Worst cards in the game currently (Plus Gink complaining that no card is useless and linking to random lists)

By dominosfleet, in Star Wars: Armada

19 hours ago, ovinomanc3r said:

Those are 3 points command officer and I already love them. With 6 points command officer I meant, you know, those costed at 6 points (engineering captain, tactical advisor, navigation whatever and wing commander).

I could imagine wing commander beating SFO against Charm Syndulla but nothing else.

How have I not seen this list? So tempted to tweak that list and run it.

58 minutes ago, Sybreed said:

lol? Slicer teams useless because you're limited at 2 flotillas? How many slicer teams do you need in a fleet to make them work?

Okay, if no one else will correct it...my CDO will....

Swm18-slicer-tools.png

20 minutes ago, moodswing5537 said:

Okay, if no one else will correct it...my CDO will....

Swm18-slicer-tools.png

Woops, I blame sensor teams for that one.

28 minutes ago, moodswing5537 said:

Okay, if no one else will correct it...my CDO will....

Swm18-slicer-tools.png

I thought TLJ errata’d this to “Codebreaker Tools”...

37 minutes ago, moodswing5537 said:

Okay, if no one else will correct it...my CDO will....

Swm18-slicer-tools.png

Too late. It already jumped to the fleet building subforum. It is a question of time until it was incorporated to the slang glosary

21 hours ago, ovinomanc3r said:

Those are 3 points command officer and I already love them. With 6 points command officer I meant, you know, those costed at 6 points (engineering captain, tactical advisor, navigation whatever and wing commander).

I could imagine wing commander beating SFO against Charm Syndulla but nothing else.

The 6 point officers are actually pretty awesomely powerful. Theur Effect is multifactoral and only thinking of them as correcting a screw up misses their big strengths. The things they do are:

1) correction of wrong order on a multi order ship. Helpful but generally it is cheaper to not be wrong in the first place.

2) anti slicer and Cham defence. They are so strong against Cham they are likely to direct him at something else. If everything else you have is command 1, Cham is pretty useless against your fleet.

3) they let you never ever set a specific command as you can swap to it when you want. This narrows down your choices when setting dials to one of 3, which is a massive bonus and significant protection against having the wrong dial.

4) they let you select the best dial from 2 options (your dial and the one the commander swaps it to) at every single activation. This is a monstrous amount of situational flexibility, particularly for command 3 ships. This is significantly better than the relentless title which no one seems to complain about. It lets you be quite Thrawny.

all of them do this, though their strength is then dependent on your ship Loadout to see which is best for you. A mega defend and engineering ship wants to have the option to always switch to engineering, a carrier loves never having to set a squad command, some sort of MC30 build might be good for swapping in conc fire whenever you want. Nav is the worst in my book, but that’s because you should be setting Navs as your default so why pay points to do that.

now the big problem they have is they are officers and generally big ships have better choices of officer, but they are good powerful cards in their own right

15 minutes ago, Dr alex said:

The 6 point officers are actually pretty awesomely powerful. Theur Effect is multifactoral and only thinking of them as correcting a screw up misses their big strengths. The things they do are:

1) correction of wrong order on a multi order ship. Helpful but generally it is cheaper to not be wrong in the first place.

2) anti slicer and Cham defence. They are so strong against Cham they are likely to direct him at something else. If everything else you have is command 1, Cham is pretty useless against your fleet.

3) they let you never ever set a specific command as you can swap to it when you want. This narrows down your choices when setting dials to one of 3, which is a massive bonus and significant protection against having the wrong dial.

4) they let you select the best dial from 2 options (your dial and the one the commander swaps it to) at every single activation. This is a monstrous amount of situational flexibility, particularly for command 3 ships. This is significantly better than the relentless title which no one seems to complain about. It lets you be quite Thrawny.

all of them do this, though their strength is then dependent on your ship Loadout to see which is best for you. A mega defend and engineering ship wants to have the option to always switch to engineering, a carrier loves never having to set a squad command, some sort of MC30 build might be good for swapping in conc fire whenever you want. Nav is the worst in my book, but that’s because you should be setting Navs as your default so why pay points to do that.

now the big problem they have is they are officers and generally big ships have better choices of officer, but they are good powerful cards in their own right

And there are 2 officers cheaper and more flexible at the extra cost of a token what is not the hardest thing to get.

1 minute ago, ovinomanc3r said:

And there are 2 officers cheaper and more flexible at the extra cost of a token what is not the hardest thing to get.

A Comms Net Flotilla is significantly more expensive than 3pts.

17 minutes ago, Ginkapo said:

A Comms Net Flotilla is significantly more expensive than 3pts.

and includes an activation. Just saying, you get more out of that ship than a token.

39 minutes ago, ovinomanc3r said:

And there are 2 officers cheaper and more flexible at the extra cost of a token what is not the hardest thing to get.

The six point officers only cost six points for unlimited power. The three point ones require a token, that requires you to have a token, that loses a load of the strengths of the 6 points officers.

