair crews)? Yes please!

Great ability to CF+reroll! Yes please!

Throw ozzel on top for good measure? Why not!

It does lack the ability to store tokens though.

-Score: 8

Interdictor: engineering 5+token= 4 shields per turn. Seems legit. Also allows navigation command independence to allow MORE ENGINEERING!

-Score:7

I will do rebels and the new admirals latter Stay Tuned!

Reserved

Reserved

Interdictor: speed 2. Yay I can slow all the way to ZERO!!

-Score:1

IT CAN INTERDICT ITSELF :o !!!

Well. I'm surprised you scored Vader below Tarkin for Interdictor. I think you're missing Vader's potential to score blue criticals.

Well. I'm surprised you scored Vader below Tarkin for Interdictor. I think you're missing Vader's potential to score blue criticals.

I also would have thought that Tarkin scored higher on the interdictor than the Gozantis, given the ability to store tokens. The Gozantis fill different roles, and need different tokens for those roles, but talking only gives out 1 type, requiring multiple turns to achieve that.

I feel obligated to point out that with rams and overlaps being the most consistent damage dealt to Flotillas, having Motti provide them with a free damage soak is actually very efficient for the points.

Edited by thecactusman17

I feel obligated to point out that with rams and overlaps being the most consistent damage dealt to Flotillas, having Motti provide them with a free damage soak is actually very efficient for the points.

*Let's Do motti

Gozanti:1 extra is nice but the Gozanti tends to live or die on its scatter token anyway. **It does give extra protection from ramming though**

-Score:4

I also would have thought that Tarkin scored higher on the interdictor than the Gozantis, given the ability to store tokens. The Gozantis fill different roles, and need different tokens for those roles, but talking only gives out 1 type, requiring multiple turns to achieve that.

True, I mostly like the token that can discard cards and the squad 4 micro carriers. Maybe I scored the gozanti to high hmm...

I feel obligated to point out that with rams and overlaps being the most consistent damage dealt to Flotillas, having Motti provide them with a free damage soak is actually very efficient for the points.

I totally agree! I did mention that in my post but personally still scored it pretty low. Mostly because 3 hull will take 2 ships 2 turns to ram it to death same as 4 hull(albeit it messes the opponent up more)

Further, Motti does not provide such a massive increase in durability (34% hull only and 25% overall damage) to any other ship.

Is say Motti is at least a 5, possibly a 6.

Edited by thecactusman17

Remember that some commanders are still good in odd circumstances. Take Cracken for instance. He can work with a Liberty in the fleet even though his ability does not work on them. You will need other ships like the MC30, Neb, and Assault Frigate to make use of him while the Liberty is the overt beatstick.

Cam I throw a spanner in the works, and suggest that its not clear that Gozanti and Interdictors should be running in the same fleet as that leads to support overload. So showing commanders to be bad for one support ship but good for the other is kind of expected.

Cam I throw a spanner in the works, and suggest that its not clear that Gozanti and Interdictors should be running in the same fleet as that leads to support overload. So showing commanders to be bad for one support ship but good for the other is kind of expected.

But generally I agree

Cam I throw a spanner in the works, and suggest that its not clear that Gozanti and Interdictors should be running in the same fleet as that leads to support overload. So showing commanders to be bad for one support ship but good for the other is kind of expected.

Depends on the focus of the fleet. Squadron fleets probably will gain a benefit from both thanks to the useful starts and upgrades of each.