It’s a solid threat on the board with some evasion, and it will help you draw into the last burn spells you need to finish the game (FATALITY). It’s a 4/4 flyer for four converted mana. We also expect to see wonderful play from Avaricious Dragon. Or, pair it with Angel’s Tomb, allowing you to not only get a 1/1 flyer every turn, but you’re guaranteed to also have Angel’s Tomb trigger to become a 3/3 creature with flying. Pair it with Sword of the Animist to produce a token with flying that will be able to pick up the sword every turn. This card seems as though it will do particularly suited for Sealed or Draft format, not to mention EDH. We noticed that the Thopter Spy Network was doing especially well. Our Friday night exceeded expectations with a total of 87 players enrolled! We managed to sell through all of our allotted stock of Magic Origins Prerelease kits! This set seems really promising with the number of players that showed throughout the weekend. We could not host such great events without your support! We hope you all had a wonderful time at your prerelease events over the July 11 th – 12 th weekend! If you made it out to any of our events, we thank you immensely. Individual ship builds may be just small pieces in the grand puzzle of strategy, but Armada is still young enough that players are still discovering new and exciting combinations to field. You still have open slots to crew to help mitigate the shield loss from the Dominator title. The H9 Turbolasers ensure that the target ship’s brace token will be unable to mitigate the massive amount of damage coming their direction. Since the ship is already throwing 3 red and 5 blue dice out of your front arc, the odds of seeing a crit are extremely high, triggering the additional shield damage from Ion Cannon Battery. While most players are familiar with running Dominator on a Victory II-Class Star Destroyer, adding in some other cards can greatly increase the effectiveness of this ship, such as Ion Cannon Battery and H9 Turbolasers. Add in Gunnery Team to maximize your front arc shots not only against offending fighter squadrons, but also to attack the carrier ship your opponent is using to activate them. Crit result, simply reroll it with Point-Defense Reroute, get one damage unless it comes up as a crit twice in a roll. Accuracy result, Warlord it to a hit icon, get one damage. This gives you an anti-squadron shot coming from your Star Destroyer with a near-zero miss rate. If you have an affinity for dagger-shaped Imperial ships, Victory I or Victory II-Class Star Destroyers, and are looking to up your anti-squadron abilities, strongly consider adding a combination of the Warlord title and Point-Defense Reroute. A suggested objective when using this ship is Advanced Gunnery. The Intel Officer provides backup, allowing you to force your opponent to discard an available brace or evade token, opening themselves up to your next salvo. Combining the double damage from crits, the X17 Turbolasers help stop anyone wanting to use their redirect tokens. By outfitting the Neb-B with the Salvation title, X17 Turbolasers, and Intel Officer, you will be able to rain down a long-range, fiery death on any slow rolling Victory Star Destroyer or strafing Assault Frigate. Being cheaper than the Escort variant means a few more points to play with when taking upgrade cards, turning this ship into a sniping monster. One often overlooked ship is the Nebulon-B Support Refit. There are squad combinations with obvious synergy, but there others aren’t quite so apparent. Star Wars Armada is already reaching high levels of complexity with the sheer number of upgrade cards and slots on Capital Ships. “At that close range we won’t last long against those Star Destroyers!” – Admiral Ackbar
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