2 minutes ago, Dr alex said:

The six point officers only cost six points for unlimited power. The three point ones require a token, that requires you to have a token, that loses a load of the strengths of the 6 points officers.

So you use them?

1 minute ago, ovinomanc3r said:

So you use them?

I have, wing commander is awesome. Engineering whatever has its place. Never bothered with the conc fire or nav one but I can see utility in the conc fire one.

The main strength is what they do to the number of commands you can choose from

Edited by Dr alex
6 minutes ago, TallGiraffe said:

PDR is in the lead.

Wouldnt let me vote for APT or Engine Techs.

41 minutes ago, Dr alex said:

I have, wing commander is awesome. Engineering whatever has its place. Never bothered with the conc fire or nav one but I can see utility in the conc fire one.

The main strength is what they do to the number of commands you can choose from

I find Tactical Experts okay on Arquitens.

7 hours ago, Sybreed said:

lol? Slicer teams useless because you're limited at 2 flotillas? How many slicer teams do you need in a fleet to make them work?

Slicer Tools were really good when you could use them in pairs to trap enemy fleets most of the game. But they're not nearly as good for your fleet as Comms Net for the price.

11 hours ago, ovinomanc3r said:

Then try Slaved Turrets at 6 points. They are not better than yours but a bit cheaper. ?

yeah, 1 point off, such a deal!

It’s not really ‘a card’ but the TIE advanced needs some love. Hardly see any on the field, especially Vader.

I know they have a specific function but with so many of them sitting idle from squadron packs it would be nice to field them in more significant numbers sometimes.

Edited by ISD Avenger
55 minutes ago, ISD Avenger said:

It’s not really ‘a card’ but the TIE advanced needs some love. Hardly see any on the field, especially Vader.

I know they have a specific function but with so many of them sitting idle from squadron packs it would be nice to field them in more significant numbers sometimes.

Would an ace who does 1 auto damage when an enemy attacks a Tie Advanced instead of him help?

39 minutes ago, Ginkapo said:

Would an ace who does 1 auto damage when an enemy attacks a Tie Advanced instead of him help?

Fel’s flying circus is amazing

definantly a meta thing going on here.... personally I do like using Wing Commander (on a sqn pusher) & Tactical expert (on a gunnery ship) on 3 command ships. then I put the other command I think I might need in the command stack and then use the officer as I need.

18 hours ago, slasher956 said:

definantly a meta thing going on here(agreed).... personally I do like using Wing Commander (on a sqn pusher) & Tactical expert (on a gunnery ship) on 3 command ships. then I put the other command I think I might need(im guessing nav? ;) ) in the command stack and then use the officer as I need.

+1

(Talking tournament specifically, casual is casual)

I think wing commander is one of the most important things on a dedicated sqd pusher, its (IMHO so sorry if i offend) pure stupidity in my mind too not guarantee your ability to push squadrons with things like slicer tools or cham in the game.

The other commands are more personal choice or meta calls, but specifically talking about wing commander on a dedicated squadron pusher (yavaris, quasar, sometimes mc80s, peltas and AFMIIs) it doesnt matter in the slightest how unlikely it is that your going to run into a slcer flotilla, the chance is still there and lets face it, slicing a 60pt -160pt squad pusher doesnt just stop that ship from doing its job, but it also reduces the effectiveness of X- amount of points in squadrons.

I.e. that 20-30 pt ship has just stopped a 5-10 damage bombing run on one of your ships and reduced the effectiveness of about half ypur opponents fleet. Ouch.

And it could of been a non-issue with a 6 or even 3pt officer.

And if that doesnt convince you, imagine the pure flexibility it offers a fleet to have one of these officers on your ship/s.

Did a CF dial but misjudged the distance or the opponent managed to manouver out of range?

No problem! Now you can _____ instead! No need to waste a command!

Raddus just hyperspaced in beside you? No problem! You can now change your dial to (speed/repair) to (escape/repair the damage)

Yes there are other choices, but those officers are almost always in the top few for me.

21 minutes ago, DrakonLord said:

And it could have been a non-issue with a 6 or even 3pt officer.

1

FTFY

1 hour ago, DrakonLord said:

The other commands are more personal choice or meta calls, but specifically talking about wing commander on a dedicated squadron pusher (yavaris, quasar, sometimes mc80s, peltas and AFMIIs) it doesnt matter in the slightest how unlikely it is that your going to run into a slcer flotilla, the chance is still there and lets face it, slicing a 60pt -160pt squad pusher doesnt just stop that ship from doing its job, but it also reduces the effectiveness of X- amount of points in squadrons.

I.e. that 20-30 pt ship has just stopped a 5-10 damage bombing run on one of your ships and reduced the effectiveness of about half ypur opponents fleet. Ouch.

And it could of been a non-issue with a 6 or even 3pt officer.

SFO is just one point

7 minutes ago, ovinomanc3r said:

SFO is just one point

SFO is a discard, so is a one time use...

SFO only allows you to jump to the next dial... what happens if the next dial is also the 'wrong' one for the situation?

Edited by slasher956