Showing posts with label Weapons Team. Show all posts
Showing posts with label Weapons Team. Show all posts

Thursday, August 14, 2025

The Upgrade Files: Case 02 – Weapons Teams

If the Defensive Retrofit slot is king, the Weapons Team slot is the crown prince — and sometimes the real power behind the throne. This is one of the most coveted upgrade slots in all of Armada, offering huge boosts to damage output, command flexibility, and general ship performance.

Most factions have strong options here, and the best Weapons Team cards are practically stapled to certain hulls. The one exception? The poor droids — the CIS don’t get nearly as much love in this department.

We’ll start with the generic Weapons Teams — the bread-and-butter cards you’ll see across factions and fleet types — before moving on to the unique and faction-locked options.


Generics

Fire-Control Team

Too niche, even for 2 points. Yes, you can build corner cases where it works — a Kraken Providence DN with ACM + Heavy Ions, or a Dodonna build with ACM + XX-9s — but in most situations you’re better off keeping things simple and effective. Why not just put Ordnance Experts, Local Fire Control, or Boarding Troopers in that slot instead?

Dropping it to 1 point won’t change much; it’s still a build-around card that rarely justifies the slot. If it’s going to stay, it needs a full rework. Moving it to Support Team or Offensive Retrofit doesn’t feel right either — better to redesign or leave it in the dumpster.


Flight Controllers

A carrier staple since day one — but 6 points is a lot, unless you're commanding 4+ squadrons.

In an ideal world, I’d make it cheaper but cap it at boosting a maximum of three squadrons per activation. That would keep it potent but reduce the “death ball” effect. Another tweak would be to ban Rogue squadrons from benefiting — no more roguing in during the Squadron Phase, then getting commanded with a boosted alpha at the top of the next turn.

Do we want to give Rogues even more relative power when commanded? Probably not. Still, as-is, it’s good — maybe too good in the right fleet — but not fundamentally broken.


Gunnery Team

This one’s fine. You don’t see it everywhere anymore, but it still earns its keep. Cost is right, effect is clear, and it does its job. Honestly, I think you’d see it more often if other Weapons Teams weren’t cheaper and better in certain roles.


Local Fire Control

This card exists to give Rebels and Imperials access to Salvo — a mechanic introduced with the Clone Wars sets. For that, it’s priced very reasonably at 4 points, even with the Weapons Team slot cost and the requirement to swap out (presumably) your least useful defense token.

You could make a strong case that this is actually a 5+ point upgrade — but raising the price would undermine its core purpose: to give Imps and Rebs access to a whole new defensive mechanic. At 4 points, though, it creates a pricing conundrum for the entire category. If LFC is 4, why aren’t Sensor Team or Veteran Gunners also 4? On the flip side, if LFC went up to 5, those other cards would feel fine where they are.

It’s also worth noting that LFC enables some slightly questionable double-Salvo builds (Luminara comes to mind). In general, I think ships that already have Salvo probably shouldn’t be able to take it. Conceptually flawed, slightly troublesome — but also one of the most impactful cards in the slot.


Ordnance Experts

Gets the job done for 4 points. Some might argue it’s too good given how often it appears, but I disagree — it’s the only reliable way to make black dice scary in a world of PDIC, 1.5 evades, and other damage-mitigation tech.

Also, External Racks exist for 4 points, so if anything, the “problem” lies more with Racks than with OE. OE simply ensures your close-range ordnance ships can actually deliver.


Ruthless Strategists

I’m not a fan of auto-damage in principle, but this card has a clear role: countering pesky aces (especially scatter aces) without relying solely on luck.

That said, we’ve all seen what happens when it’s combined with Ordnance Pods and masses of cheap, high-hull squadrons — it can be oppressive. Is it meta-breaking? Probably not, but it does limit future design space and risks warping certain matchups. For now, though, it’s just another flavour of playstyle we live with.


Sensor Team

A decent effect if your dice pool is large enough, but at long range — where this shines most — getting a big enough pool is tricky.

At 5 points, it’s a tough sell compared to other Weapons Teams. I’d drop it to 4 to make it competitive, but honestly, that alone won’t suddenly make it a go-to choice.


Veteran Gunners

The insurance policy against bad rolls. Great card, but it’s up against equally great competition in this slot. Is it worth 5 or 4 points? You decide — I don’t think it’s inherently better than other options, just different.


