I am not quick to say this, but in your case i'll make an exception:Honestly, where turrets are involved there's no question about ettiquete
I'm not saying this because I don't like turrets (and I don't like turrets), but because it can get to a point in the game where it is simply statistically unlikely that you will pull ahead (since turrets always have a shot and cannot be dodged in any way shape or form). The process can be expedited with some spikey rolls and quickly descend into a no-win scenario because there is very little way to out-play turrets outside of manipulating probability with blocks and ranges. Imo, there's no problem conceding then since you're basically wasting your time.
Corran's similar, to an extent, in that it's nearly impossible to out-roll all his modifiers + R2-D2 (which I know from experience actually outlasts decimators
), but at least he can be predicted and dodged. Him and Dash though...yeah I wouldn't blame you.
"Want some cheese with your whine?"
You don't like turrets, you don't like Corran... Yeah well then let's just play Phantom on Phantom every game and see who wins initiative. Then basically you know who is gonna win and gaming itself is not necessary any longer...
Also let me add: Yes, you can get into no-win situations against turret lists. But if you encounter Phantoms and they luckshot your mandatory Phantom meta, it's just the same thing! You lose no matter what!
I never said I didn't like Corran (hell, I love the E-wing because it can actually out-last turreted ships by itself), only that his defensive capabilities make him incredibly difficult to take out if you suddenly lose a sizable number of your force. He is nowhere near as extreme as turrets, however, since PTL + R2-D2 limit his maneuverability considerably which forces him to make decisions when it comes to prioritizing offense or defense. A wounded Corran is tough to chew, but he'll have to take risks a turret would never have to consider in order to maintain his durability, which you can then exploit to remove his red dice completely from the equation. In these cases, you still have a hope of winning.
Speaking of Phantoms, they are also much more easily handled. Dice spikes from 4-dice shots certainly hurt, but non-Echo Phantoms can be outmanuevered, their de-cloaks can be blocked/limited by obstacles, and their arcs can be dodged (they'll almost never be able to shoot at ships that maneuver behind them because k-turns are basically suicidal). Punching through 4-dice + tokens is very difficult if you're only left with 2-dice ships, but in terms of raw defense I've found it to be quite a bit more manageable than the E-wing's regenerating shields.
Really, the game's never over till it's over if you're fighting against arced ships. Turreted ships, by the simple fact that they always have a shot short of landing on obstructions, can get to the point where they simply out-stat you and at that point you might as well play the lottery.
Edited by ficklegreendice