Is the Turret Upgrade Slot a Trap?

By Corellian Corvette, in X-Wing

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.
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.
For this set up to work you need both. You need to take a focus to activate blaster turret and then Marksmanship to change focus to hits. Otherwise you will have no way to modify your dice. The focus token only allows you to fire the turret not change focus results to hits

The agromech is more than enough fir that. Marksmanship is only really worth it if you can make multiple attacks

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.
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.
For this set up to work you need both. You need to take a focus to activate blaster turret and then Marksmanship to change focus to hits. Otherwise you will have no way to modify your dice. The focus token only allows you to fire the turret not change focus results to hits

The agromech is more than enough fir that. Marksmanship is only really worth it if you can make multiple attacks

Until you roll all focus haha. Unless your rerolling focus results too with the free TL if that's what you mean? I guess I like the for sure thing, 4 dice with reroll and a focus. At the very least you get a crit out of it. I don't think rerolling focus is something ide do but that's just me. I just feel like on your first roll you'd get something like hit blank, focus, focus... So you reroll the blank and two focus and get hit, focus, blank. Netting you 2 hits, average ide say 2-3 hits each attack with better rolls. With marksmanship that would go up to 3-4 most likely. I just think going with just an aggro and no way to modify your dice past the TL is risky. If your strapped for points then yes you could eliminate marksmanship and experimental interface to gain you a few more points and still have a good attack with Kavil. Buuuuuttt if you want a pretty much guaranteed 3 hits and a crit turret then go with the marksmanship.

Kavil marksmanship -agromech seems a bit excessive. Even if you went with the interface it seems like you would want the unhinged droid instead of agro. getting stressed every round...it might be nice to have a reliable way to clear it.

Also, let's keep in mind the second K-Wing pilot's ability may involve the use of a turret.

Kavil marksmanship -agromech seems a bit excessive. Even if you went with the interface it seems like you would want the unhinged droid instead of agro. getting stressed every round...it might be nice to have a reliable way to clear it.

Well it is a turret so all you pretty much have to do is go straight haha. I guess it depends on if you want 3 hits or 4 hits. Also you don't have to use marksmanship every round either, you could always wait till you really want to put the hurt on something say after shields are down or shield less enemies, 4 hits with a crit is pretty deadly. Even if they evade 3 the 4th is a crit and they would have to be rolling pretty clutch too. 3 hits against autoceptors might be tough to get damage thru when they get a free evade and rolling 3 dice. Also I'm still wondering are we rerolling the focus results with just an aggro on board otherwise how are you modifying your focus results? Seems like a waste to reroll focus when you can capitalize on it. Your going from a 5/8ths chance down to a 3/8ths chance when not being able to change your focus. You'll need to land natural hits and crits. Even with a TL I still think it's risky.

Kavil marksmanship -agromech seems a bit excessive. Even if you went with the interface it seems like you would want the unhinged droid instead of agro. getting stressed every round...it might be nice to have a reliable way to clear it.

Well it is a turret so all you pretty much have to do is go straight haha. I guess it depends on if you want 3 hits or 4 hits. Also you don't have to use marksmanship every round either, you could always wait till you really want to put the hurt on something say after shields are down or shield less enemies, 4 hits with a crit is pretty deadly. Even if they evade 3 the 4th is a crit and they would have to be rolling pretty clutch too. 3 hits against autoceptors might be tough to get damage thru when they get a free evade and rolling 3 dice. Also I'm still wondering are we rerolling the focus results with just an aggro on board otherwise how are you modifying your focus results? Seems like a waste to reroll focus when you can capitalize on it. Your going from a 5/8ths chance down to a 3/8ths chance when not being able to change your focus. You'll need to land natural hits and crits. Even with a TL I still think it's risky.

If you don't have a way to do anything with those eyeballs, there's no reason not to reroll them. The 3/8 and 5/8 chances are for green dice and not for the red ones. A red die has 3 hits, 1 crit, 2 focus, and 2 blanks. Focus and TL give you the same odds to get a hit or crit result. You'll end up with more hits using focus and more crits using TL. With Focus you have 6/8 chance of getting a hit or a crit. With a TL you've got a 4/8 chance of a hit or a crit which if you don't get you can reroll for another 4/8 chance for a hit or a crit. That works out to be 6/8 chance to get a hit or a crit with TL.

