On a big ship I find the weapon team slot much better occupied by Gunnery Teams to ensure my big block of points gets both of its possible attacks that turn. With Leading Shots + XI7s you can very reliably get that one accuracy you'd like (for the Brace) and the Leading Shots help deal with extremely bad dice rolls on the rare occasion you get a huge stinker of a roll too.
Sensor Teams, however, seem to have merit on Scout MC30s and ships that are hoping to milk the Quad Turbolaser Cannons.
If you've got some kind of Sensor Teams combination on ISDs/Liberty MC80s/etc. that produces better results than the "default" Gunnery Team+XI7s+Leading Shots, I'd certainly be interested in seeing it/hearing the rationale, though.
Has anyone tried the double arch ISD-I?
Looking at the ISD volley values (Tricolor front, red black sides, red blue rear) It looks like to me the ship most designing for jousting. Where you go at speed 3 brush pass for a close range broadside then continue pass your target at speed 3 hopefully beyond close range.
With the mc80 liberty:
Sensor teams,
X17
First player
That last one is crucial, sensor teams are for first player. As first player you have the ability to line up double arc shots with relative ease. Whereas conversly it is still substantially difficult to front arc two ships with gunnery teams at anything other than red range.
Guarenteeing brace block accuracy alongside x17s gives a really good chance of blowing your target out of the water
I play with a burst damage mentality, and with this logic, sensor teams are gold dust.
With the mc80 liberty:
Sensor teams,
X17
First player
That last one is crucial, sensor teams are for first player. As first player you have the ability to line up double arc shots with relative ease. Whereas conversly it is still substantially difficult to front arc two ships with gunnery teams at anything other than red range.
Guarenteeing brace block accuracy alongside x17s gives a really good chance of blowing your target out of the water
I play with a burst damage mentality, and with this logic, sensor teams are gold dust.
H9 does it better.
ST can only guarantee the accuracy on one of those arcs. H9 gives it to both.
With the mc80 liberty:
Sensor teams,
X17
First player
That last one is crucial, sensor teams are for first player. As first player you have the ability to line up double arc shots with relative ease. Whereas conversly it is still substantially difficult to front arc two ships with gunnery teams at anything other than red range.
Guarenteeing brace block accuracy alongside x17s gives a really good chance of blowing your target out of the water
I play with a burst damage mentality, and with this logic, sensor teams are gold dust.
H9 does it better.
ST can only guarantee the accuracy on one of those arcs. H9 gives it to both.
They sound balanced to me. ST you can turn a blank to Acc but spend a die and it exhausts, and H9 you lose 1 damage for Acc, and it costs more. Plus, both take Gunnery Team and XI7 so there's that.
Plus, both take Gunnery Team and XI7 so there's that.With the mc80 liberty:
Sensor teams,
X17
First player
That last one is crucial, sensor teams are for first player. As first player you have the ability to line up double arc shots with relative ease. Whereas conversly it is still substantially difficult to front arc two ships with gunnery teams at anything other than red range.
Guarenteeing brace block accuracy alongside x17s gives a really good chance of blowing your target out of the water
I play with a burst damage mentality, and with this logic, sensor teams are gold dust.
H9 does it better.
ST can only guarantee the accuracy on one of those arcs. H9 gives it to both.
No, ST replaces Gunnery Teams (one of its major weaknesses). H9, on the other hand, can be run in conjunction with GT and, in this particular case, XI7.
That said, I'm mostly just trolling Gink every time he mentions Sensor Teams. They're not always bad. Though, in this build, they are.
Plus, both take Gunnery Team and XI7 so there's that.
With the mc80 liberty:
Sensor teams,
X17
First player
That last one is crucial, sensor teams are for first player. As first player you have the ability to line up double arc shots with relative ease. Whereas conversly it is still substantially difficult to front arc two ships with gunnery teams at anything other than red range.
Guarenteeing brace block accuracy alongside x17s gives a really good chance of blowing your target out of the water
I play with a burst damage mentality, and with this logic, sensor teams are gold dust.
H9 does it better.
ST can only guarantee the accuracy on one of those arcs. H9 gives it to both.
No, ST replaces Gunnery Teams (one of its major weaknesses). H9, on the other hand, can be run in conjunction with GT and, in this particular case, XI7.
That said, I'm mostly just trolling Gink every time he mentions Sensor Teams. They're not always bad. Though, in this build, they are.
I agree ST (Spinal Turbolasers) replace H9!
Its a matter of opinion here. I run my ships to be able to kill CR90's, flotillas and raiders in one shot. By being able to do this I can turn the activation game to my advantage quickly. I do not need to overdo it with gunnery teams, H9's, Spinal Turbolasers or any other expensive upgrade. Bare minimum, sensor teams allows me to do what I need and no more.
Why waste the points? What does getting an extra 2 damage do against a dead corvette? What does the extra 2 damage actually achieve against an ISD? Run sensor teams, turn a bad roll into a good enough roll, or turn a great roll into a slightly lower damage, but high enough damage with accuracy roll.
I'm never going to argue that sensor teams are the ultimate in damage output boosting, but they do enough. And enough is all I ask for.