Slaved Turrets - Is it worth it?

By Salcor, in Star Wars: Armada

So one of the cards that was not previewed with the ISD was slaved turrets. It is a modification as an turbolaser for 5 points. The ability it provides you, is that ship can only make 1 attack per round but the attack is increased by 1 red die.

So it is half the cost of enhanced armaments, and it can be used in any arc, but you can only attack once with that ship. So for example it would give a VSD2 a front arc of 4 reds, and 3 blues or a side arc attack of 3 reds and 1 blue (AFm2 level side arcs).

If could also be used on a corvette A to make its fore arc equal to a AFm2 side arc) or a side equal to a VSD2 side arc.

Salcor

It's 6 points, actually. I see its best use being with Ackbar, given that ships using his ability may only be attacking once anyway. A CR90 with these comes in at 50 points, cheap enough to run several while also firing 4 Red and a Blue.

It's 6 points, actually. I see its best use being with Ackbar, given that ships using his ability may only be attacking once anyway. A CR90 with these comes in at 50 points, cheap enough to run several while also firing 4 Red and a Blue.

maybe on the Mc-80

Slaved turrets completely **** you when you try to use gunnery team, and gunnery team is upgrade # 1 for any ship benefiting from akbar (that can take it, poor Mon Cal has to settle for just handing out Home One accuracies)

Salvation has been brought up as an ideal ship for Slaved Turrets, and I do think that's a nifty idea.

I was running a pair of cr90s with it in an ackbar fleet yesterday and it was good. Being so fast and able to kite while throwing out 5 dice each was fantastic. Need to try the turbo rerout but those evades are the only thing keeping the cr90 alive. Keen to try the rerout on salvation for guaranteed crits while it can then spam engineering and rely on its braces to stay alive.

Don't think i would run slaved turrets on anything besides the neb and cr90 though. Anything with a gunnery team cant use it, and i would probably cry if i got an mc80 into a position for some double broadside action and then couldn't use it!

If you're using Akbar, it's terrific on the corvette-A - their broadside goes up to 4 reds and a blue, which is better than a naked AF. I played Boothy yesterday and we'd both brought Corvettes with that upgrade, and found them extremely potent.

In a non-Akbar fleet It would also be worth considering on the Nebulon, although there you're competing with XI7s and Turbolaser RCs which don't interfere with the chance to also fire out of a side. It would probably be the gun for the Salvation, giving you up to 5 potential crit dice from the front arc. Standard Nebs are more likely to benefit from the TRC than a single additional dice.

Anything with a gunnery team cant use it, and i would probably cry if i got an mc80 into a position for some double broadside action and then couldn't use it!

It's optional, you can take advantage of it most of the game and then still turn it off for that one turn you have double broadside action.

Edited by MattShadowlord

Nope not at all. You tied to one shot and for one red die. So if you have a double shot you give up more dice. Or on a mc80 assault frigate you go from say 4 red and 2 blue to 6/2 with ackbar. But it means if you had a shot out the other broadside you lose it. Or a bow and side shot, then you giving up 2 red and a blue for three red. But this also means with two attack you have a greater chance of the other playing needing to burn his brace or other defense tokens.

It even worst on the imp II where you give up two red and 2 blue for one red.

As an Imperial player I will NEVER take slaved turrets (at least with the current ships) and in stead will put gunnery teams on the ship which will be better for me in Every way for only 1 point more.

However I could see them being used on any rebel ship except the space whales

Anything with a gunnery team cant use it, and i would probably cry if i got an mc80 into a position for some double broadside action and then couldn't use it!

It's optional, you can take advantage of it most of the game and then still turn it off for that one turn you have double broadside action.

I don't believe it is optional.

The rules reference guide says that upgrade cards are optional unless otherwise stated. The Slave Turrets clearly says you "cannot" attack twice in the first line of the card. (Cannot being defined by FFG in the rules as the binding word that overrides any other clasues). It is a definite statement compared to other upgrade cards which say "you may", or similar wording, which is an optional statement. So Slave turrets reads as a card that you are forced to use if you have it even if you don't want to.

