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Muelmuel

A Revisit to the Med Bay

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Posted (edited)

Having a relook at this underused asset. I believe there is more design intention in this card so I'll try digging abit deeper

latest?cb=20160701142201

First off, the effect. It discards any crew crit upon receiving it, negating their effect completely. This includes:

https://starwars-armada.fandom.com/wiki/Damage_Deck

Sorry, too lazy to list out everything myself. But you'll notice that's 16 of 52 crits, meaning approximately 30% chance of drawing a crew crit from a fresh deck. Also you'll notice a trend with crew crits. Almost all of them tend to affect Commands and Defenses(dials and tokens). I guess these abstractedly represent the beings aboard the ship that control and manage it. So Med Teams would protect the "control" aspect of the ship. On the other hand, the Ship crit cards tend to hurt the stats(firepower speed health). I'm going to go out on the plank here and say that the "control" aspect of a ship tends to be more important than it's stats. Losing use of a defense token is more painful than losing 2 hull to a structural(case in point ECM vs RBD). Halving your eng value is not as painful as losing your whole command. Of course these are also subject to circumstances the ship finds itself in, so I won't delve too much here. My general opinion is that often the ship is hurt more by the losing of it's tokens than by reduction of it's stats. What is certain though is that crew crits affect tokens, so ships that hate losing tokens/dials benefit from this upgrade.  [Another side note is that Med Team can save against half of the recurring crits(Crew Panic, Damaged Controls, Ruptured Engine, Thruster Fissure).] 

Med Teams is an insurance policy much like SFO is an insurance policy, and that is a great card. Aside from providing coverage for your command mistakes, SFO returns investment by allowing you to react quicker to surprises from the opponent. Med Teams medical coverage works differently. It's not meant to save you 1 crit card, it's meant to protect your commands and defenses from crew crits. If you don't draw a crew crit by endgame or death, it has still done it's job. Even if you face Dodonna, the Dodonna player is influenced to choose a ship crit instead to avoid his crit getting denied by MT, but this just helps what MT is doing which is to protect your dials and tokens. But it is still preferable to place on higher hull ships as they will have more chances to take faceups and therefore crew crits.

So let's have a look at the ships that can actually bring a nurse(or medbot).

Ships

CR90: Not very viable here as it only has 4 hull, it will usually see only 1 or more likely no crit before going pop, so the frequency of procing MT is very minor. Possibly MT could fit in a lifeboat-flagship to increase the chances of survival. I can also see this fitting in Mothma or Cracken fleets where the CR90s can weather more damage and possibly stay alive such that they're taking more crits.

Nebulon: Same reasons as above, although I can see equipping MT on Yavaris to ensure it gets it's full squad commands in despite any unlucky command-related crits.

Pelta: This actually seems like a great fit with MT. MT can protect the command tokens needed to keep the fleet command engine running. Can you imagine that one crit you take is a crew-type that messes up or throws away your commands? MT blocks that. Also the def tokens are not redundant, so not losing them to crew crits is even more beneficial to the ship since against no-accuracy shots you can usually spend them all to lower damage.

LMC80: This is also quite a valid fit. With substantial hull to take crits, lack of contain and no def retrofit, MT insurance seems to pair well as an alternative form of defense. Also the lower def token count(3) for a large and the LMC80's tendency to go off-course when lacking commands is quite good reason to protect it's dials and tokens from nasty crew crits with a space nurse. 

HMC80: Another good fit imo. The Baguette of Doom's durability is not just due to it's stats but good defense suite, and usually you find these trailed by b̶a̶b̶y̶ ̶̶M̶C̶s̶ Comms Net flots that feed it command tokens. MT helps to guard for both of these.

Arrrrkitty: Doesn't seem a great fit here as the more popular and cheaper light cruiser can't equip it. Can fit on a lifeboat-flagship for the command version though, and if you added RBD it should have 8 total hull to chew thru barring any untimely heavy punches it receives.

Gladiator: I'll make a case for it here as in my experience if demo survives it's often surviving on one hull. MT can ensure a greater chance of that happening by preserving the non-redundant def tokens(same suite as pelta) and the crucial nav commands. ET is practically stapled to demo however so if you can't live with your demo without ET, your 2nd/3rd glads could go cheap and take MT instead.

Interdictor: This is a bit of an iffy one. On the one hand you have 2 contains. On the other if you are not stapling DCO coz you want another officer I think MT could be useful to keep the precious brace and redirect from crits like apt, though you would likely have TS anyways which negates every crit ever but ya I'll just stop here and it's probably not that synergistic to have space nurse onboard than say shields slinger(PE).

Commanders
Several leaders benefit from MTs, namely those whose abilities rely strongly on tokens/dials. We'll talk about them in the context of the ships that can use MT

Garm: I think he benefits the most from space nurses. MT guards his precious tokens so his Phoenix Home or Defiance or other ships are ensured their use. So you won't lose Garm's ability from an untimely asphyxiation of his crew due to LifeSupportFailure. 

Rieekan: Really? Yep, MT still guards the commands so the leftover crew in your knocked out ships can still do that last CF/squad command before they expire/escape.

Leia: You may be thinking, she does not need command tokens, why would she want MTs? But she absolutely does not want her dials messed with, so there is an argument for blocking her ships from CommNoise or CrewPanic. Plus the pelta still wants it's tokens to generate the fleet command for her. If the CR90s aren't carrying ET you could consider MT just to ensure they always can do their job(but most people will just cut for points, I know). I have plans for a Leia build with Liberty title on an LMC80 that wants to joust and throw squads on the engagement, and I think MT is a nice cheap fit for above reasons.

Thrawn: Protect his ship dial on glads and dictors so he can consistently do his double dial thing.

