3 hours ago, Undeadguy said:I've thought about this for a bit, and I still don't get why you would take ACM. I get it on Demo since you can move in and do it, but on an MC30 you have a limited window to use your black dice. APT would be the better option since you have H9, so they never have access to a Brace.
Assuming a full health Quasar, it's 2/2/2 for shields. ACM drops it to 1/2/1, so they redirect one point, so it's still 3 damage on shields.
Same for APT. 2/2/2 shields. APT happens dealing 1 face up, and they redirect for 2 points, so 4 damage on shields.
You're spending 2 extra points to distribute your damage in a different way, but APT has more versatility with crit effects and being useful against other ships, especially when pushing for the last hull point to kill a ship.
For the same situation, assuming you went last/first with the MC30 and are attacking the same hull zone, ACM might be better since the shields are 0/0/1, which means you strip the last shield and put a damage card on. APT is 0/0/2, so they can redirect 2 damage, but you still put a card on face up. After 2 rounds of attacks, your crit effects have yielded: ACM - no shields 1 hull - APT - no shields 2 hull - assuming your opponent redirects the damage and you're attack the front hull.
ACM does let other ships have an easier time attacking the target, but ACM is useless against flotillas. ACM is great against double redirect ship, but APT makes it easier to 1 shot small ships.
I get why you would use ACM in general, but not why you would use it on a Quasar.
Why do you assume a limited window? With last first you can easily set up more than one activation of shots.
With apts and one acc, assuming a critical, you have to do 12 damage over two attacks to drop a quasar with an mc30. After the apt and assuming no SD that leaves 10 damage.
Same scenario but acm. You have to do 9 damage after the acm. So it is slightly easier with acms.... About 2 points easier ![]()