Fire control teams

By chr335, in Star Wars: Armada

So now that we are getting another ion cannon blue crit and a platform for both ion cannons and ordinance will fire control teams make a come back?

People have been discussing it for days ?

I think I would rather have Ordnance experts or maybe Gunnery teams. Getting crits of both blue and black without OE or Leading shots is going to be tricky.

Imperials can do it on an ISD-K using Screed or Vader to increase the odds.

Rebels still need to rely on luck, Toryn Farr or possibly Sato just to convert the dice colours.

Edited by Mad Cat
Just now, Mad Cat said:

I think I would rather have Ordnance experts or maybe Gunnery teams. Getting crits of both blue and black without OE or Leading shots is going to be tricky.

Imperials can do it on an ISD-K using Screed or Vader to increase the odds.

Rebels sill need to rely on luck, Toryn Farr or possibly Sato just to convert the dice colours.

But losing 5 shields before you even calculate damage is very intimidating ?

I also forgot mc75 with double ordinance

1 hour ago, Mad Cat said:

Rebels sill need to rely on luck, Toryn Farr or possibly Sato just to convert the dice colours.

Rebellions are built on hope, not luck.

Save the Rebellion, save the dream, bring dice mods. :D

1 hour ago, Drasnighta said:

But losing 5 shields before you even calculate damage is very intimidating ?

Especially if you were to pull it off at long range with just two dice and lots of luck using Sato and MC75 AC with HIE and ACM.

5 minutes ago, comatose said:

Especially if you were to pull it off at long range with just two dice and lots of luck using Sato and MC75 AC with HIE and ACM.

8/7 damage overall... off 2 dice.

hope they don’t evade ?

Just now, Drasnighta said:

8/7 damage overall... off 2 dice.

hope they don’t evade ?

I'm not wasting shots on things with Evade in that scenario. ;) I think my first game with full Wave 7 will be "for giggles": Sato on MC75 AC with Raymus (more dice, more rerolls) and FCT/HIE/ACM plus Scout MC30 with Toryn, OE/ACM. That's about as high odds are you're going to get.

I’ll be exploring the concept later.

fir now, it’s a brass knuckles nosebpunch for regionals

A Kuat and a Cymoon walk into a fight.....

In all seriousness, stripping shields with the above method, then showing up with a strike from a Cymoon could be very nasty....

Mr. Vader being the Admiral of choice.

3 hours ago, comatose said:

Especially if you were to pull it off at long range with just two dice and lots of luck using Sato and MC75 AC with HIE and ACM.

4 dice.

Use Sato to switch to one blue one black from the natural 2. Or add QBTs as well...

Use toryn to reroll the blue if necessary

Add a black with concentrate fire!

See loads of chances!

51 minutes ago, Ginkapo said:

4 dice.

Use Sato to switch to one blue one black from the natural 2. Or add QBTs as well...

Use toryn to reroll the blue if necessary

Add a black with concentrate fire!

See loads of chances!

4 dice, sure, but only 3 of the colors that matter. I think Spinal is the better Turbolaser upgrade so you can do the same tricky with one die at long range from the front. I figure this will be the strategy for the side rolls:

  1. CF command, squad token from a previous turn if necessary to get a squad into position
  2. Sato 2 or 3 reds, 1 into blue and 1 into black
  3. If no black crits, add a black, otherwise add blue
  4. If still no black crits, CF reroll black, otherwise reroll blue if no crit
  5. Toryn Farr a blue if still no blue crit

I'll attempt the odds here, but someone correct me if I'm wrong. Each time you add a die or reroll, you are increasing the odds by about 6% that you'll end up with a crit icon for that color. For both blues and blacks, you have 25% chance of getting a crit. First roll odds are 25% and then become 31%, 37%, 43% as you add or reroll dice. You'll get a max of one additional die and one reroll across both colors plus one final reroll on blue for Toryn Farr. Only a blue being added, CF rerolled, and TF rerolled gets to 43%. Similarly, there is a 6% chance of getting both crits on the first roll. Overall, the odds don't look good. :)

If fire control teams weren't exhaust I think we'd see it actually make into play for the first time. But it is exhaust! That coupled with what you have to give up in that slot, ion emplacement being exhaust, double ordnance on one boat and perhaps better options existing there as well, it won't see play outside of lulzy 'save the dream' builds... That said I'm looking forward to trying it!

7 minutes ago, SkyCake said:

If fire control teams weren't exhaust I think we'd see it actually make into play for the first time. But it is exhaust! That coupled with what you have to give up in that slot, ion emplacement being exhaust, double ordnance on one boat and perhaps better options existing there as well, it won't see play outside of lulzy 'save the dream' builds... That said I'm looking forward to trying it!

That's my motivation. If it somehow outperforms, I might keep it around to make every other ship quiver. :)

Edited by comatose

I know it sounds cool, but I just don't think it is worth the slot. There are just so many great options in that weapons team slot. There might be a situation where you wouldn't prefer, gunner teams or ordinance experts, but I can't think of one.

Fire Control Teams are a dumpster fire.

On 1/22/2018 at 8:10 AM, Mad Cat said:

I think I would rather have Ordnance experts or maybe Gunnery teams. Getting crits of both blue and black without OE or Leading shots is going to be tricky.

Imperials can do it on an ISD-K using Screed or Vader to increase the odds.

Rebels still need to rely on luck, Toryn Farr or possibly Sato just to convert the dice colours.

Ran a kuat build last night with screed, acms, hie, and fire control. Got my first ever win with it. When both crits hit it is very very nasty.

1 hour ago, Whiplash205 said:

Ran a kuat build last night with screed, acms, hie, and fire control. Got my first ever win with it. When both crits hit it is very very nasty.

Looks like screed is back in business :)

12 hours ago, Madaghmire said:

Fire Control Teams are a dumpster fire.

Dumpster Fires. Warming up hobo hands since 1906.

I am interested in combining concussion missiles and heavy ion cannons.

So, here's one way to think of it. Having a both an ion and an ordnance crit upgrade means that any of the front arc dice can proc a crit instead of just half of them.

In an ideal situation, 3 blue dice + 1 Toryn reroll for another crit chance, and 2 black dice + 1 concentrate fire.

68% odds to get a crit on the blues. 58% chance to get a crit on the blacks. But there's also a 39% chance of getting one on both. Fire control teams takes that awesome roll that happens only 2/5 of the time and makes it possible to fully utilize it.

So that's very rare, in that it might happen only once in a game or maybe every other game, but it'll be fun when it happens.

Statistically speaking, XX-9 + HIE are the better choice. You can always proc the XX-9, "all" you need to do is burn into the hull for two damage. And getting that HIE in the salvo means they've got two fewer shields that could have absorbed the blast.

1 hour ago, jbrandmeyer said:

Statistically speaking, XX-9 + HIE are the better choice. You can always proc the XX-9, "all" you need to do is burn into the hull for two damage. And getting that HIE in the salvo means they've got three fewer shields that could have absorbed the blast.

No, I meant two. One for the defending arc, and one for the redirected arc. I suppose if you are relying on the double arc attack, then the third damage would matter, too.

On 1/22/2018 at 11:26 AM, Ginkapo said:

4 dice.

Use Sato to switch to one blue one black from the natural 2. Or add QBTs as well...

Use toryn to reroll the blue if necessary

Add a black with concentrate fire!

See loads of chances!

I propose that this ship be named the Fezzik. Sometimes it likes to let you feel like you are doing well. Other times it gives you a bear hug of death.