Weapons Battery Techs

A solid effect that deserved its drop to 4 points. If other Weapons Teams get a points shave, maybe this one goes to 3 — maybe. As-is, it’s in a decent spot and sees occasional but not overwhelming use.


Unique / Faction-Locked

Clone Gunners (GAR only)

A generic in function but locked to the Republic. Absolutely amazing if you build around them and have reliable access to Concentrate Fire tokens — and at 4 points, they’re a bargain for what they can do. Their efficiency only reinforces the argument for trimming the cost on Sensor Team and maybe Veteran Gunners, which offer less consistent payoff for a similar price.


Gunnery Chief Varnillian (Imperial unique)

A solid card, but her heyday faded along with the Onager’s dominance (and its double Weapons Team slots). She really shines with Salvo builds, which puts the Imperial Venator in the spotlight — but outside of that, her opportunities are limited. Correctly costed for what she does, but her usefulness is currently capped by the meta and ship availability.


Caitken and Shollan (Rebel unique)

Incredibly potent and very flexible — at 6 points they’re a steal. They probably belong at 7, maybe even 8, given how reliably they can fix dice pools. If Ordnance Experts are the gold standard for black dice, C&S are the platinum tier for rerolls of any colour.

Verdict

The Weapons Team slot is stacked with strong cards — and for good reason. It’s one of the most powerful upgrade categories in the game, second only to Defensive Retrofits in raw impact. That means the duds (hi, Fire-Control Team) stand out sharply against the meta staples.

There’s also a pricing ripple effect here: cards like Local Fire Control, Ordnance Experts, and Caitken & Shollan deliver exceptional value at their current costs, which in turn makes middle-tier cards like Sensor Team and Veteran Gunners look overpriced even if they’re “fair” in isolation.


Faction Gaps & Slot Rarity:

CIS and GAR could definitely use some more unique cards in this category. In a way, they already kind of have one with Asajj Ventress — but she’s an Officer, likely because fitting her into a faction with so few Weapons Team slots would have been a squeeze. The new ARC Quarren Gunship and the Command Munificent both have Weapons + Offensive slots, so maybe there’s more design room coming in the future.

On the GAR side, there’s an entire roster of Jedi who could make excellent boarding teams or other thematic Weapons Team upgrades.

It’s also worth noting the overlap with other slots — Ventress aside, we have Officers like Governor Pryce (dice fixing) and Krennic (rerolls) who are effectively Weapons Teams in disguise. That tells you just how rare and valuable this slot really is.


Next Up: 

Offensive Retrofits — the grab bag of squadron toys, brawler tech, and a few of Armada’s more “what were they thinking?” designs.

Wednesday, August 13, 2025

The Upgrade Files: Case 01 - Boarding Teams

Following on from my objectives review series, it’s time to point the scanner at another part of Armada’s ecosystem: upgrade cards.

Like objectives, upgrades are one of the game’s great levers for fleet identity and playstyle. They shape what a ship can do, how it fights, and even whether it survives the trip. And, also like objectives, they’re not all created equal. Some are timeless workhorses, others are clever tech choices, and a few… well, a few have been sitting in the binder for years waiting for a home that never came.

This series will go slot by slot — not by faction, set, or release wave. Each post will take one category of upgrades and look at:

  • Where each card stands now — common, niche, or forgotten.

  • Why it’s in that spot — meta shifts, points changes, design limitations, or just plain competition.

  • What could be done — the light touch of a points tweak where possible, a wording update where necessary, and in extreme cases, a full rework or “retirement” into the trash compactor.

The goal isn’t to make every card “the best ever.” ARC themselves have said they’re not aiming for that either. The goal is to make as many cards as possible interesting enough to consider. If you see one in a fleet list and think “huh, that could work,” then we’ve done our job.

Points changes are the preferred tool — low effort, high impact. If that doesn’t get the card where it needs to be, we get creative. And if even creativity can’t save it… well, that’s why the trash compactor is there.

We’ll start small with a short category — one that’s unusual, influential, and historically a little spicy: Boarding Teams.


Boarding Teams

(Not an official term, but everyone calls them that)

Boarding Teams are a small but distinctive group of upgrades. They’re all Weapons Team + Offensive Retrofit dual-slot cards, and while the second slot isn’t as universally valuable, the Weapons Team slot is one of the most hotly contested in the game. That means every Boarding Team comes with a significant opportunity cost — you’re giving up Gunnery Teams, Ordnance Experts, or other heavy-hitters to bring them.

