Does Dorsal Turret suddenly become the best option for BTL-A4 "Warthogs"?

By PaulTiberius, in X-Wing

Some comparative thoughts on Warthog options (sorted by cost), now that we have Dorsal Turret revealed:

Twin Laser Turret (6)

Range 3 utility.

Primary weapon "pea-shooter" attack can help strip defensive tokens prior to TLT shots.

Anti-synergy with the Y-wing's 2-dice primary, since it has a Range 1 donut hole.

Full modifiers on 3 attack sequences are basically impossible to come by.

Tops out at 4 potential damage when activating at Range 2-3.

Ion Cannon Turret (5)

No benefit for Range 3 shots.

Tops out at 3-4 potential damage depending on Range.

Focus and TL assists from squadmates or upgrades can allow full modifiers on both attacks.

Extra benefit of ionization.

Blaster Turret (4)

No benefit for Range 3 shots.

Tops out at 5-6 potential damage depending on Range.

Nearly impossible to have Focus modifiers on both attacks.

Dorsal Turret (3)

No benefit for Range 3 shots.

Tops out at 4 or 6 potential damage depending on Range.

Focus and TL assists from squadmates or upgrades can allow full modifiers on both attacks.

Autoblaster Turret (2)

No benefit for Range 2-3 shots.

Tops out at 5 potential damage at Range 1.

Focus and TL assists from squadmates or upgrades can allow full modifiers on both attacks.

I think between Dorsal and Blaster turrets, the Dorsal clearly wins. It's a point cheaper, allows a modified attack with an available Focus token, and the sacrifice of the 3rd attack die at Range 2 seems an acceptable tradeoff.

Now, as to how the Dorsal turret compares to the other options, I think it's more a case of what you plan to do with your Warthog in the context of the rest of your squad. But even against TLT, I think Dorsal wins on cost, modifiers and the jump in potential damage at Range 1.

Thoughts? Now I just need to learn how to reliably fly the things.

2 Dorsal, 2 TLT's for a BTL swarm? Covers the range 3 band and the range 1.

The range 3 is what makes the stress warthog so good.

Vs low agility targets your looking for maximum damage

Vs high agility, your looking for maximum dice which is why tlt has become a very efficient option.

nope

still ICT, by far (TLT for r3-a2, god of stress, @ range3)

ain't no jousting with that dial, otherwise

Edited by ficklegreendice

The range 3 is what makes the stress warthog so good.

Absolutely. Seeing as you can only run a single stressbot I think some sort of blend of the TLT's and Dorsal's could have some potential.

I'd even throw in an Ion carrier too. 1 stress TLT, 1 Ion and 2 Dorsal.

I'd even throw in an Ion carrier too. 1 stress TLT, 1 Ion and 2 Dorsal.

I don't know if it all fits but I'd prefer 1 TLT (stressbot, 2 ion, and 1 dorsal. This way you have a chance of ionizing large bases.

Dorsal turret and R7-T1 on a Y-wing?

huge problem with dorsals here is you're only spitting two dice twice at the most likely range, 6 if you're fortunate enough to get into range 1 with a y

either way, those attacks are going to be unmodified and more than likely bounce off of high agility.

against low agility, the near guaranteed ionization will set you up for the win by simply letting you attack while they cannot. Ion also spits out 3 dice at range 1-2, letting you save your mod for an attack that might actually hit

A fair bargain at 21 points I could see these gaining some traction. Perhaps comparable to a B-wing, and puts the generic X-wing to shame.

I think they are sneaky nasty and just cheap enough, but also not terribly threatening (to draw lots of hate).

A 23-point Stresshog is slightly harder to prioritize for our opponent. I think it's a contender if those 3 points are useful in your list.

Some comparative thoughts on Warthog options (sorted by cost), now that we have Dorsal Turret revealed:

Twin Laser Turret (6)

Range 3 utility.

Primary weapon "pea-shooter" attack can help strip defensive tokens prior to TLT shots.

Anti-synergy with the Y-wing's 2-dice primary, since it has a Range 1 donut hole.

Full modifiers on 3 attack sequences are basically impossible to come by.

Tops out at 4 potential damage when activating at Range 2-3.

