Are you taking advanced gunnery?
For those saying trc's, why are you running salvation? Where is the benefit?
Are you taking advanced gunnery?
For those saying trc's, why are you running salvation? Where is the benefit?
Are you taking advanced gunnery?
For those saying trc's, why are you running salvation? Where is the benefit?
Your average red dice damage for all other dice still improves due to Salvation's ability and you can still guaranteed flip a dice to the crit side out the front for an extra 2 that is always crit-enabled. You're regularly throwing attacks downrange with multiple crits in them for good damage and Evades only remove one of those crits. It's pretty good, honestly.
Are you taking advanced gunnery?
For those saying trc's, why are you running salvation? Where is the benefit?
Two damage.Are you taking advanced gunnery?
For those saying trc's, why are you running salvation? Where is the benefit?
Double hit is 2 dmg with trc....
Two damage.Are you taking advanced gunnery?
For those saying trc's, why are you running salvation? Where is the benefit?
Double hit is 2 dmg with trc....
So for you numbers people out there, here's the math on everything:
name avg 0 1 2 3 4 5 6 7 8 3 Red, baseline 2.25 5.27 21.09 33.40 26.56 11.13 2.34 0.20 0.00 0.00 3 Red, TRC 4.00 0.00 0.00 5.27 21.09 45.90 23.44 4.29 0.00 0.00 Salvation+TRC 4.36 0.00 0.00 5.27 15.82 31.64 31.64 15.63 0.00 0.00 3 Red, Salvation 2.63 5.27 15.82 26.37 26.37 17.58 7.03 1.56 0.00 0.00 Salvation, spine 3.5 1.98 7.91 17.14 23.73 23.07 15.82 7.62 2.34 0.39 3 Red, quads 2.81 1.98 10.55 23.73 37.11 21.24 4.98 0.42 0.00 0.00 3 Svtn red, quad 3.29 1.98 7.91 17.14 27.03 27.69 14.94 3.32 0.00 0.00
You can see the numbers yourself using anydice.com using the following stuff:
A: 0
C: 1
HC: 2
RED: {0,0,A,1,1,1,C,2}
SRED: {0,0,A,1,1,1,2,2}
BLACK: {0,0,1,1,1,1,HC,HC}
BLUE: {A,A,1,1,1,1,C,C}
RA: {0,0,0,0,0,0,1,0}
BA: {0,0,0,0,0,0,1,1}
function : ROLL:s trc {
if [count 0 in ROLL] > 0 { result: ROLL+2 }
if [count 1 in ROLL] > 0 { result: ROLL+1 }
result: ROLL
}
function : ROLL:s quad {
if [count 0 in ROLL] > 0 {result: ROLL + 1dRED}
else {result: ROLL}
}
function : ROLL:s squad {
if [count 0 in ROLL] > 0 {result: ROLL + 1dSRED}
else {result: ROLL}
}
output [3dRED trc]
output [3dSRED trc]
output 3dSRED
output 4dSRED
output 3dRED
output [3dRED quad]
output [3dSRED squad]
Looks like more of an evaluation of how useful the evade actually is. Salvation ideally wants to trade long range fire where the percentage chance for accuracies is much lower, and so therefore it can use that evade to maximum benefit. But if you're either not trading fire or are just zooming into a non-evade range anyway, then TRC would be better.
@FourDogsInaHorseSuit I think your red dice are wrong. All dice have 2 sides with a crit.
Edit: Didn't realize how old this thread was...
Edited by Wedge1126All hail the Nercomancer!
Quad Battery Turrets!
Disclaimer
: I don't think
Salvation
is worth running, period, regardless of the list. The Nebulon-B is just a garbage platform, and outside of
Yavaris
it just cannot make up its points and has weaknesses too easily exploited by most enemy lists.
That said, if you simply have to run
Salvation
: +1 for
Turbolaser Reroute Circuit
A
Salvation
with Raymus + TRC that uses CF every turn:
Throws 4 Red (or 3 Black + 1 Red with Sato) with a re-roll and auto-converts your worst die into a 2-Damage Crit (or 3-Damage Crit, if Sato's Black die). If you can tinker a bit with other means to get CF tokens, then you can replace Raymus with an Intelligent Agent if you want your Nebulon to be your Brace-Stripper (but frankly I'd rather first strip the Brace with another Intel Agent ship then follow-up with the Nebulon).
2 minutes ago, AllWingsStandyingBy said:Disclaimer : I don't think Salvation is worth running, period, regardless of the list. The Nebulon-B is just a garbage platform, and outside of Yavaris it just cannot make up its points and has weaknesses too easily exploited by most enemy lists.
