Kuat refit

By Coldhands, in Star Wars: Armada

Just now, Green Knight said:

Would require Fire-Control Team...

Yes, it would.

29 minutes ago, SoonerTed said:

Yes, it would.

And arguably, to have both a Blue and a Black die showing. Just having a Black may not allow you to trigger a blue crit.

1 hour ago, Drasnighta said:

And arguably, to have both a Blue and a Black die showing. Just having a Black may not allow you to trigger a blue crit.

Wait... why would it?

3 minutes ago, Ardaedhel said:

Wait... why would it?

Because some people are arguing that merely exhausting the Fire Control Team card satisfies all of the requirements of that additional crit on its own.

You know, the typical "it doesn't say I can't" argument.

But still something that was raised in Rules Questions previously.

Edited by Drasnighta
Just now, Drasnighta said:

Because some people are arguing that merely exhausting the Fire Control Team card satisfies all of the requirements of that additional crit on its own.

And most people don't ;)

Just now, Drasnighta said:

Because some people are arguing that merely exhausting the Fire Control Team card satisfies all of the requirements of that additional crit on its own.

Well, sure, but we already have a word for those people:

Wrong.

I may have brought up that possibility...

Merely reminding that the possibilty (and the argument) exists regardless of my personal feelings on the subject.

Y'know.

Being the Rules-Bendu as much as possible.

The text of ACM says "black crit" doesn't it? And the text of Ion Cannon Batteries says "blue crit"?

15 minutes ago, SoonerTed said:

The text of ACM says "black crit" doesn't it? And the text of Ion Cannon Batteries says "blue crit"?

Yes.

APTs seem like the obvious choice for the Kuat refit to me.

16 minutes ago, Warlord Zepnick said:

APTs seem like the obvious choice for the Kuat refit to me.

ACMs are better if you are running Fire Control Teams. The recent ruling on FCTs & APTs mean you can't use it with the standard critical effect.

Also: ACMs are better on larger ships that are fighting other large ships. They bring down the shields faster, and with high engineering values a face up is not the end of the world for a large ship.

Edited by SoonerTed
1 hour ago, SoonerTed said:

ACMs are better if you are running Fire Control Teams. The recent ruling on FCTs & APTs mean you can't use it with the standard critical effect.

Also: ACMs are better on larger ships that are fighting other large ships. They bring down the shields faster, and with high engineering values a face up is not the end of the world for a large ship.

Agreed. Without a turbolaser slot for XI7s, you're not going to be able to just chisel into the enemy ship's hull through defense token debuffs, so you need to melt shields fast and ACMs are better at that.

I'm not big on Fire Control Teams, but if RNGesus smiles upon you, ACMs and Ion Cannon Batteries both triggering is a great way to evaporate shields rapidly.

14 minutes ago, Snipafist said:

Agreed. Without a turbolaser slot for XI7s, you're not going to be able to just chisel into the enemy ship's hull through defense token debuffs, so you need to melt shields fast and ACMs are better at that.

I'm not big on Fire Control Teams, but if RNGesus smiles upon you, ACMs and Ion Cannon Batteries both triggering is a great way to evaporate shields rapidly.

Sort of back to the starting field, if you swap flechettes as suggested originally to ACM-s, you get a really well rounded ship: OE, ECM, LS, ACM. As a Jerry fan, I'd still fly her with him, add Montferrat, and you got a resilient monster. In my opinion, ISD-s speed 3+Jerry+Montferrat works really well together, and youre free to spam engineering/navigate/(((CF))).

3 minutes ago, Coldhands said:

Sort of back to the starting field, if you swap flechettes as suggested originally to ACM-s, you get a really well rounded ship: OE, ECM, LS, ACM. As a Jerry fan, I'd still fly her with him, add Montferrat, and you got a resilient monster. In my opinion, ISD-s speed 3+Jerry+Montferrat works really well together, and youre free to spam engineering/navigate/(((CF))).

Not a fan of Montferrat here. ISD-Is are pretty proficient at hemming in their prey by simply blocking off their escape routes and then they each ram and shoot each other until the ISD wins (because it's an ISD) and the Kuat seems even more amenable to that kind of use. Montferrat wants none of that because he'll need to jump ship if the ISD rams someone.

There are a lot of good officer options, though. I'd consider Skilled First Officer if nothing else, but otherwise Intel Officer, Captain Needa, or Wulff Yularen are all strong contenders.

