Upgrades that need Help

By Sybreed, in Star Wars: Armada

I'm not the most experienced Armada player by far, but I've seen and built a lot of lists and noticed that several upgrades are just not doing enough for their cost, and therefore you never see them anywhere.

In this thread, you call a card that you think is bad to the point where it never sees the light of day, and you suggest something that would make it worthwhile.

I start: Point Defense Reroute

For 5 points, it's too prohibitive. The close range requirement means it can take 2 turns before it starts doing something. Even then, you can only reroll once, meaning that the effect is far from guaranteed. With blues, if you roll 2 accuracies, the card becomes worthless.

My suggestion for this card is to simply reduce the cost to 3 or even 2 points. Just that would make people consider using the card in a squadron-less build.

edit: Or, keep the same cost but make crits count as damage as suggested.

Edited by Sybreed

3rd party maneuver tools

I'm not the most experienced Armada player by far, but I've seen and built a lot of lists and noticed that several upgrades are just not doing enough for their cost, and therefore you never see them anywhere.

In this thread, you call a card that you think is bad to the point where it never sees the light of day, and you suggest something that would make it worthwhile.

I start: Point Defense Reroute

For 5 points, it's too prohibitive. The close range requirement means it can take 2 turns before it starts doing something. Even then, you can only reroll once, meaning that the effect is far from guaranteed. With blues, if you roll 2 accuracies, the card becomes worthless.

My suggestion for this card is to simply reduce the cost to 3 or even 2 points. Just that would make people consider using the card in a squadron-less build.

Nope. QLT would still trump it. To make it useful it should allow to count one crit as a damage.

Cluster Bombs- 5 Points AND and defensive retro? AND it's a discard?

Way to improve- use as tinder for firestarting

I'm not the most experienced Armada player by far, but I've seen and built a lot of lists and noticed that several upgrades are just not doing enough for their cost, and therefore you never see them anywhere.

In this thread, you call a card that you think is bad to the point where it never sees the light of day, and you suggest something that would make it worthwhile.

I start: Point Defense Reroute

For 5 points, it's too prohibitive. The close range requirement means it can take 2 turns before it starts doing something. Even then, you can only reroll once, meaning that the effect is far from guaranteed. With blues, if you roll 2 accuracies, the card becomes worthless.

My suggestion for this card is to simply reduce the cost to 3 or even 2 points. Just that would make people consider using the card in a squadron-less build.

Nope. QLT would still trump it. To make it useful it should allow to count one crit as a damage.

You know what? I like this.

Seems like FFG were afraid it would be too good. Just like Slaved Turrets, contender #2 for cards with too many restrictions and a high point cost.

Edited by Sybreed

Woah! Slaved turrets combine well with Ackbar, Salvation and Vics. At least it doesnt cost you 2 pts in damage when you can no longer evade...

Woah! Slaved turrets combine well with Ackbar, Salvation and Vics. At least it doesnt cost you 2 pts in damage when you can no longer evade...

yes, but doesn't it feel a bit situational? A lot of upgrades are good anywhere anytime. For 6 points? I'd take Spinal Armaments for 9 anytime of the year.

Woah! Slaved turrets combine well with Ackbar, Salvation and Vics. At least it doesnt cost you 2 pts in damage when you can no longer evade...

yes, but doesn't it feel a bit situational? A lot of upgrades are good anywhere anytime. For 6 points? I'd take Spinal Armaments for 9 anytime of the year.

Cool. I will flank you then.

Your intent is so blatantly signposted with spinal armaments which is the ultimate cost. And on top of that they are 9pts.

Woah! Slaved turrets combine well with Ackbar, Salvation and Vics. At least it doesnt cost you 2 pts in damage when you can no longer evade...

yes, but doesn't it feel a bit situational? A lot of upgrades are good anywhere anytime. For 6 points? I'd take Spinal Armaments for 9 anytime of the year.

Cool. I will flank you then.

