Weapon Battery Techs

By Captain Ordo N-11, in Star Wars: Armada Fleet Builds

I think I will really like this card with HIE, but I'm conflicted about using it vs gunnery teams. On a raider 2 its worth it for sure. Victory 2 I'm not sure, it would really help guarantee HIE going off but it also has enough dice to get good use out of gunnery teams. ISD gunnery teams for sure. SSD I'm also not sure, gunnery teams seems like a no brainer at first but from some videos and what other people have said I'm not sure. It seems like its not too likely to have 2-3 ships in 1 arc due to its speed and size plus WBT works on all attacks. Other Imperial ships not mentioned are better off with OE. Rebel ships I'm not sure, seems like the one that would want it is better off with gunnery teams or something else. Thoughts?

I'd rather use Screed as an Imperial player. I think it's more of a Rebel upgrade, maybe on a Liberty with HIE.

You could use Screed (or Vader) but this lets you use other commanders. Vader doesn't totally replace leading shots for example. VSD's might want Jerry, an SSD might want Piett.

I haven't played the SSD yet, so you may be right, maybe Gunnery Team isn't a must have. I dunno.

I guess I can see the case for an HIE Raider. This card can replace Veteran Gunners. Kinda expensive though.

But in most cases, I think either Gunnery Team or Ordnance Experts will still be the best choice, as you pointed out.

If I did run WBT with Imperials, I would bring Jonus for sure.

23 hours ago, Bertie Wooster said:

I haven't played the SSD yet, so you may be right, maybe Gunnery Team isn't a must have. I dunno.

I guess I can see the case for an HIE Raider. This card can replace Veteran Gunners. Kinda expensive though.

But in most cases, I think either Gunnery Team or Ordnance Experts will still be the best choice, as you pointed out.

If I did run WBT with Imperials, I would bring Jonus for sure.

For a raider with HIE, this is a fantastic upgrade. your chance of getting that crit jumps up to 50% per die. It is a definite upgrade over veteran gunners and while expensive, gives you a fantastic effect. Jonus is still not a fantastic option, and I don't think you would need him for the type of list you are building

On 8/3/2019 at 3:19 PM, Bertie Wooster said:

I haven't played the SSD yet, so you may be right, maybe Gunnery Team isn't a must have. I dunno.

I guess I can see the case for an HIE Raider. This card can replace Veteran Gunners. Kinda expensive though.

But in most cases, I think either Gunnery Team or Ordnance Experts will still be the best choice, as you pointed out.

If I did run WBT with Imperials, I would bring Jonus for sure.

After playing with it for 3 games this weekend, I do not believe Gunnery Teams is a must have. I found myself making attacks from 3 different firing arcs regularly. I think if you are running Jerry and a SSD, gunnery teams is more of a staple since you will have an easier time keeping things in that front arc. Also not taking Gunnery teams lets you pick Advance gunnery from their objectives. You are already going to lose the game if you lose that ship so might as well take it.

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For a raider with HIE, this is a fantastic upgrade. your chance of getting that crit jumps up to 50% per die. It is a definite upgrade over veteran gunners and while expensive, gives you a fantastic effect.

I started off disagreeing with you, but ended up supporting you instead :)

In the case that you are hyper-optimizing a Raider as a HIE delivery vehicle, veteran gunners has a slight edge over weapon battery techs. The difference is pretty small though, so the other value-adds by WBT that make it more worth-while.

Case A: Veteran gunners, always re-roll the first throw when missing a crit.

Case B: Weapon Battery Techs, always flip one accuracy to a crit when missing a natural crit

Common to both: 3 blue dice, no other dice control.

Case A has ~91% odds to proc the crit: x + x^2, where x = (1 - (3/4)^3)

Case B has has an 87.5% odds to proc the crit: 1 - (1/2)^3: The odds to get one or more critical hits or accuracies in three blue dice.

There are some other situations not covered this analysis that overall tip the balance in favor of WBT. if you proc the crit on the initial role, then WBT continues to give you an opportunity to add +1 damage on an existing accuracy, or to have some redundancy versus Captain Brunson. In a small pool its *almost* but not quite as good as having SW-7's in addition to making a blue crit effect more reliable.

The damage distribution for three blue dice on their own is 0: 1.5%, 1: 14%, 2: 42%, 3: 42%. After WBT's effect, the distribution becomes 1.5% for 1, 14% for 2, and 84.4% for 3. In effect, WBT's add about 0.5 more damage in a 3-die salvo.

HIEs work best with the Interdictor and the Interdictor Title. Get an enemy ship in a double arch and strip 3 shield with two shots, plus damage! Add in D-caps and do it long range.

1 hour ago, Naboobo2000 said:

HIEs work best with the Interdictor and the Interdictor Title. Get an enemy ship in a double arch and strip 3 shield with two shots, plus damage! Add in D-caps and do it long range.

The Interdictor can't take Weapon Battery Techs. And the Interdictor title actually doesn't help HIEs due to its timing ("When a ship activates...")