Saturday, August 23, 2025

The Upgrade Files: Case 10 – Ion Cannon

The Ion Cannon slot is a bit like Ordnance: a handful of cards see play, while the rest mostly collect dust. Even with point reductions, the spread of power here is still lopsided. The “boogeymen” are Heavy Ion Emplacements (HIE) and Point Defense Ion Cannons (PDIC), so let’s start with those.


Heavy Ion Emplacements

This is good game design. HIE didn’t just add another option — it lifted the whole category out of obscurity by offering a true damage dealer. Thematically strong too: it only hits shields, which feels right for ions and keeps it balanced. Add in Disposable Capacitors for long-range triggers and you’ve got a powerful, but not oppressive, tool. The 9-point cost keeps it from being spammed. 

Verdict: Perfection.


Point Defense Ion Cannons

This card should BURN.

I don’t care if it makes squadless fleets viable, or if you think the Linked Turbolasers nerf already killed squadless. Armada is a combined-arms game, not space monster trucks (although the Armada monster Truck format IS great fun). Going squadless (which is different from going squad light) should be possible but risky. And guess what, it always was! 

Unlimited-use defensive upgrades are always dangerous, and PDIC is only on a handful of ships — ships that already layer defenses like pros. It mocks good squadron play, mocks rerolls, mocks close-range black and red dice. It's category-warping (for the ships that can take it), which is never good for any game.

Verdict: It should be deleted from existence.

Alternatively: Completely rework it. Put an evade token on the card that can only be spent against a close-range attack. Or put charge tokens on it. Or make it a Defensive Retrofit. But until it can be reworked into something, ban it.


High-Capacity Ion Turbines

At the new cost, this is… kinda viable. But really, it should be 5 points. Right now it’s hard to justify over other ion options.

Verdict: Consider reducing to 5 points.


Ion Cannon Batteries

Not an exhaust effect, so it can fire off multiple times in one round. That’s neat. Could probably come down a point to make it more attractive.

Verdict: Consider reducing to 4 points to make it more competitive vs. Heavy Ions.


Leading Shots

Bounced from 4 → 6 → back down to 5. And 5 is fine. The real reason it’s less common these days isn’t the price, but the competition — PDIC (ugh) and HIE tend to overshadow it. Still solid if you want rerolls.

Verdict: Leave as is.


MS-1 Ion Cannons

A strange little card. Exhausting ECM (or other exhaust-based defenses) can be cute, and at 2 points it’s cheap. But the opportunity cost is real, and you won’t see it much.

Verdict: Leave as is.


NK-7 Ion Cannons

From 10 to 6 points was the right call. Still niche, since the defender chooses the discarded token — but that’s what keeps it fair. At least now you can actually consider it.

Verdict: Leave as is. Would be oppressive if cheaper.


Overload Pulse

Same story as NK-7. Used to be overpriced at 8, now at 6, it’s an interesting, if situational, choice.

Verdict: Leave as is. Would be oppressive if cheaper.


SW-7 Ion Batteries

A personal favorite. Auto-hits on blue dice can be brutal. With PDIC gone, you’d see more of these.

Verdict: At 5 points, it’s fine, but 4 might make it more attractive. 


Final Verdict: 

This category really only has one perfectly designed card (HIE) and one game-breaking mistake (PDIC), with everything else stuck in varying shades of niche or overshadowed. There are interesting effects here, but most don’t compete unless costs are shaved further.

More than anything, Ion Cannons could use new designs — a couple of fresh upgrades to expand their tactical depth. Right now, the slot is serviceable but narrow.

Next Up:

Turbolasers, the kings and queens of long-range pew-pew. There are quite a few to choose from, but which ones are good and which ones are duds?

No comments:

Post a Comment