Eh....forgetting Horton Salm? He kinda loves the TLT, and that's one of only fours pilots the Rebels have for the Y-Wing.

Some comparative thoughts on Warthog options (sorted by cost), now that we have Dorsal Turret revealed:

Twin Laser Turret (6)

Range 3 utility.

Primary weapon "pea-shooter" attack can help strip defensive tokens prior to TLT shots.

Anti-synergy with the Y-wing's 2-dice primary, since it has a Range 1 donut hole.

Full modifiers on 3 attack sequences are basically impossible to come by.

Tops out at 4 potential damage when activating at Range 2-3.

Eh....forgetting Horton Salm? He kinda loves the TLT, and that's one of only fours pilots the Rebels have for the Y-Wing.

Horton has even more anti-synergy with the BTL-a4 title, since his ability shares the same minimum range

title-less TLT all the way

For example:

Horn — E-Wing 35

Push the Limit 3

Advanced Sensors 3

R2-D2 4

Engine Upgrade 4

Ship Total: 49

Gold Squadron Pilot — Y-Wing 18

Dorsal Turret 3

R3-A2 2

BTL-A4 Y-Wing 0

Ship Total: 23

Ezra Bridger — Attack Shuttle 20

Push the Limit 3

Autoblaster Turret 2

Kanan Jarrus 3

Ship Total: 28

In what order do you attack these? They're all a threat to your aces.

Depends on how much you like control options.

Heh, definitely going to try out four Spice Runner Hawks (16) with Dorsal Turrets (3), Tactician (2), Cloaking Device (2), and Stygium Particle Accelerator (2) :-)

stygium is junk on that rng-laden crap; you'd be far better off with stims (or dropping 2 to get the almighty palob)

also, cloaking is unique (put it on palob)

Heh, definitely going to try out four Spice Runner Hawks (16) with Dorsal Turrets (3), Tactician (2), Cloaking Device (2), and Stygium Particle Accelerator (2) :-)

The cloaking device is unique, sorry :)

Some comparative thoughts on Warthog options (sorted by cost), now that we have Dorsal Turret revealed:

Twin Laser Turret (6)

Range 3 utility.

Primary weapon "pea-shooter" attack can help strip defensive tokens prior to TLT shots.

Anti-synergy with the Y-wing's 2-dice primary, since it has a Range 1 donut hole.

Full modifiers on 3 attack sequences are basically impossible to come by.

Tops out at 4 potential damage when activating at Range 2-3.

Eh....forgetting Horton Salm? He kinda loves the TLT, and that's one of only fours pilots the Rebels have for the Y-Wing.

My bad. I love Horton. But I was thinking more of ways to get focus tokens AND rerolls.

For example:

Horn — E-Wing 35

Push the Limit 3

Advanced Sensors 3

R2-D2 4

Engine Upgrade 4

Ship Total: 49

Gold Squadron Pilot — Y-Wing 18

Dorsal Turret 3

R3-A2 2

BTL-A4 Y-Wing 0

Ship Total: 23

Ezra Bridger — Attack Shuttle 20

Push the Limit 3

Autoblaster Turret 2

Kanan Jarrus 3

Ship Total: 28

In what order do you attack these? They're all a threat to your aces.

I think you gun down Corran for the Margin of Victory.

What does the Dorsal Turret do? I can't load the main page or any images linked from the main page on my phone.

2 Dorsal, 2 TLT's for a BTL swarm? Covers the range 3 band and the range 1.

I told you people would start calling 4 ship lists swarms.

edit: ignore me I am fail.

Edited by TasteTheRainbow

What does the Dorsal Turret do? I can't load the main page or any images linked from the main page on my phone.

2 dice range 1-2 only. Gets an extra die at range 1. No cost to fire. 3points

Edited by ViscerothSWG

Dorsal turret works exactly like a 2-dice primary turret except your range 3 targets don't get a bonus.

Range 1: 3 dice

Range 2-3: 2 dice

Unless Rymer can take a turret now.

Edited by GrimmyV

Dorsal turret works exactly like a 2-dice primary turret except your range 3 targets don't get a bonus.

Range 1: 3 dice

Range 2-3: 2 dice

DTs are 1-2 only, no range three

Unless Rymer can take a turret now.