So I have lately not put much thought into my weapon team slot, and have really only been asking myself 2 questions “am I pushing lots of squadrons?” if yes flight controllers. “Do I have 3 or more black dice?” ordinance experts and if the answer is no to all of those I end up taking local fire control teams. So I am trying to branch out a little bit more so lets take a look.
First up weapons battery techs. When looking at this card I almost always ask myself am i taking an ion cannon cirt effect? If not then I disregard this card. However, I think I am getting ahead of myself if your ship has blue dice this is not a terrible choice for even just a bit of dice fixing sometimes you just roll too many accuracies that you don’t need this card can help fix that. In most of those cases though I prefer to take SW-7s however WBT gives me a bit of freedom and now I could take PDICs. I still think it is best when paired with a blue Ion cirt, but I think it might have some potential as a simple way to fix dice when too many accuracies are rolled and not enough damage. It is not amazing but an interesting option and you can use it on both attacks.
Next up, we have veteran gunners. They require you to know what your average expected damage would be and if you don’t make it past that threshold you use veterans to re-roll the pool, they have the added benefit of being able to spend your accuracy icons before re-rolling your dice. Its downside is that you can only use it on one attack, but it can help you reach your ship average damage much more consistently and lets you take other upgrades in your other slots because veteran gunners give you the re-rolls you need to hit your averages.
Sensor Teams, in a world full of salvo, I have come to appreciate how valuable accuracy can be. Ships with only one salvo really hate accuracies, and as I have played more against salvo I am finding locking up the salvo and then using my damage to overheat the other tokens just seems to be the way to go. While there are plenty of ways to generate accuracies across all factions sensor teams are an option that can lock up salvos and help keep you alive, or sometimes you don’t roll the accuracy you need but more than enough damage sensor teams is there. It is a weird choice but when you have a wounded ship wanting to take a shot at a ship with salvo you start to realize the value sensor teams can bring. I am not saying it’s an amazing card but with salvo in the game, I think it might be a better choice than most of us think.
Ruthless Strategist is a really interesting card for very specific fleet builds, I think a Ruthless, Ordnance pods Yulaen list sounds interesting to me, but flight controllers are probably flat out better. I did have some success a while back with a ruthless Thrawn build that I enjoyed and kind of want to go back to it and see how it works now. You could also maybe do some interesting things with it in a Grievous list.
Unfortunately, because the most critical effects are now exhausted I think Fire-control Team is deader than dead right now. Even if you take two critical effect cards you can just resolve one on your first attack the other on your second it’s pretty bad right now.
Last we have gunnery teams and if you have parts resupply or are always going to be con-firing anyway gunnery teams is a pretty good choice for your single arc supper ship. I really don’t care a whole lot for it as it makes you attack two different targets I would rather double arc and put pressure on one ship to overheat its defense tokens, but that could just be my personal playstyle, however, that feels like the optimal choice to me.
We do have boarding cards and Caitken and Shollan along with other faction unique cards but we have covered all the non-boarding cards and faction unique maybe I will look at those down the road but I think there are some good options that myself and others might be dismissing too quickly. What do you run in your weapons team, and what have you had success with? Until next time have a great week.
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