Overview spoiled Upgrade Cards

By Triangular, in Star Wars: Armada

8 minutes ago, PT106 said:

Previously QTC was the only upgrade adding a die outright that wasn't a modification. (I'm aware on Clone gunners, however this card is ship restricted, which makes balancing it easier)

Yes, but QTC's 10 points cost is ridiculously overpriced when it's dependent on rolling a red accuracy, which ties with red double-hit for the lowest probability result.

In comparison, Clone Gunners costs half the price and can be used far more often because token generation is only getting easier with Clone Wars.

The logic is wildly inconsistent and it seems like Clone Wars cards are better and cheaper, but most classic upgrade cards have not been points adjusted relative to CW upgrade cards, despite the Upgrade Card Collection being the perfect opportunity to update and rebalance all of the cards.

Edited by Captain Corvid

I didnt know that one or H9. That makes the split down Turbolasers between mods and not mods a little more serious. I wonder what the double turbolaser ships will end up taking. H9 and QTC would have been wild if it had been allowed to continue with the ECM change, I agree. Again, this is another change I'm not disappointed by, just excited to see how this shakes out. The non mod turbos are an interesting bunch now...

7 minutes ago, FoxOmega44 said:

I didnt know that one or H9. That makes the split down Turbolasers between mods and not mods a little more serious. I wonder what the double turbolaser ships will end up taking. H9 and QTC would have been wild if it had been allowed to continue with the ECM change, I agree. Again, this is another change I'm not disappointed by, just excited to see how this shakes out. The non mod turbos are an interesting bunch now...

Agreed, not only that but also restrictions combining those with non-turbolaser mods (High-capacity Ion Turbines is one example, Onager superweapons is another one). I think that LTT will end up being the most common option in double-turbolaser builds.

Edited by PT106
3 minutes ago, PT106 said:

Agreed, not only that but also restrictions combining those with non-turbolaser mods (High-capacity Ion Turbines is one example, Onager superweapons is another one). I think that LTT will end up being the most common option in double-turbolaser builds.

I don't know how LTT snuck through without getting Mod considering that Dual Turbolaser Turrets is a Mod, is similar but worse, and less popular.

I suspect LTT's popularity spared it from getting Mod. The same with TRC and XI7.

51 minutes ago, PT106 said:

Agreed, not only that but also restrictions combining those with non-turbolaser mods (High-capacity Ion Turbines is one example, Onager superweapons is another one). I think that LTT will end up being the most common option in double-turbolaser builds.

With all the additional squad play, and more Red Flak LTT may move into the #1 Turbolaser slot if it hadn't already.

7 minutes ago, Thrindal said:

With all the additional squad play, and more Red Flak LTT may move into the #1 Turbolaser slot if it hadn't already.

It has been #1 since it came out and I am a little annoyed. It seems to be the answer for any ship, but how often do you use the squadron buff? Thought of one way to change DTT keep it mod make it work for 2 attacks at 10pts. So LTT gives a reroll and squad flak and no mod at 7, but you want 2 informed "rerolls" have a mod and 10pts. Would it work? I don't know. DTT COULD work on a neb b for front shot, side shot using a CF token.

11 minutes ago, Wolf_58 said:

It has been #1 since it came out and I am a little annoyed. It seems to be the answer for any ship, but how often do you use the squadron buff? Thought of one way to change DTT keep it mod make it work for 2 attacks at 10pts. So LTT gives a reroll and squad flak and no mod at 7, but you want 2 informed "rerolls" have a mod and 10pts. Would it work? I don't know. DTT COULD work on a neb b for front shot, side shot using a CF token.

I use the buff often, but I think I wont be anymore if generics become much more prevalent.

I think once that happens, LTTs will be in a good place. There are ships I do NOT want to put them on, and I think that is important. Again, with the ECM change and spike damage getting cooled off a bit, how much more valuable is that reroll than an accuracy? Or an extra die if you have other reroll methods? Or a double if you have evades? I agree that most are building to LTTs at the moment, but I really do feel like it's more of a "new hotness" factor than a "this is legitimately better than anything else" factor. People are flying more frigates and nebs because of them, that's for sure.

It's a turbolaser that some ships needed cause nothing else made sense, that much is true. Universal #1? I'm not totally convinced.

(But it will be the first one I look at when I want to fill that slot. Yikes. Undermined my entire argument)

49 minutes ago, Wolf_58 said:

It has been #1 since it came out and I am a little annoyed. It seems to be the answer for any ship, but how often do you use the squadron buff? Thought of one way to change DTT keep it mod make it work for 2 attacks at 10pts. So LTT gives a reroll and squad flak and no mod at 7, but you want 2 informed "rerolls" have a mod and 10pts. Would it work? I don't know. DTT COULD work on a neb b for front shot, side shot using a CF token.

I think it is #1 for small ships like Neb's and Arquitens but I still prefer XI7 for large ships like an ISD.

As I tell folks all the time if you have a chance to kill something then kill it. That is where the squadron buff comes in. Remember you can roll against the first squad and then decide if you want to use the buff or just keep on attacking other squads in the area. So roll the double initially, then OK I will buff in hopes I can just eliminate that squad. It is a nice option to have.

1 hour ago, Thrindal said:

With all the additional squad play, and more Red Flak LTT may move into the #1 Turbolaser slot if it hadn't already.

