Upgrades that need Help

By Sybreed, in Star Wars: Armada

Slaved turrets, I think, would be better if you were only allowed to attacks ships once per round (can't think of critical damage effect name). Significantly. I think that would make a real difference, especially on a ship with wide broadsides for catching a lot of squadrons, like Salvation.

you mean that slaved turrets would let you use your AA batteries?

Yes, you can use slaved turrets to add an extra die to your AA attack, provided you haven't attacked that turn.

For reference, here is the FAQ:

"If a ship with this card equipped attacks a squadron, it can declare additional squadron targets during its attack."

The card says:

Modification

"You cannot attack more than once per round. While attacking a ship, add 1 red die to your attack pool."

Ard is correct on this. You are wrong.

Thank you everyone for making me feel welcome on the forum. Don't worry, I'll keep my opinions and observations to myself. I really didn't want to upset anyone who's made more posts than me.

Edited by outerrimrebel

Slaved turrets, I think, would be better if you were only allowed to attacks ships once per round (can't think of critical damage effect name). Significantly. I think that would make a real difference, especially on a ship with wide broadsides for catching a lot of squadrons, like Salvation.

you mean that slaved turrets would let you use your AA batteries?

Yes, you can use slaved turrets to add an extra die to your AA attack, provided you haven't attacked that turn.

For reference, here is the FAQ:

"If a ship with this card equipped attacks a squadron, it can declare additional squadron targets during its attack."

The card says:

Modification

"You cannot attack more than once per round. While attacking a ship, add 1 red die to your attack pool."

Ard is correct on this. You are wrong.

Thank you everyone for making me feel welcome on the forum. Don't worry, I'll keep my opinions and observations to myself. I really didn't want to upset anyone who's made more posts than me.

It's ok, some people are just very direct in their approaches. Some are much nicer, and some are more neutral in tone. But by sharing your opinions, that is how you discover anywhere that your interpretations may be wrong. It's happened to me a lot (and probably will a lot more). Not saying that rudeness is acceptable, but the forums have definitely become a little more savage in the past week. Just don't post to the rules subforum for a bit, k? But certainly read them. And going through/posting in the fleet builds section will also certainly help with understanding a lot

And I feel like I may have contributed to any confusion with my post. What I was saying was that it would be nice if they changed Slaved Turrets to allow ships to also attack squadrons, not that it does. So I apologize for not making that clear.

Slaved turrets, I think, would be better if you were only allowed to attacks ships once per round (can't think of critical damage effect name). Significantly. I think that would make a real difference, especially on a ship with wide broadsides for catching a lot of squadrons, like Salvation.

you mean that slaved turrets would let you use your AA batteries?

Yes, you can use slaved turrets to add an extra die to your AA attack, provided you haven't attacked that turn.

For reference, here is the FAQ:

"If a ship with this card equipped attacks a squadron, it can declare additional squadron targets during its attack."

The card says:

Modification

"You cannot attack more than once per round. While attacking a ship, add 1 red die to your attack pool."

Ard is correct on this. You are wrong.

Thank you everyone for making me feel welcome on the forum. Don't worry, I'll keep my opinions and observations to myself. I really didn't want to upset anyone who's made more posts than me.

yeah I don't know why he had to attack you personally :S

Some people can't handle conversations on the internet without becoming jerkfaces.

I never think of upgrades that need help. After a few more waves there will just be too many of them and some were designed if not poorly than rather conservatively to be effective. I mean how many X-wing players do you hear of using Squad leader or Expert Handling? Who cares that H9 turbolasers or Engineering Captain are not in any of the top four list at worlds?

Now if you want to talk about upgrades and balance then I think it is better to talk about upgrade slots and which needs more help. Thing about upgrade slots is that there are two different things that affect it. The ships that have the upgrade slot and the upgrade cards available for that slot. One of the weakest is well the experimental slot because for the moment only one ship can take them, the next would have to be ordnance (I call them close range) upgrades. It seems like you would be better off with an offensive or any other range upgrade. Officers are more like the Armada equivalent of X-wing EPTs.

Thank you everyone for making me feel welcome on the forum. Don't worry, I'll keep my opinions and observations to myself. I really didn't want to upset anyone who's made more posts than me.

In case it came across wrong, I was poking fun at myself with my "irony" comment, not you. It's ironic because I've been kvetching for several weeks about the lack of an updated FAQ and catching flak for it.

I do apologize if my answer came across as overly confrontational, though. I'm aware that my tone on here could use some softening--trying to get better about it. :S

---

Edited by Drasnighta

I never think of upgrades that need help. After a few more waves there will just be too many of them and some were designed if not poorly than rather conservatively to be effective. I mean how many X-wing players do you hear of using Squad leader or Expert Handling? Who cares that H9 turbolasers or Engineering Captain are not in any of the top four list at worlds?

Now if you want to talk about upgrades and balance then I think it is better to talk about upgrade slots and which needs more help. Thing about upgrade slots is that there are two different things that affect it. The ships that have the upgrade slot and the upgrade cards available for that slot. One of the weakest is well the experimental slot because for the moment only one ship can take them, the next would have to be ordnance (I call them close range) upgrades. It seems like you would be better off with an offensive or any other range upgrade. Officers are more like the Armada equivalent of X-wing EPTs.

Most of that is Gobbeldygook to me.

Apart from the point about Ordnance Upgrades.

Ordnance upgrades are all about punishing damage, because its punishing to get the enemy in the right place to use them.