That said, if you simply have to run Salvation : +1 for Turbolaser Reroute Circuit
A Salvation with Raymus + TRC that uses CF every turn:
Throws 4 Red (or 3 Black + 1 Red with Sato) with a re-roll and auto-converts your worst die into a 2-Damage Crit (or 3-Damage Crit, if Sato's Black die). If you can tinker a bit with other means to get CF tokens, then you can replace Raymus with an Intelligent Agent if you want your Nebulon to the your Brace-Stripper (but frankly I'd rather strip the Brace with another Intel Agent ship then follow-up with the Nebulon).
I agree with the basis and the sentiment, but when used with Sato, go without TRC (go with Spinals or similar instead) - since TRC can only change a Red Die..
Just now, Drasnighta said:I agree with the basis and the sentiment, but when used with Sato, go without TRC (go with Spinals or similar instead) - since TRC can only change a Red Die..
Ahh, good point. I never run Sato and think he's a real trap-admiral, so I clearly haven't thought his effect on the Salvation all the way through. So yea ignore everything I said about TRC+Raymus when running Sato. Without Sato, though, TRC wins hands-down in my book.
Just now, AllWingsStandyingBy said:
Ahh, good point. I never run Sato and think he's a real trap-admiral, so I clearly haven't thought his effect on the Salvation all the way through. So yea ignore everything I said about TRC+Raymus when running Sato. Without Sato, though, TRC wins hands-down in my book.
Sato-vation is without a doubt the Swingiest thing you'll ever put on the table... With the *perfect setup* (impossible, as it requires Targeting Beacons as your source of rerolls), you're looking at something that punts 7-8 damage down the table for a relatively meager investment...
But its Sooooo variable... I've had agame where SatoVation's put out 10, 9, 0, 0, 1 damage... And the Reverse the next game... There's just no controlling it, youre at the will of the dice.
Which is why I agree with TRC outside of Sato - you're not buying chance there, you'r ebuying certainty... But with Sato, there is none.
12 minutes ago, Drasnighta said:But its Sooooo variable... I've had agame where SatoVation's put out 10, 9, 0, 0, 1 damage... And the Reverse the next game... There's just no controlling it, youre at the will of the dice.
Yea, and being at the will of the dice is a terrible way to play a TableTop game, especially competitively. Which is of course why things like
Ordnance Expert
and
Leading Shots
and
Toryn Farr
and
TRCs
are generally stapled to the types of ships that can make the most efficient use out of them, and precisely why Sato is such a 'meh' commander: without the ship having something like Ordnance Experts attached, swapping two dice for
RNG-YOLO!
black dice is rarely going to be worth the (opportunity) cost of Sato or the hurdles your squadrons have to jump through to facilitate it.
I’d switch your ship out to a Kuat. Add expanded launchers and leading shots. Also put avenger title on it and boarding troopers. It works for me.
38 minutes ago, Fuzzywookie said:I’d switch your ship out to a Kuat. Add expanded launchers and leading shots. Also put avenger title on it and boarding troopers. It works for me.
I know you're being a bit facetious, but this is, literally, how I fly Imperials.
The Kuat doesn't get nearly enough love, and the Cymoon gets far too much. A BT Kuat-Avenger with EL and LS can one-shot a helluva lot of ships in the game (backed by Jerjerrod, of course, so that getting and maintaining that front arc becomes a trivial matter).
It's an open debate as to whether Expanded Launchers or External Racks or Concussion Missiles or Advanced Proton Torpedo is the best ordnance upgrade, but I do prefer the simplicity of Expanded Launchers, especially because it makes Advanced Gunnery even nastier, should you end up playing that Objective.
Neither use slaved turrets, you're only gonna fire out of one arc almost all the time so save your points.
11 hours ago, Wedge1126 said:@FourDogsInaHorseSuit I think your red dice are wrong. All dice have 2 sides with a crit.
Edit: Didn't realize how old this thread was...
I don't own, or play, armada any more so...
No, you're wrong, and I don't know why you waited two years to show everyone how wrong you are.
WRONG WRONG WRONG WRONG.
TRC with Sato works fine if you know when to concentrate your dial. Add the extra red, TRC it and you have a guaranteed 2 damage.
1 hour ago, Nomemories said:Neither use slaved turrets, you're only gonna fire out of one arc almost all the time so save your points.
Are you making a case for or against Slaved Turrets?
18 hours ago, The Jabbawookie said:Are you making a case for or against Slaved Turrets?
Yes, he’s making a case for or against Slaves Turrets.
Edited by Tayloraj100
I actually prefer quad battery turrets on it. The blue will always provide a non-blank result which is nice. Salvation is usually slow rolling (at least for me). And it adds dice to both shots on a double arc
22 hours ago, The Jabbawookie said:Are you making a case for or against Slaved Turrets?
For Slaved Turrets. It makes more sense when you read the post this way.
"Salvation, Spinal, or Dual?"
"Neither. Use Slaved Turrets..."
Edited by Bertie Wooster