Hello. I have been able to get most of my questions answered by the Armada Discord Group. One was created awhile back for these forums. However there is one question that I need as many answers as I can get. This means them and the forums.
I tried Google'ing but, I could not get a straight answer.
The question is when does Raw Damage become more important than XI7's? (assuming points aren't an issue)
I used 2 Assault Frigate Mk 2 B's in my example. I was looking at Enhanced Armament vs XI7. I know from previous Tournaments that you will almost always see a Victory or an ISD. These have Redirects. Assuming I were to hit one of these in the face with 4 dice, they could redirect all of that damage back. In a way, on a mathematical level, it seems that the XI7 is at most 3 dice in value (in that scenario) due to it keeping them from redirecting more than 1.
However that is just the example of the ISD and Victory. There are some lists which do contain either a Demolisher or a Raider (Demolisher being most common). I have yet to see if any lists in the tournament will include the Arquitens. In the case of the Aqruitens or the Raider, it seems the XI7 loses value.
As you can see this is my theory crafting issue. I am not sure what the right call is. Anyone with math or some other kind of information to shed some light on this?
XI7 vs Raw Damage question
For an ISD or VSD XI7 aren't that much of a bother.
It will take 4-5 turns of an AFII flank shots to destroy a VSD and in that time it can redirect say 4 points (2 to each side shield) leaving only 2 unused shields. Now during the game if anyone else shoots at it, say a B-wing or a CR90, then the VSD can immediately use its redirects on that attack and those side shields are then fully used when it is eventually destroyed. Even if you only have XI7s on all ships in your list and no fighters - a single repair command can move some unused flank/rear shields to make sure the VSD takes as much damage as it can. Use an ISD instead or add Motti to a VSD and you can easily use all the flank shields as it takes an extra turn to bring you down.
If the XI7s are on a MC80A/C, Liberty Class or a tooled up MC30 with Ordnance experts then they become more deadly to Imperials. These designs need fewer shots to bring down a VSD and can more readily accuracy the brace. Even here 1 repair command (or even a repair token from a Coms net) can move shields around to keep them being damaged.
Against Arquitens or MC30s XI7s are a real threat. They also neutralise Advanced Projectors and part of the Foresight effect. In general Rebels have more shields and fewer Hull so XI7s are better used against them. Of course if the enemy have lots of Nebulons, raiders and flotillas then XI7s can be a total waste of time.
As for Expanded armament have you thought about DTTs instead. If you add Gunnery teams then Expanded Armament can be worth its points as it is more easily to use twice a turn rather than occasionally running between 2 star destroyers (not for the feint hearted).
On a similar note. Consider when an accuracy is worth more than a hit? Above 4 damage? How much is brace blocking worth? How many times are you going to shoot the same target per turn?
The answer to your question also can depend on where you are hitting them, how many others are shooting at them in the same turn (and on what arc they are shooting at them), if you have concussion rockets to damage multiple arcs, if it is near the end of the turn or beginning (because that can determine if the brace gets used on a small attack instead of saving for later or discarded if necessary), if the target has a brace at all or multiple redirects like MC30s, the number of blue dice and ability (card or otherwise) to get an accuracy and block a brace, etc, etc, etc... they all add into the equation of X17 "worth"
I guess what I am saying is: there is no "answer" to your question because there are so many scenarios and variables.
My general rule, since you kinda asked is:
Big die pools (I'd say 6+ dice) that can generate accuracy love X17s as it lets you get straight into hull without draining the entire main target shield and adjacents. Otherwise, I think you are just plinking away at shields anyway and so you will then generally need a volume of small shots to overwhelm their tokens and get into hull without draining all adjacent shields.
Thank you to all for the responses. This helps me a lot.
Madcat: I did consider DTT's over Enhanced Armament. I havent found a lot of information on them but, I am thinking you need to be in Blue Range to exchange its 1 Blue Dice, for a Red. If that is the case then it would seem to me that Enhanced Armament would be more worth it. Due to the HP of the Assault Frigate, and the type of defense tokens it has, it seems best to stay at Red Range. I was thinking between that, Ackbar, and Concentrate fire, it could get up to 7 Red Dice. That is what brought up the question of XI7. I was thinking if I drop down to 6 Red Dice, XI7's would be a decent choice. However it seems that it doesn't based on what I am reading this morning.
Ginkapo: I used the MC 80 Star Cruiser for theory crafting purposes at the beginning. However this time, I am using the Mk 2B. In either theory craft, I have used those for Ship combat only. I left the Squadron Commands to the GR-75's. So 2 MK 2 B's would be focused on one ship at a time (if possible). As of this morning I worked out the points to fit the Enhanced Armament (or another Turbolaser), and a Gunnery Team on both MK 2 B's.
Sirdave: This is what I was looking for. I understand there is a lot of circumstances so a guideline or a rule of thumb would help me a lot. You provided that
Ackbar will make XI7s more useful as even the AFII gets near to Sir-Dave's general rule.
DTTs can still discard red dice and as the size of your volley increases the chances of you rolling at least one blank on a red die increases. e.e. AFII flank shot with Ackbar = 5 Red + 1 Red for DTTs. Probabilities to get a blank on any of these 6 die = 1-((5/8)^6) = 94.04% chance of getting at least one blank. you can then remove this die instead of spending the blue and you can choose which to discard after you roll the extras.
Raw damage is really more reliant on your rolls, XI7s allow you to punch through a shield if you have more firepower coming through, so I'd say it's a bit situational. if you have multiple shots hitting the same arc on your opponent's ship, I'd say Xi7s are better, if you are hitting multiple sides, I'd go for raw damage.
Ultimately, raw damage is what you ideally want against everything except Flotillas. All hail the H9!
Mad Cat: I had no idea the % was so high. Let me ask this so I make sure I understand you. Scenario A: both Mk 2B's are at Red Distance plinking away at a Victory. Both roll 1 blank. You are saying I immediately pick up that blank dice and re-roll it because of DTT?
Alzer: So its my understanding in this scenario that I should use DTT, or Enhanced Armament. Correct?
Mad Cat: I had no idea the % was so high. Let me ask this so I make sure I understand you. Scenario A: both Mk 2B's are at Red Distance plinking away at a Victory. Both roll 1 blank. You are saying I immediately pick up that blank dice and re-roll it because of DTT?
No. You grab an unused red die, roll it, then choose a die from the modified pool to remove.
Mad Cat: I had no idea the % was so high. Let me ask this so I make sure I understand you. Scenario A: both Mk 2B's are at Red Distance plinking away at a Victory. Both roll 1 blank. You are saying I immediately pick up that blank dice and re-roll it because of DTT?
No. You grab an unused red die, roll it, then choose a die from the modified pool to remove.
Including the red you just added so even if all reds roll a single hit then add a red and fish for a crit or double hit. You can't loose as the worst thing that can happen is the extra red is blank so just remove that one. A reroll with underwriters.
DTT is very good, epecally since you can use it in a fighter as well if no ships are around. It's just a pain to watch a missed blue Triple A dice suddenly paired with a double hit red.......
DTT is very good, epecally since you can use it in a fighter as well if no ships are around. It's just a pain to watch a missed blue Triple A dice suddenly paired with a double hit red.......
I...I hadn't even considered that...that's super good...