Turrets and Ions taking away some fun?

By AdmiralThrawn, in X-Wing

I certainly agree with reviving threads that still could be relevant instead of just rehashing all the same things over and over.

And we have an exact example as to why you just start a new thread and not necro old ones as it is very easy to not notice and have posters responding to month old posts. This is forums 101.

So you start a new thread so someone can just repeat themselves on a new thread instead of happening to repeat themselves on an old thread.

I'd say a little more thread necromancy and some search utilization and you wouldn't need hundreds of threads that are basically going over the same things over and over and over again.

Big turrets run pretty contrary to a maneuver based game

There's a fundamental flaw in your thinking. This is not a maneuver based game, this is a Star Wars based game.

The point of the game is to play out Star Wars fighter battles. As such turrets are required, or otherwise you wouldn't be true to Star Wars.

I think its funny when I see all these anti-turret threads.

The reason there are so many turrets played now is because of the phantom. When people wear out the new toys from wave 5, phantoms will be a lot less common, and so rebel players can start using not turret builds again. It all goes in "waves", and what was irritating one month, will be invisible the next.

I think its funny when I see all these anti-turret threads.

The reason there are so many turrets played now is because of the phantom. When people wear out the new toys from wave 5, phantoms will be a lot less common, and so rebel players can start using not turret builds again. It all goes in "waves", and what was irritating one month, will be invisible the next.

When something new comes out its the hot new thing, but phantoms I think will still have a place like many other ships.

When people start thinking they don't need to worry about phantoms, that's the best time to play one

According to your theory all previous waves are invisible?

Edited by Krynn007

Turrets are already balanced, by damage output. The Ion has a hard cap of 1 damage but, granted, has a nasty effect. The blaster uses an action so you usually can't modify your dice or can't shoot at all when you bump or are stressed. Additionally Both of them are also limited to range 2.

YT's and VT's often take up to ~60pts for a single 3-4 dice attack. That's 5 Tie Fighters or almost 3 rookies, 9 or 10 attack dice. They are divided over many attacks, but still the big turrets have to make up for a lot of firepower to be effective

Why are you all still talking about this? lol

Also just so u guys know my opinion has changed since I started this thread, turrets are a necessary part of the game to keep certain lists from being to dominant, and there are plenty of counters, including the autothrusters card coming out soon.

Also playing against a slippery imperial list with phantoms and interceptors can be just as lacking in fun. Learned that the hard way.

Both turreted lists and maneuverable lists can be fun and challenging to play as, and annoying and challenging to play against.

Turrets are part of the game, and like anything else we don't like in this game (which isn't much) you just gotta deal with em.

Edited by AdmiralThrawn