Opinions needed!
I wanted to create a Trench Run scenario, but I'm undecided on how I want to run the Turbolasers. Previously, all of them I've seen just function like normal ships, but now, with the Transport we actually got tokens and rules for Turbolaser screening fire, and of course the Tantive can actually be armed with single Turbolasers.
So, I'm wondering what you guys think would be the best way to handle this.
For those not in the know, this is how each works:
Turbolaser Bombardment: At the start of each End phase, the Imperial player may place a turbolaser token in the play area, range 1-2 from an edge. Then, at the end of the next Activation, all ships within range 1-2 of the token, inside its firing arc, roll 3 attack dice and suffer 1 damage for each hit. (Crits don't count).
Tantive Single Turbolaser: 4 attack, range 3-5. Defender doubles their agility. 1 Focus can be turned into a Hit.
If going with the Bombardment rules, ships in the Trench wouldn't be effected, and there would be a few Turbolasers on the surface. The turbolasers themselves wouldn't be doing the shooting per-say, but would represent the overall destruction of the cannons in the area, and would effect how many bombardment tokens the Imperial player would get per turn, making them important targets.
Using the stats for the Tantive Turbolasers, they'd just be stationary towers with HP that you could take down, that again couldn't target a ship in the Trench.
Which do you guys think would be more fun to play against? The Tantive-style guns that'll bring a hefty dose of luck (and tension) to the match, or the Bombardment rules, that allow the Imperial player to herd the Rebels while giving the Rebels the ability to reliably dodge the shots?