Hypothetical: Fixing turrets

By DariusAPB, in X-Wing

Disclaimer: I don't think that they are that unbalanced right now, and don't really think they need a fix. But let's face it, they get complained about a fair bit.

During the move, pick front, rear, left or right. That is now your turret aiming arc (90 degree).

Simulates traverse. Makes things a bit more interesting. Done.

I don't even think that it's too complicated.

Problem with that is left, right, and rear don't have the arc on most ships so how are you supposed to measure? I just don't think that is a feasible solution.

Do you mean primary weapon turrets? Because the best fix for them (and they are broken) is that they are limited in range except for the primary arc.

Problem with that is left, right, and rear don't have the arc on most ships so how are you supposed to measure? I just don't think that is a feasible solution.

That's the only hitch, but you could quite easily go by corners.

Do you mean primary weapon turrets? Because the best fix for them (and they are broken) is that they are limited in range except for the primary arc.

Didn't specify PWTs, didn't mean them. This is an all turret thing. Largely because there are like 6 threads about the TLT - so this is a hypothetical would it work(?) fix.

You should play test it a couple times and let us know how it goes. I think with Han it won't matter much because he usually moves last. Low ps ships it's going to hurt alot I think. I think it could be balanced with a point decrease to those ships.

I think i'll do just that.

It'll hurt low PS, but actually I don't see that as a bad thing necessarily.

You should play test it a couple times and let us know how it goes. I think with Han it won't matter much because he usually moves last. Low ps ships it's going to hurt alot I think.

Unless you make it like the revised cloak and have it happen at the start of the activation phase.

Still, not a fan of this. One more thing to keep track of. If you say use a token, that's one more token added to a table already full of them. And too much potential to end up with a ship that does nothing during the combat phase. Game design shouldn't keep players from doing things the game means them to do.

Edited by DailyRich

No, thank you.

I really like this idea then we can get back to actually flying and maneuvering to fire. I understand there is a skill to get PWT in the best position but that is much easier than with only front arc ships. I was thinking how about 1 less dice out of primary arc to a minimum of 2. But your option is ok too and gives the owner options also, maybe choosing which arc at the same time as decloaking and if its not in arc then 1 less dice.

This sort of idea has been proposed before but I've yet to see one that preserves verisimilitude and works from a logistic perspective. One sole arc makes no sense from an in-universe perspective for most ships, One Arc+forward arc obseletes secondary firing arcs, and two arcs is mostly superflous because if you can't catch something in a rotating 180 degree firing arc, something has gone horribly wrong.

It also makes turret secondary weapons a lot less viable since they'd need to use the mechanic too.

Edited by Squark

Yeah - it's not complicated, but it technically needs a token so that you have a visual reference to which side is active - and you have to keep track of that - so it does slow the game down a bit - I think if you're looking for some kind of turret fix - It's got to be a simple generic rule, maybe connected to arc.. - BUT with autothrusters in the mix, can't be too big a nerf, or you make thrusters ships impossible targets for turrets.

So - maybe something like the following...(not all, just one)

1 - Attacker Modification limitation
option A- You may not reroll dice while firing outside of your arc.
or
option B - when attacking outside of your firing arc, immediately convert one hit to a focus result.

2 - Attacker Range limitation
You do not gain a bonus attack die at range 1 while attacking out of arc.

3 - Defender arc stipulation.
While defending - if the attacking ship is in your firing arc, and you are not in the attacking ships firing arc, roll a bonus agility die (to a maximum of 3) (this prevents the arc dodging autothruster ships from being insane - and requires you to be pointed at the turret ship, but not in the turret ships arc... - a bit wordy , but simple enough.

Disclaimer: I don't think that they are that unbalanced right now, and don't really think they need a fix. But let's face it, they get complained about a fair bit.

During the move, pick front, rear, left or right. That is now your turret aiming arc (90 degree).

Simulates traverse. Makes things a bit more interesting. Done.

I don't even think that it's too complicated.

I thought about it too, but in practice it's a pilot skill nerf for turrets, not a universal one. It'd be a severe nerf to the 1-2 SWTs, and cement Han, Dash and Chiraneau's positions as PWTs of choice.

To be honest, turrets aren't really a problem in of themselves. 1-3 undodgeable turrets were kind of but Autothrusters patched that somewhat. In Wave 4 they were the only effective counter to the UberPhantom, and after that point forting was discovered. Now point forting has been (hopefully) dealt with, their numbers should subside.

Edited by Blue Five

I have considered dice modification before, but I felt actually forcing a direction more realistic/gives more to do so no-one can say "oh turrets are boring to fly".

Y-wing is my favourite rebel ship.

you'd need four firing arcs and a token to mark

given the space of the base, it would only really be feasible on large ships

granted, that is what should have been the turret rules from the start, but when FFG released the tub of lard that is Han X-wing, miniatures wasn't expected to do nearly as well as it is doing now, so they skimped quite a bit on the quality of the turret's design

to prevent a total recall on the product, all you really need to make turret snot auto-pilot is to give the opponent something that he can do to outmanever the ship such that he can shoot without being shot at if playing well rather than just having his maneuvers completely invalidated.

range limitations accomplish this as well as can be expected in the current system

Geez, the Awing got a fix with Chaardan Refit, the Tie Advanced got it's fix with the X1 title, and the Ywing got it's fix with the BTL-A4 title. I didn't think that turrets really were in need of a fix. But, since you asked, maybe they should all get an extra attacking die when attacking outside their primary firing arc. That may make them a little OP though...

:)

I don't think it'll do much.

The only pilots in large turret ships that are really flown are high enough pilot skill where choosing a side isn't difficult at all. To add to that, ORS and the Fringer with turret are already so poor that I can never justify taking them. The only time I've taken either is for a cheap cannon platform in the Fringer or a cheap turret with Vrill. Vrill is already a pilot that I have to kind of make myself choose, so another restriction would ensure I don't pick him up much.

For the Y-Wing it won't be too bad either since you're usually running it as a flanker with a main group of ships or you're running them all together and skirting around the enemy.

I think it would hurt the HWK the most because of its dial, but even still, skirting around the enemy like with the Ys means picking a side to fire from is easy. For right now though, especially Rebels, the HWK is kind of subpar. Maybe that will change with the TLT, but it hasn't been long enough to know for sure.

Edited by Scojo

I've long wished that turrets came with a little 120-degree pie wedge with a hole in the center to slide around the peg, so that the turret's arc can be exactly positioned in analog. Make it happen when you reveal your dial (so that ions don't let you turn the turret either).

Obviously the entire game would have to be rebalanced at that point, but I think that it would make turrets quite a bit more interesting, both to fly and to fly against.

If you wanna be fixed

He can make it happen

One slight nerf would be: TLT follow primary weapon rules. So you have this extra evade dice at range 3 (and there is no range 1, so no bonus)

Turrets aren't broken, and they were designed just fine.

You'll notice that they only started winning a lot of tournaments when swarms went away.

One fix would be you have to hit with the first attack to be able to make a second attack.