With the possibility to do so much damage with just ordnance, why take a turret upgrade? Unless you want to fly your K-wings with a recon spec and a Blaster Turret.
Maybe that twin laser turret card will be really good?
With the possibility to do so much damage with just ordnance, why take a turret upgrade? Unless you want to fly your K-wings with a recon spec and a Blaster Turret.
Maybe that twin laser turret card will be really good?
Run Garven Kyle and Miranda, give the latter two blaster turrets and RecSpec, then tell me it's a trap.
Maybe you want something other than a 2-die turret? Maybe you want an ion turret plus a Tactician crew to be a nasty little control ship?
And yeah, I expect that Twin Laser Turret to be a good Y-wing boost, too.
Maybe you want something other than a 2-die turret? Maybe you want an ion turret plus a Tactician crew to be a nasty little control ship?
And yeah, I expect that Twin Laser Turret to be a good Y-wing boost, too.
The only problem with ICT + Tactician is I THINK the tactician card states that the target has to be in arc. I could be wrong.
The only problem with ICT + Tactician is I THINK the tactician card states that the target has to be in arc. I could be wrong.Maybe you want something other than a 2-die turret? Maybe you want an ion turret plus a Tactician crew to be a nasty little control ship?
And yeah, I expect that Twin Laser Turret to be a good Y-wing boost, too.
It does, but ti's still useful in the frontal arc. Stress on the first pass, then blow past and ion. Or if the K-wing has a K-turn, stress+ion, pass/SLAM K-turn, stress + ion again.
With the possibility to do so much damage with just ordnance, why take a turret upgrade? Unless you want to fly your K-wings with a recon spec and a Blaster Turret.
Maybe that twin laser turret card will be really good?
Because you expect to shoot more than three times a game.
You only need to stress them once, then keep hitting them with the Ion turret to keep them stressed
I would say "no" if there was a range 3 turret upgrade. Denying a range 3 defensive bonus with a turret is pretty strong.
But because there isn't, I think "kinda"
Blaster turret for a ship like that might not be good. In range 1, the primary attack is the same for no need to spend the focus. In range 2, without an extra focus from a recon specialist, your odds don't improve. That becomes 4 points on the blaster turret + 3 points for free focus capability just to do a marginal increase over your primary in the range 2 atc so long as you can maintain that action economy.
Autoblaster...I doubt is worth bringing, but at least it is cheap.
Ion cannon turret would bring some control option, which could be useful for extra-annoying slam business, but may be adding less utility than it adds cost.
Perhaps we will have to wait and see what that new turret card does in the k-wing pack.
I would say "no" if there was a range 3 turret upgrade. Denying a range 3 defensive bonus with a turret is pretty strong.
But because there isn't, I think "kinda"
Blaster turret for a ship like that might not be good. In range 1, the primary attack is the same for no need to spend the focus. In range 2, without an extra focus from a recon specialist, your odds don't improve. That becomes 4 points on the blaster turret + 3 points for free focus capability just to do a marginal increase over your primary in the range 2 atc so long as you can maintain that action economy.
Autoblaster...I doubt is worth bringing, but at least it is cheap.
Ion cannon turret would bring some control option, which could be useful for extra-annoying slam business, but may be adding less utility than it adds cost.
Perhaps we will have to wait and see what that new turret card does in the k-wing pack.
What if the new turret is R2-3? That would be an interesting upgrade. Adding a range band for extra points to the K-wing, donut hole effect on other turret-able ships. Just a thought.
I would say "no" if there was a range 3 turret upgrade. Denying a range 3 defensive bonus with a turret is pretty strong.
But because there isn't, I think "kinda"
Blaster turret for a ship like that might not be good. In range 1, the primary attack is the same for no need to spend the focus. In range 2, without an extra focus from a recon specialist, your odds don't improve. That becomes 4 points on the blaster turret + 3 points for free focus capability just to do a marginal increase over your primary in the range 2 atc so long as you can maintain that action economy.
Autoblaster...I doubt is worth bringing, but at least it is cheap.
Ion cannon turret would bring some control option, which could be useful for extra-annoying slam business, but may be adding less utility than it adds cost.
Perhaps we will have to wait and see what that new turret card does in the k-wing pack.
What if the new turret is R2-3? That would be an interesting upgrade. Adding a range band for extra points to the K-wing, donut hole effect on other turret-able ships. Just a thought.
That is what I was thinking. I think it would be really cool for BTL-A4s to be able to shoot out to distance, too. The pack comes with 2, which is what made me say that--ffg intends it to be usable on more than just that ship. The issue will be what cost/damage/action(if any) mix would be involved. Given how conservative a lot of this wave has been, I worry that it will veer into the pile of upgrades that aren't worth using.
