... I can't figure out any real use of this upgrade card.
Help me. You are my only hope.
... I can't figure out any real use of this upgrade card.
Help me. You are my only hope.
one ship and one ship only... Salvation
it increases its dice by 33% so well worth the 6 points there
Edited by TirionAnything with Gunnery Team.
Anything WITHOUT Gunnery Team.
Seriously, I intend to try it out on VSD-Is in a Vader list.
With a concentrate fire dial and re-rolls, five red dice can hit pretty hard.
Maybe a decent choice for a carrier VSD that is going to be hanging back anyhow.
Nebulon B is the obvious choice for this upgrade, but I don't feel like it's a bad choice on any Star Destroyer if you aren't taking Gunnery Teams, since their side and rear arcs are so weak as to often fall into the "Why bother?" category.
... It was a joke.
Frankly, I wouldn't even spend the 6 points on it for a carrier.
The side arcs are better than 1 red die, so if the side arcs aren't worth your time for free I'm not sure why you'd pay more for fewer dice.
But test it out, let us know.
I was thinking on fast ships that try to swing around outside and may only get their one side arc on most ships. corvettes maybe.
I was going to use it on my VSD too. Problem is; Heavy Turbolaser Batteries are gold. Almost every time I get my VSD in and get my black dice: brace+redirect shinanegans wreck my day ![]()
... It was a joke.
Frankly, I wouldn't even spend the 6 points on it for a carrier.
The side arcs are better than 1 red die, so if the side arcs aren't worth your time for free I'm not sure why you'd pay more for fewer dice.
But test it out, let us know.
Sure, a double arc with the side of a VSD is better. If you're able to achieve that reliably, more power to you. I fly VSDs a LOT, and I can't. It seems like less of a strategy and more of a vague hope. You're most likely to have one or the other, and in the case of having only a desperate single side shot, I can still see the potential in an extra red die (making the side of a VSD only a few blue/black short of the front arc).
In my experience, you're far more likely to only be landing a single three red die front arc shot on your target, followed by another on another target assuming you took GT.
Thus, you're given the choice, at long range, of *two* 3 die attacks on two targets (One three, one four with GT and CF) or *one* four die attack (five with CF) on a single target. Your damage potential just jumped from six damage to ten. It's conceivably possible to land eight damage with an accuracy. One of these two attacks will inconvenience a whale, the other will put a serious amount of hurt on it.
I can think of NUMEROUS times when I would vastly prefer the significantly stronger single attack to the weaker pair of attacks that I can't focus fire with, if for no other reason than forcing them to use their defense tokens. Three damage won't necessarily make me spend a redirect. Five will.
Edited by Tvayumat... It was a joke.
Frankly, I wouldn't even spend the 6 points on it for a carrier.
The side arcs are better than 1 red die, so if the side arcs aren't worth your time for free I'm not sure why you'd pay more for fewer dice.
But test it out, let us know.
I could see slaved turrets on any rebel ship except the Guppy, especially with ackbar
(Unless you have turbo laser reroute circuit, because then that is better 90% of the time...)
I've played it on salvation. If you know how to pilot a neb then you will love it. With CF spam it's awesome but if you can't pilot a neb your gonna have a bad day. I like it with garm.
Any Nebulon really. If I'm in a position to fire more than one arc something wrong has happened ![]()
Honestly I can see using it on an MC80 as well. I'm never going to want to fly straight at an enemy ship so unless I'm diving into the enemy formation for a double-broadside I'm probably only going to be firing from the side arc anyway.
Ok, Salvation ... havn't thought about this because ... Imperial player.
The MC80 would be better off with Enhanced Armament anytime.
I wouldn't stick this on a VSD or ISD. Better spend that points on a Gunnery Team.
Unless ... maybe if you combine it with some Opening Salvo trickery + concentrated fire + some nasty critical effects at long range ..... hmmmmmmm
Ok, Salvation ... havn't thought about this because ... Imperial player.
The MC80 would be better off with Enhanced Armament anytime.
I wouldn't stick this on a VSD or ISD. Better spend that points on a Gunnery Team.
