CC and non tournament-optimal upgrades

By Hastatior, in Star Wars: Armada

Anyone been giving some thought to upgrade cards that will see some play in CC that just aren't tournament viable?

For me, the much maligned (by me) Cluster Bombs is a great example of a card that fairly sucks in one-off tournament play and you never see, but in CC will be a real threat to your precious ace squadrons!

Some of the "spend a token to change command" officers might see more play as well as commanders aim to have situational flexibility to see a ship survive.

will basic YVs finally find a niche? With all those hull points and being fairly hard hitting and not too expensive they might be a great area denial squadron force

Engineering teams??

anything else anyone can think of?

Redemption will likely see a bit more play.

Repair crews to the rescue!

Defensive retrofit upgrades will see a lot more use I think, and iron interdictor builds. My buddy runs an Unkillable interdictor build but it doesn't win bigger than 6/5, but I think it will be a real tough nut to crack in the campaign.

I'm actually surprised to not see Cluster Bombs. I feel like it would be really good against what I'm commanding lately. Rebel squads so good. Cluster auto damage hurt so bad. Why you no play? Cheap removal spell is cheap. Combine with ship counter 1 for great justice? Decent potential to wipe a Ace just for defending against it.

Rebel squads so good. Cluster auto damage hurt so bad. Why you no play? Cheap removal spell is cheap. Combine with ship counter 1 for great justice? Decent potential to wipe a Ace just for defending against it.

Did I just have a stroke?

Redundant shields. Might charge one, two maybe three shields in a single game. But over at least two games? Some times that one extra shield is the difference between surviving the game or not. And in CC that could be big.

Rebel squads so good. Cluster auto damage hurt so bad. Why you no play? Cheap removal spell is cheap. Combine with ship counter 1 for great justice? Decent potential to wipe a Ace just for defending against it.

Did I just have a stroke?

Most of the upgrades discussed here are defensive in nature to reduce getting scarred in the campaign. It might be interesting to see jamming field being played in CC a bit even with the FAQ forcing it on all squads.

Distance 1 defensive upgrades are going to much more viable for Rebs when you know that Rhymer can only be in one fleet.

Distance 1 defensive upgrades are going to much more viable for Rebs when you know that Rhymer can only be in one fleet.

And for the Imps when you know Rhymer isn't a thing!

Distance 1 defensive upgrades are going to much more viable for Rebs when you know that Rhymer can only be in one fleet.

And for the Imps when you know Rhymer isn't a thing!

See my face? See how it's not at all jealous of imperials for this? See?

:'(

Redemption will likely see a bit more play.

How do you reckon it stacks up in the era of Repair crews? I've been really happy with Redemption in a Rieekan Aces list in the past but had to drop it for a damage dealer as I just couldn't swing anything more than a narrow victory.

Quad Laser Turrets on imperial ships. Can't afford them in standard play but in a campaign they should be great.

...I run QLT on Imperials in standard play...

I don't have space for them in my standard Imp fleets. 5 points is just too much for me to spam on all my ships with an empty offensive retrofit slot.

But with room to expand to 500 points I won't feel pressured to optimize all my upgrades.

Raider w/ Instigator, Kallus, and QLT. Shockingly good value, especially with Screed.

Gallant Haven will DEFINITELY see more use, and I suspect Foresight will be a popular chariot for Ackbar.

I think we'll see more frequently:

  • auto-damage squadrons: A-Wings, Interceptors, Aggressors, Mauler Mithel, Dengar
  • high hit point fighter squadrons like YV-666s, YT1300s
  • Engineering Teams
  • Projection Experts
  • Repair Crews
  • Jamming Fields

I also think we'll see more occurrences of vanilla or very lightly upgraded ships

Bleh. Raiders are bad and should feel bad. :P

I've yet to see a raider on the board that wasn't 1-turn destroyed by a pile of bombers before it ever got a shot off.

This is, of course, just my experience. I am admittedly a bad player.

Redemption will likely see a bit more play.

How do you reckon it stacks up in the era of Repair crews? I've been really happy with Redemption in a Rieekan Aces list in the past but had to drop it for a damage dealer as I just couldn't swing anything more than a narrow victory.

Redemption's value goes up with the frequency of Repair commands. If the campaign increases the value of repairing ships, then I think Redemption will be fairly valuable.

Bleh. Raiders are bad and should feel bad. :P

I've yet to see a raider on the board that wasn't 1-turn destroyed by a pile of bombers before it ever got a shot off.

This is, of course, just my experience. I am admittedly a bad player.

They work great when anyone uses them against me. I payed a game yesterday where my friend's raider survived two long range front arc shots from 2 different ISDs and one close range from the front of demolisher and he didn't even have Motti as his admiral. Nobody rolls red and black blanks like I do. Raiders are also great for hunting down flotillas.

Redundant Shields I think will be seen on CR90s

Bleh. Raiders are bad and should feel bad. :P

I've yet to see a raider on the board that wasn't 1-turn destroyed by a pile of bombers before it ever got a shot off.

This is, of course, just my experience. I am admittedly a bad player.

Bleh. Raiders are bad and should feel bad. :P

I've yet to see a raider on the board that wasn't 1-turn destroyed by a pile of bombers before it ever got a shot off.

This is, of course, just my experience. I am admittedly a bad player.

You'll be surprised but sometimes this is exactly the reason to have a Raider in the list.

If you send your raider out alone to threaten a blob of bombers that have nothing better to shoot at you deserve to lose it. lol.

People think raiders replace squadrons in an anti-squadron role but they don't do it 1:1, you can't send a raider in all alone against a bomber ball like you would equivalent points of fighters and expect much. If you send the ISD or the Interdictor in to bait the bombers and then your opponent has to choose whether to spend his bomber activations on your big expensive ship that can win him the game or the dinky little raider you will either A) draw a turn or 2 of bomber fire from your big expensive ship that would win them the game or B) orbit the bomber ball at speed 2 wrecking the living crap out of it while your big ship takes some shots, but guess what, that big bomber ball is worth almost as much as your big ship, so...