I will clarify my statement that in a mirror match, the "bad dial, turret" should beat the "good dial, fixed guns" every time. A dial with lots of movement options can do a lot to maintain proper range positioning over a dial without lots of movement options. If you have a weapon with distinct range advantages at certain ranges (like the Defender's cannon slot), a dial that helps you maintain long ranges in fights is really useful. A slow turret can't do much of this. A fast ship with fixed guns can.
I know it's impossible to know, but I'd be genuinely interested to see what the movement breakdown of MajorJuggler's Falcon was in his games. I feel like the 1-turn and long straights are really good moves on the YT-1300. HWKs can't pull those. Maybe we fly differently. I think pulling all greens in a YT is only really practical in a meta without swarms. It's too easy to block that big base otherwise. This is only my own experience of course.
I think that's why he said, "All else being equal". Sure, if there is an optimum range to be shooting at, (say you have an HLC and the turreted ship doesn't, etc. etc.) but that's a bit of a corner case. All else being equal, turrets trump maneuvers because if you never have a shot on a R1-3 turret where he cannot shoot you back, while he could potentially have a shot on you where you cannot fire back. It's a pretty clear cut thing, I thought. But again, the key phrase is all else being equal.
Except all things are never equal. There's no ships that have the same stats, and same price, one with a turret and one without. What I'm saying is that a Delta Squadron Pilot with a HWK dial and a turret will always beat a Delta Squadron Pilot with super-dial and fixed guns, most interactions end up being much more complex than that. That's where a better dial starts being important. Specific interactions are very important in this game. Say I've got a Delta Defender with HLC fighting against 3 Academy Pilots. A HWK dial/turret HLC means the TIEs will have a pretty good idea of where I'll be. They can probably jump the range 3 band where I have the biggest advantage and get to range 1 and 2 where they can start doing serious damage fast. It will just be a dice-fest back and forth and the APs will usually win. The Delta Defender with it's current dial has a higher chance of getting the opening shot in the range 3 band where it gets 4 defense dice against 2 attack dice. It also can try and blow through the TIEs with a 5 straight or run away with 3 turns, all before coming around with the 4k. The TIE/lns don't know where it will be and have to guess at possible locations. If they guess right, great, if they guess wrong, the Defender gets more opportunities to take shots in a really good position.
I know it's impossible to know, but I'd be genuinely interested to see what the movement breakdown of MajorJuggler's Falcon was in his games. I feel like the 1-turn and long straights are really good moves on the YT-1300. HWKs can't pull those. Maybe we fly differently. I think pulling all greens in a YT is only really practical in a meta without swarms. It's too easy to block that big base otherwise. This is only my own experience of course.
Yeah, I don't think I have any vassal logs of it outside the tournament. I only recall getting blocked once in 2 tournaments, by the TIE mini-swarm. Engine on a large base ship is a big deal, but only works because you can boost to get out of dodge (or at least create separation) and still maintain shots with your turret.
Sure, and I'm thinking that the more swarms/mini swarms are popular, the harder it is for a turret to get by on a HWK's dial. That's not to diminish your performance, but I think it's a situation where the better dial starts mattering a lot more.
Swarms are effective because, much like turrets, they have superior coverage, but leverage a lot more firepower. A good Tie Swarm will eat Falcons alive. Hell, I've taken down good Falcon lists with 4 A-wings and a Titleless outrider.
The tie swarms suffer against other situations and have other issues. But in a one on one scenario with no autothrusters the turret ships beats the non turret ship. One of the best thigs about dual aggressor lists is how badly they maul turrets and swarms. But they'll die fast against other, less durable, more firepower heavy lists.
I think the agressor zhowcases the Defender's issue perfectly.
They cost virtually the same(PS bid included).
But the Agressor is more durable, more modifyable, and has an amazing comparable if not superior dial.