I'm not as convinced, as moving to generic squads meta makes regular flak more effective, my original point was that LTT is #1 turbolaser in a build that already used modification (second turbolaser slot, onager, etc)

Sorry! I missed some:

General Rieekan

34 pts.

Leia Organa (Commander)

28 pts.

Leading Shots

6 pts.

Do you guys think MS-1 ion cannons will rise given the exhaustion mechanic became more apparent with the reworked cards? I kinda hope it will.

image.png.efc9fd8bc6dac852ba18e77df0401133.png

15 minutes ago, sasska said:

Do you guys think MS-1 ion cannons will rise given the exhaustion mechanic became more apparent with the reworked cards? I kinda hope it will.

image.png.efc9fd8bc6dac852ba18e77df0401133.png

Sssssssshhhhhh

18 minutes ago, sasska said:

Do you guys think MS-1 ion cannons will rise given the exhaustion mechanic became more apparent with the reworked cards? I kinda hope it will.

image.png.efc9fd8bc6dac852ba18e77df0401133.png

I'm considering it in an SSD build.

I think they'll be more common than before for sure.

Edited by Bertie Wooster

It's still weird looking over the changes. I can understand them in as much as I can see what they were trying to address (even if some of the changes are to things that stopped being problems a few waves ago) it just feels like they are attempting to achieve addition by subtraction in a lot of cases hoping that people will use bad upgrades now that some of the good/historically good ones have been taken down a peg or two instead of people just using the resources they have to buy the good stuff that has been left alone or hardly changed.

Of course we can also go down the cynic's route and look at this as a last chance for FFG to make some money back on investment before they lose the chance to.

Edited by DDolan

Maybe off-topic here, but I'm wondering, as a VERY casual player who is still building up my collection, are the "1.5" rules coming with the upgrade cards pack? I have the original rules and like one of the erratas printed off, but where am I going to find the newest/current ruleset when the new upgrade card pack comes out?

3 minutes ago, blademaster81 said:

Maybe off-topic here, but I'm wondering, as a VERY casual player who is still building up my collection, are the "1.5" rules coming with the upgrade cards pack? I have the original rules and like one of the erratas printed off, but where am I going to find the newest/current ruleset when the new upgrade card pack comes out?

The online rules reference document will be the place to go.

It's in the Rules tab on this page: https://www.fantasyflightgames.com/en/products/star-wars-armada/

2 minutes ago, blademaster81 said:

Maybe off-topic here, but I'm wondering, as a VERY casual player who is still building up my collection, are the "1.5" rules coming with the upgrade cards pack?

The Upgrade Card Pack does come with some rules (you can see them here and here thanks to /u/Roland8561 on Reddit), but neither the Upgrade Card Pack nor the Fleet Starter Packs come with a full Rules Reference (the Fleet Starters come with a new Learn to Play but that is all).

It looks like the new Rules Reference will only be available online, on the FFG (later AMG?) website.

15 hours ago, Captain Corvid said:

I don't know how LTT snuck through without getting Mod considering that Dual Turbolaser Turrets is a Mod, is similar but worse, and less popular.

I suspect LTT's popularity spared it from getting Mod. The same with TRC and XI7.

Other, more popular cards were weakened, so I don't think it can be that.

Perhaps it's that it gives a reroll rather than adds a die.

19 hours ago, Ginkapo said:

However advanced projectors has changed so its no longer a clear second to xi7s

So you think we'll see HTTs in lists soon? I'm still trying to figure out scenarios where it's useful. Mayyyybe the buff to evade might actually help it because small ships will want to brace and evade if able.

5 minutes ago, Sybreed said:

So you think we'll see HTTs in lists soon? I'm still trying to figure out scenarios where it's useful. Mayyyybe the buff to evade might actually help it because small ships will want to brace and evade if able.

It's already seeing more use, in part to stop salvos.

14 minutes ago, Sybreed said:

So you think we'll see HTTs in lists soon? I'm still trying to figure out scenarios where it's useful. Mayyyybe the buff to evade might actually help it because small ships will want to brace and evade if able.

I use it in preference to XI7s because I face Starhawks in almost every game.

44 minutes ago, flatpackhamster said:

I use it in preference to XI7s because I face Starhawks in almost every game.

Vs Agate EST Starhawk XI7 isn't that useful. Not saying it's bad, only that it's no easy fix.

That's why he uses HTT.

What they said

4 hours ago, flatpackhamster said:

Other, more popular cards were weakened, so I don't think it can be that.

Perhaps it's that it gives a reroll rather than adds a die.

DTT doesn't add a die.

DTT is very similar to the reroll aspect of LTT. DTT happens after you roll attack dice, like LTT -- not before as some players think. The difference with DTT is that the rolled die that you choose to remove can be any colour, and it gets replaced with a red die that you then roll. Whereas LTT just rerolls a red die. It's a small difference.

I believe the reason why DTT wasn't as popular was because it was exclusive to the Imperial Light Cruiser (Arquitens) expansion, which has always been difficult to acquire. So even though it's 2 points cheaper, it never caught on the way that LTT did. LTT also has greater versatility thanks to its anti-squadron attack.

Also, DTT is a Mod, so that was another reason why it couldn't be equipped sometimes.