Range bands and best engagements for volley combinations.

By Marinealver, in Star Wars: Armada

So just trying to break apart the dice and range engagements. One thing I notice is besides that very few ships (not including flotillas) have a volley that is all of one color. But only one ship has a volley that has all three colors. So when analyzing effective ranges it is best to look at 2 color combinations and put solid colors in those ranges. So starting from longest range to shortest range (not including anti squadron barrages as there are only 2 ranges) Here are the combinations listed.

  • Red Blue
  • Red Black
  • Blue Black
  • Red Blue and Black AKA Tricolor

First Red Blue (and all Red): Often has the turbo-laser upgrade slot while some has an ion slot (usually if the other configuration trades blue dice for black) . These are best at long range obviously. and are weak at short ranges.

Red Black: Might as well call this doughnut range as there is a big hole in the middle. While red can still shoot at blue range you probably better off at close range with this ship. Because most ships with this combo has the missile upgrade you indefinably want to be at closer ranges than longer ranges. However if you are dealing with a Blue Black ship you want to move to longer ranges. You will want some speed to maintain range and jump the gap when necessary.

Blue Black (and all Blue): The shortest standard range very notable for not being able to engage ships at great distances. Obviously you want to be up close and personal with this. You are either keeping your distance. Does not necessarily have the ion cannon slot but generally has the missile slot (exception being the CR-90 B).

Tricolor (and all Black): This is a tricky one to use because since it has all dice it is effectively goo at all ranges, right? Well no that is wrong so here is my reasoning and putting it in the same category as all black volleys. With each longer range band you lose dice from your attack pool. So with tricolor volleys you want to be at the shortest range possible all up close and personal.

So what do you think of this range assessment? What is your assessment of the volley combinations and ranges?

Edited by Marinealver

I think I found someone wishing there was an article....

Nice assessment though!

I think I found someone wishing there was an article....

Nice assessment though!

A few more Armada posts on Team Covenant would also be nice. ;)

There is only one range, and that is close range. So that I can unload every single dice on you and then ram you. But, that's just how I roll....lol.

TL;DR

As a general rule:

Since a ship's black dice are used at short range, blue at short and medium, and red at all three

- and -

You always want to throw as many dice as possible

- then -

  • If your ship uses black dice, get to short range.
  • If your ship has no black dice, but does have blue, then stay at medium.
  • If your ship has no black or blue (only red), then stay at long range.

As an added bit of bonus wisdom, black dice typically do the most reliable damage and red the least.

More detailed info about Armada's dice.

Edited by Lifer4700

TL;DR

As a general rule:

Since a ship's black dice are used at short range, blue at short and medium, and red at all three

- and -

You always want to throw as many dice as possible

- then -

  • If your ship uses black dice, get to short range.
  • If your ship has no black dice, but does have blue, then stay at medium.
  • If your ship has no black or blue (only red), then stay at long range.

As an added bit of bonus wisdom, black dice typically do the most reliable damage and red the least.

More detailed info about Armada's dice.

I don't think you get the point of this discussion. Of course if you have only one color you want to stay at the furthest range of that color but if you take a look at the volley firepower values very few ships have only 1 color if they have more than one die in their firing arc. Only 1 ship has all 3. Most ships have two colors which when put together does make for different engagement dynamics. If you have red dice you can engage at all ranges but if you have black dice you want to get up close. Unless you are going against a blue black volley where you might want to play safe and stay at longer ranges until you can get the finishing blow. But it is no secret that red blue and blue black are opposites at the range spectrum.

It also depends on the upgrades you have too

I think there's also another difference between Blue Black and Red Black. Blue is your best chance at accuracies.. so that blue black can be particularly painful vs the red black variety once at the black range.

Edited by homedrone

It also depends on the upgrades you have too

upgrades do match the dice with the exception of offensive upgrades. The turbolaser is Red dice so long range, Ion Cannons are Blue Dice and Ordnance is Black. Blue Red tends to have turbolaser icons although the torpedo frigate is a blue black ship with a turbolaser slot. Plenty of Red black has ordenance upgrade slots. For Ion it is mostly red blue with the cr-90B having the all blue and the Raider 2 having ion cannon slots. So Ion cannon upgrades tends have a funny trend on which ship it turns up on.