Your intent is so blatantly signposted with spinal armaments which is the ultimate cost. And on top of that they are 9pts.

you say that, and I agree to an extent, but when is the last time you saw slaved turrets used? They're good on Salvation, sure, but SA kind of took its place. But, perhaps I was being too aggressive when I said ST are a good 2nd contender for cards with too many restrictions. Honestly, only a slight cost decrease to 5 points would make me consider taking it instead of SA.

Honestly, I wish I could change the title to "Cards that need help". Useless is a bit of a strong word. Some cards are not seen anywhere but just need a little push to make them worthwhile.

Redundant shield: Cost too high?

Are 8 points worth 2 free engineering points?

Repair crew: 4 points

By the time these 2 upgrades start kicking in, it might already be too late to save your ship. Hmmm...

Honestly, I wish I could change the title to "Cards that need help". Useless is a bit of a strong word. Some cards are not seen anywhere but just need a little push to make them worthwhile.

Unless you are planning to play by modified rules, this doesn't make a difference. FFG won't change the way the cards currently work, so "useless" is appropriate.

I would rather take DTTs instead of slaved turrets.

Tactical experts

6pts to get a concentrate fire order on demand

Not all flexible order officer upgrades are created equal. Maybe if it was 2-3 points it wouldn't be utter garbage?

Tactical experts

6pts to get a concentrate fire order on demand

Not all flexible order officer upgrades are created equal. Maybe if it was 2-3 points it wouldn't be utter garbage?

yeah, feels like they didn't realize navigate and squadron commands (and even engineering to some extent) are lot more critical when you're in a tight spot.

MUST.ROLL.ONE.MORE.BLANK.RED.

I kid... I'm still salty from my last game

Director Isard... oh god, why even bother.

"I wonder if Yavaris will still do squadron commands"

"..."

"Yeah, it will"

Edited by Sybreed

Director Isard... oh god, why even.

Because it tells you wether its worth Slicer-Tools or not.

Director Isard... oh god, why even.

Because it tells you wether its worth Slicer-Tools or not.

Sure, but come on, most players know what commands their opponent will use. Besides, this was out with the VSD expansion. Slicer tool was still a year away.

Sure, but come on, most players know what commands their opponent will use. Besides, this was out with the VSD expansion. Slicer tool was still a year away.

When it came out is irrelevant to right now.

Also, you answered it yourself:

"Most" players.

Y'know what, that's a bit of a misnomer... because I'm pretty good at guessing with some ships... But I don't always know...

Its 3 Points to know.

Sure, but come on, most players know what commands their opponent will use. Besides, this was out with the VSD expansion. Slicer tool was still a year away.

When it came out is irrelevant to right now.

Also, you answered it yourself:

"Most" players.

Y'know what, that's a bit of a misnomer... because I'm pretty good at guessing with some ships... But I don't always know...

Its 3 Points to know.

Do you use it?

When I play Imperials.

You know what? I like this.

Seems like FFG were afraid it would be too good. Just like Slaved Turrets, contender #2 for cards with too many restrictions and a high point cost.

I'm a huge fan of slaved turrets on CR90A's especially when they're out on the flank and only have one target. Or you can attack a squadron for an extra die.

There's only one upgrade that is actually a downgrade.

Slaved Turrets. So bad.

Or you can attack a squadron for an extra die.

No. "While attacking a ship..."

I'm with Ardaedhel here. Slaved Turrets is so bad that you'd be better off ripping up the card and just keeping the points for a bid in literally every situation (Salvation included!) where you can take it. The restriction on that card is so painful I'm not sure I'd put it on anything even if it were zero points.

I like slaved turrets on a sniper salvation. With a concentrate firepower command you are putting out 5 red die from the front arc. Pair it with Intel Officers to lock down a brace and you have a great damage dealer for 71 points.

There are plenty of ways to change your blank red die. CF tokens, Home One, and eventually Commander Sato will ensure you get mileage out of your die.