Avenger + Overload Pulse proced target + NK-7 Ion

By Sygnetix, in Star Wars: Armada Rules Questions

Looking for some clarification on how this would work. Here is an example loadout used purely for explanation purposes:

[ flagship ] Imperial I-Class Star Destroyer (110 points)
- Custom Commander ( 0 points)
- Avenger ( 5 points)
- Minister Tua ( 2 points)
- Sensor Team ( 5 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- NK-7 Ion Cannons ( 10 points)
= 145 total ship cost

Raider-II Class Corvette (48 points)
- Overload Pulse ( 8 points)
= 56 total ship cost

So here is my question. Raider-II hits 1 enemy ship with a blue crit and procs Overload Pulse. Avenger then attacks the same target on the following activation. Can the defender choose to use the defense token by NK-7?

My immediate interpretation of this is no. NK-7 would force the discard, then if my opponent chose to use a different defense token, that one would be discarded as well, resulting in a possible 2 discarded tokens per turn. Correct?

Nope.

The order is thus:

Avenger fires

Defender chooses defence tokens

Attacker chooses crit effect, default or nk7.

Damage is resolved.

Not quite sure why you are asking as the defender cannot use any defence token after overload pulse against avenger.

No No No no :)

Raider hits the enemy ship and Procs Overload Pulse. Regardless of what the Defender does, all of his Defense Tokens are now "Exhausted".

Avenger Shoots the Target.

- Attacker Rolls Dice

- Defender Spends Defense Tokens. (in thic case, he can do NOTHING with his Defense Tokens, because Avenger)

- Attacker Resolves Critical Effect - NK-7. The Defender chooses and discards a defense token .

- Calculate the rest of the damage/

Net result - 1 Defense Token Discarded.

BUT A TON OF DAMAGE GETTING THROUGH.

Which begs the second question. Why nk7 when you intend to just kill the ship outright?

Ah, yea I see. When this occurred to me, I had a 4 month old screaming for a bottle. Makes it hard to think and you can only boil water so fast. Thanks fellas.

I have the absolute worse dice luck. If I need accuracies, I'll get crits, if I need crits, I'll get accuracies. If I need both, I'll roll blanks.

3 hours ago, Sygnetix said:

I have the absolute worse dice luck. If I need accuracies, I'll get crits, if I need crits, I'll get accuracies. If I need both, I'll roll blanks.

I feel you, I had the same bad streak in Wave 2. This is how I broke it:

Randomness is for the Weak (384/400)
===================================
CR90 Corvette B (39 + 35)
+ General Rieekan (30)
+ SW-7 Ion Batteries (5)
CR90 Corvette B (39 + 7)
+ SW-7 Ion Batteries (5)
+ Jaina's Light (2)
CR90 Corvette B (39 + 5)
+ SW-7 Ion Batteries (5)
CR90 Corvette B (39 + 5)
+ SW-7 Ion Batteries (5)
CR90 Corvette B (39 + 5)
+ SW-7 Ion Batteries (5)
CR90 Corvette B (39 + 5)
+ SW-7 Ion Batteries (5)
CR90 Corvette B (39 + 5)
+ SW-7 Ion Batteries (5)
CR90 Corvette B (39 + 5)
+ SW-7 Ion Batteries (5)

2 hours ago, Ardaedhel said:

I feel you, I had the same bad streak in Wave 2. This is how I broke it:

Randomness is for the Weak (384/400)
===================================
CR90 Corvette B (39 + 35)
+ General Rieekan (30)
+ SW-7 Ion Batteries (5)
CR90 Corvette B (39 + 7)
+ SW-7 Ion Batteries (5)
+ Jaina's Light (2)
CR90 Corvette B (39 + 5)
+ SW-7 Ion Batteries (5)
CR90 Corvette B (39 + 5)
+ SW-7 Ion Batteries (5)
CR90 Corvette B (39 + 5)
+ SW-7 Ion Batteries (5)
CR90 Corvette B (39 + 5)
+ SW-7 Ion Batteries (5)
CR90 Corvette B (39 + 5)
+ SW-7 Ion Batteries (5)
CR90 Corvette B (39 + 5)
+ SW-7 Ion Batteries (5)

Hah! I remember that build.

And (OP) if you're determined to over complicate your life and try setting up a two ship combo to get Avenger to work, XX9's on Avenger are a far better use for that crit resolution.

Screed + Avenger Pulse Tap is the answer. Fire from Avenger's side arc, use screed to turn one blue into Crit. Resolve OP effect, then hit the enemy again from the front arc.

If you're going the route of an Avenger Pulsetap fleet, give this a try sometime, good for guaranteed laughs.

Run The vsd and isd close, I've had good results starting at speed 3, taking a nav token turn one, and using a nav command and the token turn 2 to drop from speed 3 to 1. Then just con-fires. Typically this forces their first shot at long range and allows the ISD to get it's first shots at blue. Use the victory to OP anything in range, the avenger get's a minimum of 7 damage every shot but with a con fire can peak at 14. Needless to say, if you're running con fires take blue, with sw-7s, it makes the minimum shot 8 damage. Provided you're hitting a hull zone with 2 shields or less, it will sink any rebel medium or small ship in a single shot with a successful Pulsetap.

I've had a particular level of success against MC80 builds, My average hit is 11 damage. Most days that'll pop a pair of MC80s that have already been hit by my VSD.


Anyways, it's a fun build, give it a try for laughs.... my last time playing this ended the match round 2. lol

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On 2/20/2017 at 0:34 PM, Ginkapo said:

Nope.

The order is thus:

Avenger fires

Defender chooses defence tokens

Attacker chooses crit effect, default or nk7.

Damage is resolved.

Not quite sure why you are asking as the defender cannot use any defence token after overload pulse against avenger.

Yea, NK-7 on Avenger seems redundant.

The thing with the OLP Avenger combo on two ships is that your ideal activation order is obvious for your opponent.

One way around that is to give the non-ideal activation order a credible threat to keep the other guy guessing. 5 Avenger-activated Bombers come to mind, for example...

4 minutes ago, RocketPropelledGiraffe said:

The thing with the OLP Avenger combo on two ships is that your ideal activation order is obvious for your opponent.

One way around that is to give the non-ideal activation order a credible threat to keep the other guy guessing. 5 Avenger-activated Bombers come to mind, for example...

The nice thing about the one I posted above, is the fighters can change the flow of battle a bit, presuming you don't have to engage a fighter swam to survive, these fighters all make great bombers. Jendon/Stele basically guarantees 4 damage a round and Vader's crits count as damage... so 6 total if you can make it work. With relay, activating the gozanti's can be more than just "pass, your turn".

I also run a version that just has a fighter screen instead of 3 uniques, the gozanti's have worked well for that too.

Edited by Darth Sanguis
3 minutes ago, Darth Sanguis said:

The nice thing about the one I posted above, is the fighters can change the flow of battle a bit, presuming you don't have to engage a fighter swam to survive, these fighters all make great bombers.

I like the fleet, but it is not exactly what I meant.

My intention is to have your opponent actually worry about you activating Avenger first and ignore the OLP combo, because the attached bomber wing is just as effective.

On 2/21/2017 at 11:20 AM, Norell said:

Screed + Avenger Pulse Tap is the answer. Fire from Avenger's side arc, use screed to turn one blue into Crit. Resolve OP effect, then hit the enemy again from the front arc.

Indeed