Has anyone tried Turr with Experimental Interface and Daredevil? I think a Boost/Roll followed by a Hard 1 after shooting could set you up nicely for the next turn or help dodge some more arcs.
Turr Phennir build
Too bad its not legal to DD after shooting. BR or boost only. And stressing during activation phase is a bad idea for Turr....
Interesting, but you could also take PTL to get similar results from his ability, or go with VI to give him a chance to arc dodge before anyone else can shoot.
Might be worth a try, though. I'll give it a whirl sometimes, always nice to have an excuse to fly Turd Ferguson.
Too bad its not legal to DD after shooting. BR or boost only. And stressing during activation phase is a bad idea for Turr....
Er, can't you shoot, trigger his free boost/br, then use that to trigger EI to activate DD?
Too bad its not legal to DD after shooting. BR or boost only. And stressing during activation phase is a bad idea for Turr....
Er, can't you shoot, trigger his free boost/br, then use that to trigger EI to activate DD?
Yes you can. It will leave you double stressed though.
Edited by Stone37Too bad its not legal to DD after shooting. BR or boost only. And stressing during activation phase is a bad idea for Turr....
Er, can't you shoot, trigger his free boost/br, then use that to trigger EI to activate DD?
For some reason, my brain missed the EI reference.... must need more coffee!
Right, forgot the DD move was a red. In that case, yeah, it's just a bad idea. An INT without actions in its turn is a dead INT.
Too bad its not legal to DD after shooting. BR or boost only. And stressing during activation phase is a bad idea for Turr....
Er, can't you shoot, trigger his free boost/br, then use that to trigger EI to activate DD?
Yes you can. It will leave you double stressed though.
True - Exp Interface gives you a stress and then DareDevil gives you another stress, so you would spend an extra turn removing the stress - unless you have an ally that can take it for you. Captain Yorr Lambda Shuttle could allow you to do this with one or no stress if he is in range 1-2.
You could also use EI with either Expert Handling or Squad Leader, but you're paying 2 for EI then and another 2-3 for an elite talent. This also uses up one of your 2 mods.
I prefer to just have Push the Limit (3), which you can use after combat with your boost or barrel roll. This essentailly gets you a similar clearance as Daredevil and also lets you choose to do other actions.
Typically - if I have a higher pilot skill, I will move into range 1 and focus. After attacking, I can barrell roll and then PTL with a boost to get out of arc. If I don't need the extra move - it allows me to focus or evade if I am in range of other ships or still in range of the ship I just attacked.
Edited by USCGrad90I've often wondered about Carnor Jax and Daredevil.
My logic is that Carnor's role is really to be within range one of as many enemy ships as possible - he can do this best when he's touching them, which has the added advantage of preventing their fire. Daredevil is a maneuver rather than a modified boost, which means it can be used to bump.
Of course, if he's NOT in a position to bump, then he's down an action compared to PTL...
Thanks for the replies. I knew about the double stress and then forgot about it when I posted. A stressed Interceptor is a dead interceptor. I thought about it on Jax as well. That might be the better play if I decide to try it out.
I've often wondered about Carnor Jax and Daredevil.
My logic is that Carnor's role is really to be within range one of as many enemy ships as possible - he can do this best when he's touching them, which has the added advantage of preventing their fire. Daredevil is a maneuver rather than a modified boost, which means it can be used to bump.
Of course, if he's NOT in a position to bump, then he's down an action compared to PTL...
Daredevil is better at getting opponents back in arc than PTL because your turn radius is amplified. For example, a 2 turn to lose prior stress followed by white 1 turn (and subsequent stress) gets you a 180, whereas a normal boost (even with a roll via PTL) does not. You also flank better off of a 3-5 straight move. For example, if running down the side you will have more in arc after Daredevil than your k-turn options or boost/roll. Plus bumping kills a k-turn but may be a benefit with Daredevil.
Finally as you say, there is real value to bumping Carnor in tight quarters via Daredevil. No range 1 attack dice from one less opponent may well save your hide and Carnor tends to be in the thick of it.
Edited by NorseJediHas anyone tried Turr with Experimental Interface and Daredevil? I think a Boost/Roll followed by a Hard 1 after shooting could set you up nicely for the next turn or help dodge some more arcs.
This is an interesting idea, but I think Daredevil is better suited for Carnor. I find Turr needs Veteran Instincts to maximize his post-attack arc dodging, and double stress is a death sentence for squints in many cases. You can save PTL for after the attack though if you aren't worried about PS (though I usually want higher PS and to move last and attack first). For example - Turr moves, takes a focus, attacks, uses pilot ability to boost or roll, then uses PTL to roll or boost and gain a stress. Some really like this PTL combo though.
Soontir however is one I have thought about experimental interface on, but never tried. That could be the experiment you really want to run as an outlier idea. I haven't because I think you need autothrusters and shield or hull to survive the perfect turrets so common at tournaments, but it would be fun to try.
I've been using Carnor with Daredevil lately and I think it is just as useful as Push the Limit (which I've also used extensively).I've often wondered about Carnor Jax and Daredevil.
My logic is that Carnor's role is really to be within range one of as many enemy ships as possible - he can do this best when he's touching them, which has the added advantage of preventing their fire. Daredevil is a maneuver rather than a modified boost, which means it can be used to bump.
Of course, if he's NOT in a position to bump, then he's down an action compared to PTL...
Daredevil is better at getting opponents back in arc than PTL because your turn radius is amplified. For example, a 2 turn to lose prior stress followed by white 1 turn (and subsequent stress) gets you a 180, whereas a normal boost (even with a roll via PTL) does not. You also flank better off of a 3-5 straight move. For example, if running down the side you will have more in arc after Daredevil than your k-turn options or boost/roll. Plus bumping kills a k-turn but may be a benefit with Daredevil.
Finally as you say, there is real value to bumping Carnor in tight quarters via Daredevil. No range 1 attack dice from one less opponent may well save your hide and Carnor tends to be in the thick of it.
Sounds like I will have to give this a try, thanks ![]()