The name says it all, which would you guys prefer and why? Right now I'm leaning towards Slaved turrets since the Salvation often fires only out of its front, and losing out on the sides isn't really a huge deal. That said the Reroute circuits would allow it to anti-fighter if necessary, and still guarantee two damage on a die since you can make a blank or extra accuracy into a crit.
Reroute Circuits or Slaved Turrets for Salvation?
I think TLRCs because when you DO fire out of your side or even rear you can spend that evade and force the opponent to dump a Defense Token to get rid of it. Plus, you can leave it unchanged for when you roll an accuracy.
On the other hand, if Mon Mothma is part of your fleet, go with the Slaved Turrets. Just keep in mind that it's also going to affect your AAA against squadrons.
If you build it as an escort frigate, then go with reroute circuts. Those broadsides might get some fighters in them.
If it's just the support model and you are only going to snipe with it, then get slaved turrets. 5 pseudo-black dice from red range (concentrate fire, of course) is pretty sweet. Hang back and let somebody else deal with the fighters.
The more I get burned by those horribly unreliable red dice, the more I'm putting TRC on everything. You only have a 3/8 chance on each die of getting a double damage result even with Salvation, which means it's entirely possible to get sh*tty rolls with it. Just ask /EVERYONE WHO HAS EVER FLOWN IT/. TRC mitigated that significantly.
I'm pretty sure slaved turrets is statistically less damage, but frankly I've had too much wine tonight to do math of that magnitude. Even if it's not, though, there's quite a lot of value in the flattening of the probability curve that TRC provides. In this game, I'd usually rather have a ship that hits reliably but deals marginally less average damage than one that swings wildly.
Just keep in mind that it's also going to affect your AAA against squadrons.
*May
The intention could still be only one of the two "Attacks", and that the Squadrons are allowed to be multi-shot at...
We have not had a ruling yet, and since the thing is up for debate, it is still speculation, wether we like it or not. ![]()
Edited by ArdaedhelJust keep in mind that it's also going to affect your AAA against squadrons.
*May
The intention could still be only one of the two "Attacks", and that the Squadrons are allowed to be multi-shot at...
We have not had a ruling yet, and since the thing is up for debate, it is still speculation, wether we like it or not.
Yes. Whether you can shoot at multi squadrons or not, the point is you can't shoot at them at all if you fire your main guns. That's a big deal.
frankly I've had too much wine tonight to do math of that magnitude.
You cannot repel math of that magnitude
I'm in the Rerouted Circuits tub. I want to always be able to upgrade. Red dice are the devil.
Argument #1: "Ya, but dude, what if you roll all damage and crits? You just wasted an upgrade and could have had another Red with Slaved Turrets!'
Reply: I'm fine with being at a point disadvantage in this situation. I wish I could 'suffer' this every game in fact.
I'm in the Rerouted Circuits tub. I want to always be able to upgrade. Red dice are the devil.
Argument #1: "Ya, but dude, what if you roll all damage and crits? You just wasted an upgrade and could have had another Red with Slaved Turrets!'
Reply: I'm fine with being at a point disadvantage in this situation. I wish I could 'suffer' this every game in fact.
I think the more valid argument is that you need to spend your evade token- Which I guess is fine if you're stuck at close range since it won't be doing anything anyway, but since the Neb is a long-range sniper, not having your evade token hurts a fair bit.
I'm in the Rerouted Circuits tub. I want to always be able to upgrade. Red dice are the devil.
Argument #1: "Ya, but dude, what if you roll all damage and crits? You just wasted an upgrade and could have had another Red with Slaved Turrets!'
Reply: I'm fine with being at a point disadvantage in this situation. I wish I could 'suffer' this every game in fact.
I think the more valid argument is that you need to spend your evade token- Which I guess is fine if you're stuck at close range since it won't be doing anything anyway, but since the Neb is a long-range sniper, not having your evade token hurts a fair bit.
Having a double Brace, the first Accuracy ALWAYS goes on the Evade token. It'll be available, you can count on it.
I'll try to add TRC to my dice simulator program and get you an actual number + standard deviation, but before I finish that code, you can think of it mathematically this way:
Without CF (with CF):
Normal: 3 dice @ .75 dmg each = 2.25 (3)
Salvation: 3 dice @ 1 dmg each = 3 (4)
Normal Slaved: 4 dice @ .75 dmg each = 3 (3.75)
Salvation Slaved: 4 dice @ 1 dmg each = 4 (5)
Normal TRC: (2 damage auto) + 2 @ .75dmg = 2.75 (3.5)
Salvation TRC: (2 damage auto) + 2 @ 1dmg = 4 (5)
The average damage from ST's and TRC's should yield the same average if you count it as 1 automatic 2 pointer plus the rest normal. In reality, for TRC's, the fact that you would always pick the first blank die to change via TRC skews the damage higher.
In short, TRC's yield higher damage on average and with a narrower standard deviation, but with a lower maximum damage output. The only reason to consider ST's on your Salvy are the fact that you might want to keep your evade (MM lists come to mind) OR if you have Raymus, the distribution also changes differently for ST's on a CF order.
Slaved turrets for sure for me.
TRC is going to be saved for a CR90, and as I will only have one of each card it's probably going to be for the best there.
Yes. Whether you can shoot at multi squadrons or not, the point is you can't shoot at them at all if you fire your main guns. That's a big deal.
This. Plus the dice manipulation Versch mentioned. In combination with Home One, TRCs guarantee two fantastic dice results (one accuracy, one double-hit) at least once per turn (twice if you're going down anyway and want to burn the evade), without cancelling any dice. Takes quite a bit of the randomness out of what is otherwise usually a crapshoot.
Edited by RythbrytTRC all the way for me as well. And, I also echo the earlier point that Slaved is wasted on the Escort variant, and should only be thought about at all on the Support NebB. But, I'm still taking TRC regardless.
Slaved turrets has a greater chance of rolling accuracies.
Not really the greatest reason to pick it but it's what I'll be doing!