Nebulon: What One Upgrade Slot Would You Add to Make it Competitive?

By elbmc1969, in Star Wars: Armada

47 minutes ago, Muelmuel said:

16 crew damage cards. so 30% approx :)

http://starwars-armada.wikia.com/wiki/Damage_Deck

But ya I get your point. It is just a cheap support team that could come in handy in place of now-defunct FCT.

For some reason I had Compartment Fire down as a Ship crit.

Thanks!

7 hours ago, jbrandmeyer said:

Take a nebulon. Give it stronger side arcs, a wider front arc, and a redirect, and you've got something (defensively) like a Pelta. The trouble remains that fleets like a double-Cymoon and precision-piloted MC75 will still nuke it pretty quickly.

The trouble is that all of the frigates (command-2 ships) short of Admo and Mon Mothma-amped up Foresight are in bad shape right now.

Rebellion wise? I'd argue no. IF! Peltas or squadron pushers have roles in MSU fleets and squadron ones, respectively. As for Nebulons, IF! Helps their shots, StM helps them stay alive, etc. ISDs have always been mean to Peltas, so aim away from face is my best advice there, haha

I've found use for a Salvation DTT as poor man's long range gunship. And Yavaris isn't dead. It's still a great carrier. You just have to be more careful with your squad movement to take advantage of the double shooting. I think those two titles are pretty useful in fleets. I'm not retiring my old Nebs just yet.

Edited by durandal343
On 4/10/2018 at 1:46 AM, Hedgehogmech said:

A weapon team?

- Caitken & Shollan would provide more reliability for red dice.
- Gunnery teams would give you two shots from the front arc.
- Flight controllers would make Yvaris better against squadrons without buffing bombers.

gawd two shot salvation.

On 4/11/2018 at 8:55 AM, MasterShake2 said:

An upgrade that changes its tile to have less crap arcs

Man I wish my side arcs weren't garbage

FFG- Good news, we also made them huge and it's a suppository!

honestly that's probably it's biggest issue. I'd rather it have arcs like the quasar, seems like it would fix 90% of it's problem.

On 4/10/2018 at 12:39 PM, TallGiraffe said:

How about a support team that makes you obstructed while defending at long range? Limit to small ships.

cr90's?

I hesitate to say it, but... weapons team. It's gonna get a lot of abuse out of gunnery teams and flight controllers, but the way I see it, the neb is competing with cheaper ships that get more out of survivability and cost than any damage output the neb can give. So people go with the safer choices except Yavaris, the one option that outputs enough attack power to make it worthwhile.

If generic nebulons had weapons teams, you can give them a turbo, a gunnery team, and set concentrate fire as they drift forward to lay down suppressing fire until they die, but it's doubling a three dice plus red damage output to at least compete with the hammerheads. Such a setup is a whammy with the salvation as well, making nebulons compelling gun choices.

I feel better floating this idea now that the thumbscrews are on the Yavaris, which up until now was getting away with too much.

I mean, last I checked, AG on Salvation is still an option. Build cheap, accept it's death, take something out with it on the way.

44 minutes ago, dominosfleet said:

cr90's?

What about them?

1 hour ago, TallGiraffe said:

What about them?

He probably means it will buff them as well. Why take nebs when cr90s will also have obstruction from that support team, and are much more survivable due to their rad move chart. It would likely just make cr90s better and more worth taking. no need for Cracken too

2 minutes ago, Muelmuel said:

He probably means it will buff them as well. Why take nebs when cr90s will also have obstruction from that support team, and are much more survivable due to their rad move chart. It would likely just make cr90s better and more worth taking. no need for Cracken too

Large ships are still a pretty big threat to them. Squadrons too. The corvette has to stay at long range the whole time.

1 hour ago, TallGiraffe said:

What about them?

they'd always be obstructed. they have the support officer slot too. so between that and mothma...they would be impressively hard to kill.

2 minutes ago, dominosfleet said:

they'd always be obstructed. they have the support officer slot too. so between that and mothma...they would be impressively hard to kill.

If they stay at long range.