1 minute ago, Snipafist said:

Not a fan of Montferrat here. ISD-Is are pretty proficient at hemming in their prey by simply blocking off their escape routes and then they each ram and shoot each other until the ISD wins (because it's an ISD) and the Kuat seems even more amenable to that kind of use. Montferrat wants none of that because he'll need to jump ship if the ISD rams someone.

There are a lot of good officer options, though. I'd consider Skilled First Officer if nothing else, but otherwise Intel Officer, Captain Needa, or Wulff Yularen are all strong contenders.

What about facing trc corvettes?;)

1 minute ago, Coldhands said:

What about facing trc corvettes?;)

Can still hem them in unless they're going speed 4, provided you position correctly. Crash-landing into them can be worthwhile to get that set up.

Captain Needa is also pretty swell at telling one double-hit red die a turn to get lost. Twice if you're willing to give up the evade for good.

[ flagship ] Imperial Star Destroyer Kuat Refit (112 points)
- Admiral Motti ( 24 points)
- Avenger ( 5 points)
- Agent Kallus ( 3 points)
- Ruthless Strategists ( 4 points)
- Quad Laser Turrets ( 5 points)
- Reinforced Blast Doors ( 5 points)
- Leading Shots ( 4 points)
- Assault Concussion Missiles ( 7 points)
= 169 total ship cost

Thoughts @Snipafist?

10 minutes ago, Warlord Zepnick said:

[ flagship ] Imperial Star Destroyer Kuat Refit (112 points)
- Admiral Motti ( 24 points)
- Avenger ( 5 points)
- Agent Kallus ( 3 points)
- Ruthless Strategists ( 4 points)
- Quad Laser Turrets ( 5 points)
- Reinforced Blast Doors ( 5 points)
- Leading Shots ( 4 points)
- Assault Concussion Missiles ( 7 points)
= 169 total ship cost

Thoughts @Snipafist?

I'm not @Snipafist, but I'm not a huge fan, mostly of Ruthless Strategists. You need other squadrons hanging around, and once you tag in that this appears to be built around tapping QLT attacks for maximum counterfire, that only leaves you some options, all of which (again, opinion) are better off wandering around somewhere else being useful instead of being a meatshield. I'd do Gunnery Teams, that way you have your cake (blowing someone to **** with ACMs) and some pudding too (ASq battery attack and Kallus QLT nonsense for maximum "GO AWAY" to those blasted Y-wings).

1 hour ago, Snipafist said:

I'm not big on Fire Control Teams, but if RNGesus smiles upon you Vader menaces your gunners, ACMs and Ion Cannon Batteries both triggering is a great way to evaporate shields rapidly.

That's just Vader menacing RNGesus.

Somedays, its more like Darth-Rerolls, Lord of the RNGesus... But others, well, even the mighty Lord Vader underestimates the Randomological Terror.

1 hour ago, Warlord Zepnick said:

[ flagship ] Imperial Star Destroyer Kuat Refit (112 points)
- Admiral Motti ( 24 points)
- Avenger ( 5 points)
- Agent Kallus ( 3 points)
- Ruthless Strategists ( 4 points)
- Quad Laser Turrets ( 5 points)
- Reinforced Blast Doors ( 5 points)
- Leading Shots ( 4 points)
- Assault Concussion Missiles ( 7 points)
= 169 total ship cost

Thoughts @Snipafist?

I'm in agreement overall with @GiledPallaeon and would take it a bit further by saying I fundamentally dislike any Kuat build that focuses on anti-squadron. That's not any ISD's strong suit and the end result feels awkward. If it's something you prioritize, Raiders flown in support of it will do the job better and feel less conflicted about it and it lets you free up your points and slots to make your ISD more of a threat to enemy ships.

Speaking of fire control team, and activating multiple critical effects..

Does the MS-1 Ion cannon resolve early enough to prevent an opponent from using say, ECMs?

If not, why is the timing for MS-1 different than APTs?

Edited by Warlord Zepnick
3 minutes ago, Warlord Zepnick said:

Speaking of fire control team, and activating multiple critical effects..

Does the MS-1 Ion cannon resolve early enough to prevent an opponent from using say, ECMs?

If not, why is the timing for MS-1 different than APTs?

It does not resolve at a different time.

It resolves at the start of the Damage step.

Which is after the Spend Defense Token step.

Same as APTs.

2 minutes ago, Drasnighta said:

It does not resolve at a different time.

It resolves at the start of the Damage step.

Which is after the Spend Defense Token step.

Same as APTs.

Rendering MS-1 ion cannons on Avenger... useless :P

2 minutes ago, Warlord Zepnick said:

Rendering MS-1 ion cannons on Avenger... useless :P

Just like Overload Pulse.

Funny that, eh?