They’re also limited in availability: two generic cards, three unique Rebel cards, one unique Imperial card, and nothing at all for CIS or GAR.


Boarding Troopers

This is the baseline against which all the others are judged. In many ways, it’s the only Boarding Team — outside of Vader for Imperial fleets — that sees consistent play.

Early on, BTs were fairly rare (outside BTA), but as the meta shifted toward tanky brawlers, their value soared. Yes, they require both close range and a squadron command (dial or token), but when they hit, they hit hard. Flipping brace (or every token the defender has) before a big shot isn’t just a solid offensive play — it can also serve as a defensive deterrent, creating a no-fly zone around the ship.

At 3 points, they’re an outright steal even with the dual-slot tax. In the current tanky big-ship meta, 4 points is a fair price — maybe even 5 in a vacuum — but 4 keeps them accessible while still acknowledging their impact.


Boarding Engineers

The runt of the litter. At 2 points, they’re cheap, but even on a Dodonna Hammerhead (where they should make sense), they almost never see play. They share BT’s limitations, but add an even bigger one: the target has to already have facedown damage cards. By the time you can use this, you’re probably already winning — and “win more” tools rarely make the cut.

Yes, you can ram to get the facedown damage, then trigger them, but that’s still a lot of work for minimal payoff. You could drop them to 1 point, and they’d still probably collect dust.

If they had a secondary effect, they’d be more interesting. Or rework entirely, to maybe hand out a single face-up damage card from a draw equal to your engineering value instead of the current mass-flip. That’d be a potent change, though, and a very different card. As it stands, their fate is: go to 1 point, add a meaningful secondary effect, completely rework them… or send them to the trash compactor.


Darth Vader (Boarding)

Imperial unique. A very useful and flexible card that still sees a moderate amount of play. The effect — ditching an upgrade of your choice — is undeniably strong.

The catch is platform choice. In theory, any Imperial brawler could use him, but in practice, the Raider is the best home — and Raiders aren’t exactly thriving in the current long-range, pass-token era. Larger ships tend to want those slots for other upgrades.

At 3 points, Vader is a steal. You could argue for 4 or even 5 on effect alone, but his uniqueness and the “Vader tax” (you can’t use any other Vader card) keep him balanced. He’s good where he is.


Cham Syndulla

Rebel unique. Cham’s been through the points wringer — originally 5, now down to 3 like Vader. He’s not objectively Vader-good, but unlike Vader, you’re not giving up other Cham cards to take this one. That’s a big difference.

His effect — swapping the target’s command stack — can be devastating… in the right matchup. Against an SSD, a triple-command ship, or a pure carrier without dial control, he can wreck a game plan. But outside those scenarios, he’s mostly a mild annoyance.

Too niche for my tastes, but not overpriced. He exists, he works, and in certain pairings, he’s brilliant. Just don’t expect him to shine every game.


Jyn Erso

Rebel unique. Four points of (almost) useless.

She can assign two raid tokens — in a faction that generally has little use for raid — and only if the target doesn’t already have raid. That’s an oddly specific condition. The one big exception is if you’re running the new ARC General Draven commander — then she might have utility as part of a focused raid build.

Her secondary effect — stealing a victory token if the target has one — sounds neat, but in reality, there aren’t that many objectives where it will swing points meaningfully.

At the very least, the “no existing raid” limitation should go, and the cost could drop to 3. Honestly, though? She needs a full rework into something cool. Keep it raid-based if you like, but make it suck less.


Shriv Suurgav

Rebel unique. Slightly worse Vader — he can’t discard some upgrade types — and costs 1 point more at 4 points. But he’s not a Vader, so there’s no opportunity cost there.

Shriv is fine. He does his job, and if generic Boarding Troopers go up to 4 points, he’ll be in a comfortable spot.


Verdict: A surprisingly polarized group. Boarding Troopers and Vader are great, Shriv is fine, Cham is situational, and Jyn and Engineers are either niche to the point of irrelevance or just plain bad. The dual-slot tax means they need to really do something when they trigger, and right now, only a few of them consistently deliver.


Next Up: We’ve looked at the double-slot oddballs; now it’s time for the mainline Weapons Teams. From meta staples like Gunnery Teams to the cards you only see when they fall out of a cereal box, we’ll see which ones are still firing on all cylinders — and which need a visit to the trash compactor.