Edited by MaverickNZ

Maverick has the right of it.

It is not optional. I tried them on an MC80 today and thought it was ok but one dice make a lot less difference when your battery is already so large. As MattShadowlord mentioned above I think they will be great on Nebulons, especially Salvation (each dice has a 37.5% chance of being a double damage). Think of 3 support refits coming at your flank firing 5 red dice (with a CF). It's gonna hurt.

Edited by Gorthaur25

With regard to this, the places I see slaved turrets being potentially effective:

  • NEVER on large ships with even semi-solid dice, because the give up in potential firepower for a single red die is far too large to be effective.
  • The Nebulon B is the first and most obvious candidate, as that ship often wants to keep only the front towards the foe, which means why not add one die? Especially for Salvation, where giving up a red and blue die out the side (average 1.5 damage at medium or short, .75 damage at long) for a single red die out the front (average 1 damage at all ranges) is a winning trade if you want to hide your side and/or live at long range.
  • The CR90A (even without Ackbar), as the sides only offer 1 red die anyways. If you intend to engage at long range, it's often going to be optimal to use this so you don't have to line up a double arc to bring your maximum firepower to bear. Pushing the 'vette up to 3 red dice standard and 4 red dice with CF for a grand total of 50 points per ship is a very interesting situation.

Anything with a gunnery team cant use it, and i would probably cry if i got an mc80 into a position for some double broadside action and then couldn't use it!

It's optional, you can take advantage of it most of the game and then still turn it off for that one turn you have double broadside action.

I don't believe it is optional.

The rules reference guide says that upgrade cards are optional unless otherwise stated. The Slave Turrets clearly says you "cannot" attack twice in the first line of the card. (Cannot being defined by FFG in the rules as the binding word that overrides any other clasues). It is a definite statement compared to other upgrade cards which say "you may", or similar wording, which is an optional statement. So Slave turrets reads as a card that you are forced to use if you have it even if you don't want to.

Interesting - if that is the case then yes, Boothy has every right to break down and sob like baby.

If you're using Akbar, it's terrific on the corvette-A - their broadside goes up to 4 reds and a blue, which is better than a naked AF.

Misleading as Ackbar would add two to an AF2 as well.

Anyways, I can see Nebulons taking Slaved Turrets, but I don't see them being better options than Turbolaser Reroutes, Heavy Turbolaser Turrets or XI-7's. AF2's really want to take Gunnery Team when Ackabar is in command. Toss in Enhanced Armaments and that's a serious amount of fire power. As for MC80's, again I see the solo attack being a deal breaker. Double for the MC30 since they can take Gunnery teams too.

If you're using Akbar, it's terrific on the corvette-A - their broadside goes up to 4 reds and a blue, which is better than a naked AF.

Misleading as Ackbar would add two to an AF2 as well.

Anyways, I can see Nebulons taking Slaved Turrets, but I don't see them being better options than Turbolaser Reroutes, Heavy Turbolaser Turrets or XI-7's. AF2's really want to take Gunnery Team when Ackabar is in command. Toss in Enhanced Armaments and that's a serious amount of fire power. As for MC80's, again I see the solo attack being a deal breaker. Double for the MC30 since they can take Gunnery teams too.

44 points or 72 points. . . CR90 does not need more upgrades. . .

With regard to this, the places I see slaved turrets being potentially effective:

  • NEVER on large ships with even semi-solid
  • The CR90A (even without Ackbar), as the sides only offer 1 red die anyways. If you intend to engage at long range, it's often going to be optimal to use this so you don't have to line up a double arc to bring your maximum firepower to bear. Pushing the 'vette up to 3 red dice standard and 4 red dice with CF for a grand total of 50 points per ship is a very interesting situation.

Wouldnt slave turrets only increase a vette side from 1 to 2? Better taking turbo laser reroute. O i missed i spend the token and make it a double hit. Had jaine light shooting throu the mc80 at the ISD. Went 1 red plus 2 from ackbar. Got a crit, double plus miss. Turned the miss into a double hit. So 5 dmg and a crit.

