Tuesday, February 13, 2018

Star Wars Armada: Cymoon Building

Wave 7 has given the Imperials a familiar model, but with a lot of new tech to build around.  The Cymoon Refit I think is going to be one of the more intriguing ships to buld with.  



The 5 native red dice is the best in the game at long range, with only an Ackbar enabled MC80 Home One type punching out with 6 dice being able to best it with upgrades.  The Cymoon though allows for a pair of Turbolasers, so you're likely going to get to those 6 dice with Spinal Armament. This with a Gunnery Team aboard provides the best standoff ship in the game, since you can maneuver forward with that big arc and put down some serious heat, with a pretty good chance to do at least 4 damage (53.9%).  If you tack on Intensify Fire Power (which I think most Cymoon based fleets will want), you take those odds up to 76%.  At long range that means with XI7s you're going to really hammer any hull section. You've also got a decent chance of rolling at least a couple accuracies in there, 43.4% chance to get 1 or 2. 


There are a few issues though with the Cymoon and its usage.  The first, is that its missing a defensive retrofit.  Wile a Cymoon wants to keep the fight at long range, there are more tools today to force close engagement than at any point.  Torpedo Boats still remain powerful, but now Raddus and Profundity also exist to be able t drop extra firepower at any point.  Minister Tua is an option, but then the opportunity cost of not having Strategic Advisor seems relatively high.  The other side of the equation becomes the missing ability to generate re-rolls for this build.  No ion slot means no Leading Shots, meaning for re-rolls most fleets will need to take Darth Vader.  Vader has shown himself to be capable, but is point heavy and is not super efficient with most other ships in the Imperial retinue, especially some of the spikey damage dealers that already have access to Ordnance Experts.  Vader does significantly improve the damage done by the Kuat, taking you up by about 1.75 damage in most cases. 

Overall the Cymoon I think will find a place into a lot of Imperial builds going forward.  The native damage is good as is, and when amped up a bit by some different upgrades, it can become just down right oppressive at long range.  A fleet with an Arquitens or two also hammering away can overwhelm defense tokens early, or allow the Cymoon to soften a target before a brawler like the Kuat or Demolisher move in.  I think its going to find a place with Intensify Fireower most often, to help out all those red dice shots and help clear up unnecessary accuracies from blue dice ships as well.

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