Kavil with EI+Marksmanship+Blaster Turret+Aggro Mech seems like a horrible idea. If you can't ditch your stress you are unable to fire your blaster cannon turret. The only way you can ditch stress is to do a 1 or 2 forward. Either Kavil will be useless in a round because because he's stressed and does a white move or everyone will know exactly where he is going to be, which makie him easy to block, which denies his actions, which makes him useless that round.. Kavil with a Blaster Turret is already susceptible enough to enemy inflicted sources of stress, he doesn't really need to be generating much of his own.

Kavil with EI+Marksmanship+Blaster Turret+Aggro Mech costs the same as a fully loaded Soontir Fel and doesn't bring anywhere near as much to your list.

I don't think it's a trap at all (unless you fill it with a Blaster Turret). If the information on the leaked TLT is accurate, the TLT will be a great range 2-3 attack. Autoblaster Turret is also dirt cheap. I can see spending 2 points as an insurance policy to just create a zone that is scary for ships like Interceptors on a K-Wing that was otherwise being used to carry ordnance.

I think it really depends on the ship. At the moment, I think all three turrets are viable on the Y-Wing depending upon the pilot and the setup. The Agromech helps out the Blaster, and an Engine Upgrade + Unhinged Astro (or R2 Astro) can support an Autoblaster setup. The HWKs are another story though. Personally, I'd either go with a Blaster or an Ion for the HWKs, since their dial is less forgiving, and an Engine Upgrade isn't as useful on them. Additionally, they can really benefit from the action economy provided by the Moldy Crow title and numerous crew members, Recon Specialist, Outlaw Tech, and K4 Security Droid among them. That economy is a pretty key component to supporting the Blaster turret, but it can add up.

You're looking at 7 points for Recon Spec. and a Blaster, which may be alright depending upon the pilot you're flying, but you could have an Ion turret and two points to spend elsewhere in your list. It really depends what you're running, and what the ship's role is supposed to be in your list. Not taking a turret might be more of a trap, especially with the BTL-A4 title for the Y-Wings; that second attack a turn adds up. And unlike the Y-Wing, the HWK actually needs a turret to be effective.

I'm not actually sure if this thread is mainly directed at the K-Wing, or turrets in general. In the former's case, the turret slot might be unnecessary, depending upon your loadout. You're definitely going to have turns where you might have a shot with a turret, if you don't SLAM. At that point you'll have to weigh your options, and with the TLT you might have a better shot, particularly since you'll be denying a bonus die at R3. The TLT may be well worth its value to deny dice and strip tokens at that range for another ship, and also gives the K-Wing at least one 3 Dice attack at every range. Or you might just Advanced SLAM, drop a bomb behind you, and worry about shooting next round.

Given that the K-Wing has a 2 dice Primary Turret, the Autoblaster isn't the best fit since you'll be trading your bonus die at Range 1 for an undodgeable 2-dice shot, which might be a wash, unless you're shooting at Soontir or a cloaked Phantom. Ion can be useful on the K-Wing since you can Ion a target and then SLAM in front of them next turn to drop a bomb in their face. I actually wouldn't bother with Blaster turret, since you're already getting a R1 shot at 3-dice normally, and the aforementioned economy needed to setup a Blaster turret costs minimum 7 points (3 Rec. Spec. + 4 for the turret), at that point you're a point over taking a TLT at 6 points. So, if anything, the Blaster Turret is a trap upgrade for the K-Wing, but the other three turrets would certainly have a home there.

Edited by failedparachute

blaster turret works well with the agromech on scum y-wings as well

Kavil marksmanship -agromech seems a bit excessive. Even if you went with the interface it seems like you would want the unhinged droid instead of agro. getting stressed every round...it might be nice to have a reliable way to clear it.

Well it is a turret so all you pretty much have to do is go straight haha. I guess it depends on if you want 3 hits or 4 hits. Also you don't have to use marksmanship every round either, you could always wait till you really want to put the hurt on something say after shields are down or shield less enemies, 4 hits with a crit is pretty deadly. Even if they evade 3 the 4th is a crit and they would have to be rolling pretty clutch too. 3 hits against autoceptors might be tough to get damage thru when they get a free evade and rolling 3 dice. Also I'm still wondering are we rerolling the focus results with just an aggro on board otherwise how are you modifying your focus results? Seems like a waste to reroll focus when you can capitalize on it. Your going from a 5/8ths chance down to a 3/8ths chance when not being able to change your focus. You'll need to land natural hits and crits. Even with a TL I still think it's risky.