Dear FFG - please please yes give me weapons teams on my Nebulons. Especially Salvation. Now where did my ordnance experts go...?

- Commander Sato

15 minutes ago, Maturin said:

Dear FFG - please please yes give me weapons teams on my Nebulons. Especially Salvation. Now where did my ordnance experts go...?

- Commander Sato

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yavaris.png

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11 minutes ago, Snipafist said:

flight-controllers.png

yavaris.png

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I have to be the only person in the world that's just not that concerned about yavaris. It's not like I've only played bad people fielding the ship, I played @geek19 at the regionals in indy and narrowly took away a victory (given we were both about to die after 4 rounds of games that day). I just don't get the fear

1 minute ago, dominosfleet said:

I have to be the only person in the world that's just not that concerned about yavaris. It's not like I've only played bad people fielding the ship, I played @geek19 at the regionals in indy and narrowly took away a victory (given we were both about to die after 4 rounds of games that day). I just don't get the fear

Yavaris is fine now. Letting Flight Controllers buff 3 Rebel aces twice each with Toryn Farr around is not.

And before someone says something about a Quasar with Flight Controllers and Boosted Comms and Expanded Hangar Bays and a squadron token: squadron offense is what Imperials do. They don't get Gallant Haven or Biggs/Jan shenanigans or Rieekan zombie aces because that would be nuts.

1 minute ago, Snipafist said:

Yavaris is fine now. Letting Flight Controllers buff 3 Rebel aces twice each with Toryn Farr around is not.

And before someone says something about a Quasar with Flight Controllers and Boosted Comms and Expanded Hangar Bays and a squadron token: squadron offense is what Imperials do. They don't get Gallant Haven or Biggs/Jan shenanigans or Rieekan zombie aces because that would be nuts.

maaaaayyyyyyybe.

I'm still note sure why people are pining for gunnery teams on Nebulons, even Salvation. That front arc is just too narrow to reliably catch multiple ships. Plus they only have 3 red dice, 4 with spinals (which comes in at a whopping 74 points, even assuming the gunnery team slot is added for free). In addition to this, even if you catch 2 ships in your front arc, chances are at least one of them has an evade which cuts your already small dice pool down to 2 or 3.

Given the option, the only time I'd consider gunnery teams on a Nebulon is in an Ackbar fleet to spam 4 red dice broadsides at long range with EA coming in at 61 points. Probably with IF! somewhere in the fleet.

I figured it was the quickest way to open up offensive options on this limited platform, and try to make the most of plussing up the forward arc. With a Turbo and Concentrate fire, I can shoot 5 dice. That's more than a hammerhead, and I have an awesome title to make those five dice hurt if I can control them. Gunnery teams to share the pain, C&S for some control, Veteran gunners for washing out dud rolls... there's opportunity in that. I wouldn't be enthusiastic about it for the reasons Snip artfully points out, because I'm not certain if the Yavaris nerf really reduces its power that much to be safe.

But I also can't fathom what other upgrade slot the Nebulon could use to make what the ship is now, better, beyond making Yavaris even more powerful. We just got away from that. At least a weapons team allows non-Yavaris Nebulons to do more things, in theory.

how much would it impact other builds if the core rules were updated so that you can't use the same trigger on multiple upgrades at the same time?

example - sqn command you could choose to use either Yavaris or flight controllers

6 hours ago, slasher956 said:

how much would it impact other builds if the core rules were updated so that you can't use the same trigger on multiple upgrades at the same time?

example - sqn command you could choose to use either Yavaris or flight controllers

Boosted/Expanded/Flight Controllers not working invalidates part of the Quasars intent.

40 minutes ago, Drasnighta said:

Boosted/Expanded/Flight Controllers not working invalidates part of the Quasars intent.

boosted doesnt have a trigger, it alters the core rule (distance in which the command can be used)

Expanded hanger bays is an alteration to a stat printed on the Card (sqnd command no.)

Edit - to be clear, when I say trigger I mean like having a symbol at the start of the cards text like sqn on Yavaris & Flight Controllers or the Crit on upgrades like NK7s

Edited by slasher956