...and nine months later, a baby squadron is born! |
- Medium or large ships only (yes, I realize it says so right there, but people ask about putting this on Raiders or Peltas way more frequently than I would've thought).
- Your extra black anti-squadron flak attack is in all respects a regular ol' black die flak attack, which means it can target every enemy squadron in that hull zone and only attacks at close range.
- It also works with anything that triggers on an attack, such as Agent Kallus or Ruthless Strategists or the like.
- Ordnance Pods exhausts to use, so if it's preemptively exhausted, it can't be used.
I really wish I could recommend Ordnance Pods, but it's difficult. The
first problem is that similar to Flechette Torpedoes, Ordnance Pods is an
anti-squadron upgrade that can be useful in the right situations, but
otherwise won't do anything. Unlike Flechette Torpedoes, Ordnance Pods
can only go on medium or large ships, which are a large investment and
even more risk-averse than smaller, cheaper ships to using upgrades that
may or may not be very effective, depending on the matchup. In most
cases, even ships that aren't likely to be aggressively using black dice
or don't have great black dice coverage (like the Armored MC75) are
still better off using External Racks for the same cost but with much
more flexibility.
If Ordnance Pods didn't have the size limitation, I could see using them on Raider-Is or Torpedo Hammerheads, but unfortunately they are tough to justify as-is.
"In light of recent events, vaping is no longer allowed on Imperial naval vessels." |
Wide-Area Barrage
- Wide-Area Barrage is a black crit effect, which we covered earlier.
- The ship or squadron chosen must be at close range of the defender, which means the extra damage can be applied to something quite far from the attacker in the right circumstances.
- It's important to note that the WAB damage is half of the black die hit icons in the pool, not half the black dice damage total.
- Because all black crit icons are accompanied by a hit, that means all non-blank black dice count towards this.
- The damage dealt by WAB is not an attack in and of itself and doesn't specify a hull zone. This has a few ramifications:
- Defense tokens can't be used against this damage.
- When a ship takes the damage, its owner chooses which hull zone the damage goes to and then resolves the damage, with shields absorbing damage first like usual.
- No critical effect can be applied to non-attack damage sources, so any cards that hit the hull will be facedown.
- WAB does not specify an enemy target, so you could use it against your own ship or squadrons if for some reason you wanted to.
In most cases, WAB just won't produce quite enough value to merit giving up more direct and effective black critical upgrades to use it instead, but there's one major exception and his name is Commander Sato. Commander Sato can use his ability to get an awful lot of black dice in a pool, which can create large bursts of WAB damage, especially on a big ordnance ship like an Ordnance MC75. Because opponents are clearly not keen on Sato's ability triggering easily, it means there will usually be squadron dogfighting going on near their ships, which means the WABs will usually at the very least have squadron targets if you don't have ship targets. It all comes together very nicely.
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