If you don't have a way to do anything with those eyeballs, there's no reason not to reroll them. The 3/8 and 5/8 chances are for green dice and not for the red ones. A red die has 3 hits, 1 crit, 2 focus, and 2 blanks. Focus and TL give you the same odds to get a hit or crit result. You'll end up with more hits using focus and more crits using TL. With Focus you have 6/8 chance of getting a hit or a crit. With a TL you've got a 4/8 chance of a hit or a crit which if you don't get you can reroll for another 4/8 chance for a hit or a crit. That works out to be 6/8 chance to get a hit or a crit with TL.

Kavil with EI+Marksmanship+Blaster Turret+Aggro Mech seems like a horrible idea. If you can't ditch your stress you are unable to fire your blaster cannon turret. The only way you can ditch stress is to do a 1 or 2 forward. Either Kavil will be useless in a round because because he's stressed and does a white move or everyone will know exactly where he is going to be, which makie him easy to block, which denies his actions, which makes him useless that round.. Kavil with a Blaster Turret is already susceptible enough to enemy inflicted sources of stress, he doesn't really need to be generating much of his own.

Kavil with EI+Marksmanship+Blaster Turret+Aggro Mech costs the same as a fully loaded Soontir Fel and doesn't bring anywhere near as much to your list.

Your right about the red dice I had the probabilities of the green stuck in my head haha. Anyways I've actually had good success with the Kavil build. I pair him with a z95 and ig-b with a cannon and adv sensors and autothrusters. Everyone sees him as the bigger threat and goes for him leaving poor Kavil alone. Like I mentioned too I really don't see you getting more than 2-3 hit results using only an aggro unless you've got some good rolling going on. With marksmanship your pretty much guaranteed 4 hits. So you can always just use marksmanship when you know your not gonna get blocked if your that worried about it. Either way just give your enemy something bigger to chew on, most seem to underestimate ywings and that's fine with me haha. Also getting only 2-3 hits doesn't put much pressure on soontir especially if he's got autothrusters and took an evade action. He would only need to dodge 1 hit. By using marksmanship even during the 1st exchange where soontir can't block Kavil, Kavil would almost guarantee 4 hits and 1 being a crit. So soontir would now need to naturally dodge 2 hits with 3 evade dice instead of only 1 by using just the aggro. Puts more pressure to roll well on defense and maybe have to use up his focus for defense so as not to take the crit. Also if they do block him he still clears the stress so it would only be for 1 turn he can't shoot with his turret. Not a big deal when you've got an aggressor runnin HLC on the table and a 3rd ship for filler. Basically all in all I guess I disagree, I think marksmanship gives you a better chance at netting you more hits whereas just using aggro is more risky. Yes you could get a good roll and get the same result as taking marksmanship but chances are you wont. Pick and choose when you want to put the hurt on someone, don't stress every turn just like you wouldnt use PTL every turn either. You pick when the best times to use it are. If you think a ship may be coming in to block then don't use next round. Wait till you have a better shot. With a blaster turret in general not just on Kavil you need to be more aware of the board and potential blockers it just comes with territory.

Also, let's keep in mind the second K-Wing pilot's ability may involve the use of a turret.

going by the spoilers sent by a spanish distributor, the PS 6 K-wing lets a friendly ship use the K-wing's focus as if it were its own

it's a complete support pilot, but at least it promises to be hilarious with Biggs

If the new spoiled turret is true it will give Rebel HWKs new life, they can finally stay at range 3 and still do damage and lend support abilities. Imagine list of Jan Ors with new turret and 3 warthog Ys with autoblaster turret, for 3 dice autoblaster attacks every time you catch someone in range.

If the new spoiled turret is true it will give Rebel HWKs new life, they can finally stay at range 3 and still do damage and lend support abilities. Imagine list of Jan Ors with new turret and 3 warthog Ys with autoblaster turret, for 3 dice autoblaster attacks every time you catch someone in range.

Thinking similar. But was imaging Kyle (pilot) with Jan (crew) + Title + Turret. With Garven Support.

Kyle Crow Garven is already a touch annoying to deal with. But add in a few more bells and whistles and things get even more interesting.

If the new spoiled turret is true it will give Rebel HWKs new life, they can finally stay at range 3 and still do damage and lend support abilities. Imagine list of Jan Ors with new turret and 3 warthog Ys with autoblaster turret, for 3 dice autoblaster attacks every time you catch someone in range.

She'll be awesome with Super Dash. She can keep out of the main fight, but still buff his turret to 5 dice attacks.