With regard to this, the places I see slaved turrets being potentially effective:

  • NEVER on large ships with even semi-solid
  • The CR90A (even without Ackbar), as the sides only offer 1 red die anyways. If you intend to engage at long range, it's often going to be optimal to use this so you don't have to line up a double arc to bring your maximum firepower to bear. Pushing the 'vette up to 3 red dice standard and 4 red dice with CF for a grand total of 50 points per ship is a very interesting situation.

Wouldnt slave turrets only increase a vette side from 1 to 2? Better taking turbo laser reroute. O i missed i spend the token and make it a double hit. Had jaine light shooting throu the mc80 at the ISD. Went 1 red plus 2 from ackbar. Got a crit, double plus miss. Turned the miss into a double hit. So 5 dmg and a crit.

Ohhhh an effective thing!

Yes, I think Slaved turrets is too expensive compared to the alternatives (TLR for 100% 2 damage, or ST for .75)

Yes, I think Slaved turrets is too expensive compared to the alternatives (TLR for 100% 2 damage, or ST for .75)

TLR comes at another cost though. I see TLR as perfect for the shrimp frigate, the vette, and maybe even the space whale. All of those ships have redirects, allowing them to stop damage to a specific hull zone in other ways. I think most of us looking at Slaved Turrets are looking to put it on Neb-Bs. I'm not terribly comfortable spending the evade token on a Neb-B, even for guaranteed damage. It's the only way for the Neb to stop damage going into a specific hull zone. An extra red die, especially on Salvation, might well be worth the 6 points. It's not like you're giving up on a double arc shot with a support refit anyway (if you are, you're doing something very wrong).

Edited by Truthiness

I've flown a lot of corvettes, and as much as TLR seems obvious for a CR90, I'm not so sure it's a good idea. Namely:

  • The only effective defense the CR90 has is evades. If you burn those to shoot, the ship can be one-shotted by most medium to heavy ships. Yes, it can deal extra damage, but at the cost of receiving such damage on an already fragile platform.
  • TLR allows you to change 1 red die to a crit or double hit face, which is great if your opponent also can't evade (otherwise they just cancel it). So you will want accuracy with it, which is hard to fish up on a CR90 shooting 2-3 dice.

I feel like that card is going to cause as much trouble as it solves, once the reality of opposing defense comes into play.

Slaved Turrets + Ackbar is probably the best CR90 build as you can hang out at long range (so MM is redundant), and you fire 1 red + 1 blue base + 1 red from Slaved Turrets + 2 red from Ackbar out the side, for 4 red at long range and 4 red, 1 blue at medium range (if someone moves towards you before you shoot and scoot). This is assuming you want to put upgrades on the CR90 at all, but with Ackbar where you can't double-arc, this might be the best move.

I still like the 89 point Assault Frigate (B with EA + Gunnery Team) better, but sometimes you don't have that round number and want another activation at the tail end of a list.

Edited by Reinholt

Honestly I'd rather keep the NEB's naked

I don't take them for firepower outside Salvation, they're there purely for bodies and supporting bwings with commands and anti squadron fly swatters for ties

Slaved turrets could maybe go on Salvation but the added cost and lack of flexibility hurts. Still, 5 reds with a reroll (cf raymus, baby!)

Turbolaser reroute seems too **** dandy on shrimps and cr90s, turning them to right credible threats even at long range

Numbers mitigate need to evade (both defensively because they can't shoot everyone and offensively because of how tokens work) as does close range

Fatties and Mon cals have enough dice as is, IMO, and benefit more from anti token upgrades

Edited by ficklegreendice

I placed slaved turrets and overload pulse on a VicII running the Dominator title. I'm pretty happy with the fire power it can put out. I use it as a support ship for the Avenger and give Avenger the SW-7 ion cannons to maximize fire power potential of that front arc. I've only tried it once and ended up losing the match, but I achieved the level of fire power I was going for and was able to easily kill the MC80 without much trouble.