Unless ... maybe if you combine it with some Opening Salvo trickery + concentrated fire + some nasty critical effects at long range ..... hmmmmmmm
Going to have a hard time pairing it with any red die critical effects since they also occupy the same upgrade slot :/
Pairing it with Opening Salvo and CF certainly makes it powerful, but mmmf... that's putting a lot of eggs in a fairly delicate basket. Certainly worth a try, so long as there's an ISD on the board to help mitigate the inherent weakness in VSDs sporting slaved turrets.
Ok, Salvation ... havn't thought about this because ... Imperial player.
The MC80 would be better off with Enhanced Armament anytime.
I wouldn't stick this on a VSD or ISD. Better spend that points on a Gunnery Team.
Unless ... maybe if you combine it with some Opening Salvo trickery + concentrated fire + some nasty critical effects at long range ..... hmmmmmmm
Going to have a hard time pairing it with any red die critical effects since they also occupy the same upgrade slot :/
Pairing it with Opening Salvo and CF certainly makes it powerful, but mmmf... that's putting a lot of eggs in a fairly delicate basket. Certainly worth a try, so long as there's an ISD on the board to help mitigate the inherent weakness in VSDs sporting slaved turrets.
a lot of eggs???? It is a grand total of
of 13 upgrade points
Why would an MC80 be better of with Enhanced Armament anytime? Unless you get Advanced Gunnery as the second player you can't double-tap from the side, and if you're running Ackbar you'll only want to fire from the side arc anyways. Unless you are planning on firing out of both broadsides or really want to go after enemy squadrons Slaved Turrets will do the same job.
Its just too much of a risk. The drawbacks are too massive.
If it was just about to increase the forward firepower by one red die, I would buy this.
But you sacrifice your second attack ... thats gross.
Why would an MC80 be better of with Enhanced Armament anytime? Unless you get Advanced Gunnery as the second player you can't double-tap from the side, and if you're running Ackbar you'll only want to fire from the side arc anyways. Unless you are planning on firing out of both broadsides or really want to go after enemy squadrons Slaved Turrets will do the same job.
Again ... Gunnery Teams.
But fair enough - without Gunnery Team its like a cheap EA for the MC80.
Edited by TheRealStarkiller
Why would an MC80 be better of with Enhanced Armament anytime? Unless you get Advanced Gunnery as the second player you can't double-tap from the side, and if you're running Ackbar you'll only want to fire from the side arc anyways. Unless you are planning on firing out of both broadsides or really want to go after enemy squadrons Slaved Turrets will do the same job.
Again ... Gunnery Teams.
That MC80s can't take ![]()
Again ... Gunnery Teams.
Which the MC-80 Can't take.
one ship and one ship only... Salvation
it increases its dice by 33% so well worth the 6 points there
sadly, yeah that's all I can think of too ![]()
even then, though, I find myself reaching for other upgrades long before that (such as Raymus...and the title itself, obviously)
for the MC80, Defiance takes priority and then, given the number of dice involved, an anti-token upgrade such as x17s/HTTs, intel, h9 turbolasers...not to mention the potential need for ECM alluded to by the existence of Home One
Edited by ficklegreendiceRally ... ? OMG ... this is ... baffling ...
MC80 can't take Gunnery Teams ....
ok ... never mind then.
Edited by TheRealStarkillerWhy would an MC80 be better of with Enhanced Armament anytime? Unless you get Advanced Gunnery as the second player you can't double-tap from the side, and if you're running Ackbar you'll only want to fire from the side arc anyways. Unless you are planning on firing out of both broadsides or really want to go after enemy squadrons Slaved Turrets will do the same job.
Again ... Gunnery Teams.
But fair enough - without Gunnery Team its like a cheap EA for the MC80.
Exactly. The 80 can't take Gunnery team, and with Ackbar you're only firing from the side, so it's like a discount Enhanced Armaments.
Yup, this is the primary reason why the AFMK2 still has a place in Rebel lists.
Honestly any ship in an Ackbar-led rebel fleet is a candidate for Slaved Turrets (except the Neb, but then again why are you running Nebs with Ackbar in the first place?).
I can't think of a single Imperial ship I would want them on though...
Honestly any ship in an Ackbar-led rebel fleet is a candidate for Slaved Turrets (except the Neb, but then again why are you running Nebs with Ackbar in the first place?).
I can't think of a single Imperial ship I would want them on though...
Nebs + Slaved Turrets + Ackbar = 4 reds to the front arc or 4 reds and a blue to the sides...