Tarkin: Perhaps an MSU list with glads and command kitties present could see MT use to protect Tarkin's tokens.

Competition
So let's talk about MT's greatest issue, it's stiff competition. There seems to be another support team card for every role the above ships could specialise in. For combat ships, ET is stapled to LMC80s and demo, and sometimes assault peltas, HMC80s and Dictors. There is a very strong argument for a 8 point card that gives you extra arc-dodging ability and the ability to stay out of the most hurting of opponent's arcs if you know your manuevring well, thereby actually taking less damage while keeping your guns pointed at the enemy; vs a 1 point card that doesn't always proc and is a discard. FCT for the squadron role, Yavaris and pelta will carry it quite often. PE for healer peltas and dictors. I believe MT has a tiny place on carriers whose squadrons don't really need the FCT boost, as a timely squad command can be substantially more powerful than a CF. I think MT's hardest sell is the occupation of a competitive slot and the feeling of the chance of not getting your investment back(though as I mentioned I believe it does it's job if the ship does not suffer crew crits). But hey, it's cheap

 

Edited by Muelmuel

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I think you're spot on when talking about competition there. Medical team is a little situational, but cheap and potentially a huge deal. It just tends to be more of a "if I've got the spot free" than the other upgrades you mention. 

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2 hours ago, slasher956 said:

Then it becomes competition with your bid value... do you add /lose a point from you bid to have/leave the MT behind...?

True, I guess from my angle I tend not to bid much (if at all) in my lists so that's a lower consideration, but for those whose fleets want to prioritise first/second player then that 1pt is probably better placed in a bid. So as you say, more competition with the Medical Teams in that case. 

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Posted (edited)
On 5/14/2019 at 6:03 PM, Touston said:

I think it discarding the card is also a good part of the card. I know @Mad Cat has lost at least one game by Med Teams discarding a crit card, and saving an expensive ship.

It's true that its a solid hull damage being cleared, that's worth 3 eng points, which can turn games. But it's probability is roughly 30% per game(yes very rough) so it's not very reliable. So I'm looking at it from another angle which is that it can 100% guard against 1 crew crit, and how a ship might leverage the card using that fact. Also since it discards the first crew crit, it significantly breaks the chance that a crew-type crit sticks on the ship, which now is like less than 9%.

Now that you mention it, the probability of medical team working actually increases the more crits a ship tends to take, so it may be higher, something like 100% x (1-(0.7)^y)) where y is the expected number of crits before the ship dies(but definitely more math behind this since the card count changes everytime a damage card is drawn). Basically higher hull => more likely to work. Perhaps an HMC80 combat-regen ship that wants to take the brunt of damage with PE healer friends and eng commands every turn? It could be receiving lots of faceups before it dies so MT would proc. 

Dodonna directly neuters the damage removal aspect of MT though, which is one reason I didn't come from that angle haha.

Edited by Muelmuel

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Posted (edited)

It’s great for a Liberty so long as you don’t feel the need for engine techs. 

 

Competition:

On Home One: You can get use out of literally every support upgrade on this ship  the least useful being Nav team. So if you have a home on that isn’t moving fast to keep up with others, supporting other ships with heals, or supporting squads, this is an option.

In Liberty: Your choices are ET, Nav Team, and Med Team here. If your Liberty isn’t a Madine build or a flanker, medical team has a good purpose here. Especially with the lack of contain

In Interdictor: Sure? Your only competition is Projection experts and engine techs. 9 Hull and crazy engineering value means you’ll take and get rid of a lot of critical hits compared to most. Probably the single ship most likely to get the mileage out of medical teams  

In anything 5 hull or less: Probably not worth it. Usually your command isn’t too high and you aren’t taking that many critical hits.

Edited by Church14

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Posted (edited)
On 5/17/2019 at 1:07 AM, Church14 said:

It’s great for a Liberty so long as you don’t feel the need for engine techs. 

 

Competition:

On Home One: You can get use out of literally every support upgrade on this ship  the least useful being Nav team. So if you have a home on that isn’t moving fast to keep up with others, supporting other ships with heals, or supporting squads, this is an option.

In Liberty: Your choices are ET, Nav Team, and Med Team here. If your Liberty isn’t a Madine build or a flanker, medical team has a good purpose here. Especially with the lack of contain

In Interdictor: Sure? Your only competition is Projection experts and engine techs. 9 Hull and crazy engineering value means you’ll take and get rid of a lot of critical hits compared to most. Probably the single ship most likely to get the mileage out of medical teams  

In anything 5 hull or less: Probably not worth it. Usually your command isn’t too high and you aren’t taking that many critical hits.

I would have to politely disagree with the part about small ships. Again it's the case of what is the purpose fulfilled. Must MT trigger during the game most of the time for it to be considered a "successful" card, or does guaranteeing no crew-type crits going through make it a "successful" card? I gave the case for Yavaris and Peltas which hate their commands and defenses being messed with. Often these will see 1 crit before they die, yes. But that means 30% of games will see them affected by a crew crit. MT is ensuring my ship works as intended 100% of the time vs 70% of the time. 

Edited by Muelmuel

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5 hours ago, Muelmuel said:

I would have to politely disagree with the part about small ships. Again it's the case of what is the purpose fulfilled. Must MT trigger during the game most of the time for it to be considered a "successful" card, or does guaranteeing no crew-type crits going through make it a "successful" card? I gave the case for Yavaris and Peltas which hate their commands and defenses being messed with. Often these will see 1 crit before they die, yes. But that means 30% of games will see them affected by a crew crit. MT is ensuring my ship works as intended 100% of the time vs 70% of the time. 

Fair point. I might try it in smaller vessels again to see if I’m off on my evaluation 

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