And they are so good at punishing the enemy, that I think you'd otherwise be hard-pressed to sell their removal and replacement with someone elsebecause of it.

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

"I wonder if Yavaris will still do squadron commands"

"..."

"Yeah, it will"

Isards problem is caused by not enough officer slots, how some ships can have multiple Turbo laser option but not officers baffles me. if the ISD had 2 officer slots you may see her played more.

I'd just like to see Advanced Projectors re-erratad to work against XI7s like they did on the first FAQ. IMO with the amount of damage people can deal out now and the number of ways to get Accuracy, I feel it would put that difficult choice on AP vs ECM again, and increase the stock of Heavy Turbolaser Turrets.

Eh, I have not been having issues with AP. It's still powerful, it still redirects a point elsewhere. Reaffirming the FAQ/errata would be nice, but that doesn't get away from it being a solid card. On MC30's I take it instead of ECM without hesitation; of course, I use Expanded Launchers on my MC30's, but that's besides the point... :-)

It was a huge change to the meta, but I think it was for the best. FFG wants an exciting game, and a sense of danger for all ships and ships regularly popping is a smart shift.

I'd just like to see Advanced Projectors re-erratad to work against XI7s like they did on the first FAQ. IMO with the amount of damage people can deal out now and the number of ways to get Accuracy, I feel it would put that difficult choice on AP vs ECM again, and increase the stock of Heavy Turbolaser Turrets.

Eh, I have not been having issues with AP. It's still powerful, it still redirects a point elsewhere. Reaffirming the FAQ/errata would be nice, but that doesn't get away from it being a solid card. On MC30's I take it instead of ECM without hesitation; of course, I use Expanded Launchers on my MC30's, but that's besides the point... :-)

It was a huge change to the meta, but I think it was for the best. FFG wants an exciting game, and a sense of danger for all ships and ships regularly popping is a smart shift.

Well I feel like APs have a pretty hefty cost to them. Taking a defense slot and requiring the use of a token. Plus with ships doing more damage and having more options to lock down defense tokens then I don't see a problem changing the AP ruling.

I think this game is a bit to young for us to say what cards need help. we are only 3 waves in (NOT 4) once we hit wave 6 then we can start looking at what cards need fixing.

look at X wing so many people thought Countermeasures was over costed. no one thinks that now I bet

I think this game is a bit to young for us to say what cards need help. we are only 3 waves in (NOT 4) once we hit wave 6 then we can start looking at what cards need fixing.

look at X wing so many people thought Countermeasures was over costed. no one thinks that now I bet

I think we can better estimate which cards will need help, if any, once Schmittys and Skyshufflers data comes out showing the most common and least common cards, as well as the win/loss for fleets with said upgrades. Otherwise you're spot on. A lot of cards people are listing may really be helpful in the CC campaign which a lot of people tend to agree on. Only time will tell.

To me, the one I've used which I felt really needed a boost was the Independence Title for the MC-80.

If the fighters could attack it would be good value for the 8 points, but as it stands, it's too niche and rarely likely to impact.

To me, the one I've used which I felt really needed a boost was the Independence Title for the MC-80.

If the fighters could attack it would be good value for the 8 points, but as it stands, it's too niche and rarely likely to impact.

Use independence to express YT-1300s then have E-wings snipe the ships caught up.

To me, the one I've used which I felt really needed a boost was the Independence Title for the MC-80.

If the fighters could attack it would be good value for the 8 points, but as it stands, it's too niche and rarely likely to impact.

8 points is definitely too high. 5 is more than enough considering the options wave 4 brought

Someone's not repositioned B-Wings by more than a Length of a Distance Ruler in 1 activation then....... And in doing so, put them into Yavaris' double tap range next turn.

That shite be priceless.

To me, the one I've used which I felt really needed a boost was the Independence Title for the MC-80.

If the fighters could attack it would be good value for the 8 points, but as it stands, it's too niche and rarely likely to impact.

Nope. Independence is fine. That beauty won me a Regional. It's all about dictating the tempo with the first turn slingshot. Having B-Wings primed and ready for a Yavaris double tap on turn two is worth every penny.

Edited by Truthiness

To me, the one I've used which I felt really needed a boost was the Independence Title for the MC-80.

If the fighters could attack it would be good value for the 8 points, but as it stands, it's too niche and rarely likely to impact.

Nope. Independence is fine. That beauty won me a Regional. It's all about dictating the tempo with the first turn slingshot. Having B-Wings primed and ready for a Yavaris double tap on turn two is worth every penny.
Edited by Jambo75

To me, the one I've used which I felt really needed a boost was the Independence Title for the MC-80.

If the fighters could attack it would be good value for the 8 points, but as it stands, it's too niche and rarely likely to impact.

Nope. Independence is fine. That beauty won me a Regional. It's all about dictating the tempo with the first turn slingshot. Having B-Wings primed and ready for a Yavaris double tap on turn two is worth every penny.
Isn't this all a bit niche or heavily reliant on circumstance? Even after a move 4 slingshot, they're still very catchable and pinnable by Interceptors or regular TIEs...

Not really. That's what Intel ships are for. I typically throw the B-Wings out there in a slingshot along with a YT-1300 and then park Jan and her escort a little bit behind. The next turn, if the B-Wings are engaged, Jan plops Intel where it's most useful and her escorts and the YT-1300 clear the road. If I clear 2-3 B-Wings for a Yavaris double tap, that's all I need.