Edited by zero9300Depends on what the twin laser turret does. However then again if it does what I think it does you will never see a blaster turret again.
Depends on what the twin laser turret does. However then again if it does what I think it does you will never see a blaster turret again.
maybe you need to spend a target lock instead?
Depends on what the twin laser turret does. However then again if it does what I think it does you will never see a blaster turret again.
Since it comes with the K-Wing and its plinky turret, my guess is that it lets you perform a 2-dice attack twice. That might not be bad if it has a low points cost, especially if you put it on Kavil.
I suspect the turret upgrade on the K-wing is there for flavor reasons, like the second cannon slot on the aggressor, rather than something you're actually expected to use. Why pay for a turret twice, once in the ship's base cost, once in an upgrade?
doesn't the fluff say that the K has a dual role as bomber and escort - perhaps the turret is for the escort role
Depends on what the twin laser turret does. However then again if it does what I think it does you will never see a blaster turret again.
Hate to say it, but good riddance. Blaster turret just sucks.
I can't believe no one has said it yet. "IT'S A TRAP!"
I can't believe no one has said it yet. "IT'S A TRAP!"
Reported
This may be off the wall....
What if the Twin Laser Turret doesn't simply add an extra effect but deletes/suspends the ship's primary weapon? It'd have to be Strictly Better than the built-in K-Wing turret (2 dice, Range 1-3 with range bonuses), but it could do that even just by avoiding the range bonuses. Replacing a Y-Wing's or HWK's primary with a 2- or 3- die turret could be interesting.
Alternatively, I'm tired and ought to get back to grading before the semester ends.
This may be off the wall....
What if the Twin Laser Turret doesn't simply add an extra effect but deletes/suspends the ship's primary weapon? It'd have to be Strictly Better than the built-in K-Wing turret (2 dice, Range 1-3 with range bonuses), but it could do that even just by avoiding the range bonuses. Replacing a Y-Wing's or HWK's primary with a 2- or 3- die turret could be interesting.
Alternatively, I'm tired and ought to get back to grading before the semester ends.
The text on the TLT was leaked. It is a range 2-3 turret with 3 attack. However, it attacks twice and if the attack hits it cancels all dice results and deals 1 damage to the defender. So it can only do up to two damage per turn.
Hate to say it, but good riddance. Blaster turret just sucks.Depends on what the twin laser turret does. However then again if it does what I think it does you will never see a blaster turret again.
Kavil would like a word with you. Also blaster turret is actually pretty good on hwks if you've got rec spec. So basically it's good for hawks and Kavil only pretty much. Kavil being the exception because he gives you 4 dice, take marksmanship and agromech and exp interface and you've got a lot of points but a lot of pain and almost guaranteed hits each turn. Other than that then your better off going for ion turret.
Hate to say it, but good riddance. Blaster turret just sucks.Depends on what the twin laser turret does. However then again if it does what I think it does you will never see a blaster turret again.
Kavil would like a word with you. Also blaster turret is actually pretty good on hwks if you've got rec spec. So basically it's good for hawks and Kavil only pretty much. Kavil being the exception because he gives you 4 dice, take marksmanship and agromech and exp interface and you've got a lot of points but a lot of pain and almost guaranteed hits each turn. Other than that then your better off going for ion turret.
Marksmanship seems like a big waste here, as you still need a focus to activate the blaster turret. Creates redundancy. Push and Engine Upgrade can be good on him with the Agromech, but generally BT and the Agro is all you need.
Autoblaster turret on 5 generic y wings is fun. Cleaned up with other day quite nicely. Its a tough nut to crack in 60 mins and it evens out range 1 arc dodgers.
Edited by Jaden CkastMarksmanship seems like a big waste here, as you still need a focus to activate the blaster turret. Creates redundancy. Push and Engine Upgrade can be good on him with the Agromech, but generally BT and the Agro is all you need.Kavil would like a word with you. Also blaster turret is actually pretty good on hwks if you've got rec spec. So basically it's good for hawks and Kavil only pretty much. Kavil being the exception because he gives you 4 dice, take marksmanship and agromech and exp interface and you've got a lot of points but a lot of pain and almost guaranteed hits each turn. Other than that then your better off going for ion turret.Hate to say it, but good riddance. Blaster turret just sucks.Depends on what the twin laser turret does. However then again if it does what I think it does you will never see a blaster turret again.
the blaster is a superior HWK turret against anything small base. Large bases will trolololo out of range fairly reliably, esp if you're packing one of the scary awesome scum characters. Just having moldy crow give you pretty easy TL + focus makes it deadly, but Palob becomes a goddamn monster when he starts eating defensive tokens.
this new turret will be more effective against large bases that, generally, don't want to get close to you. Small ships will absolutely adore the HWK's horrible dial and tasty tasty X-wing stats against their range 1 shots ![]()