New to the game and only have a few small ships (I got the core set, rebel aces, and imperial aces). I will be getting more ships in the future, but am currently being dominated by lists with 2 larges ships with 360 archs... what is the strategy for killing these beasts that you cannot outmanauver or sneak up on?
Killing Large Ships with 360
focus fire until they are dead. Then get the little fishes.
Also if possible critting them is good.
Stressing them always helps.
Block/stress is even better.
block/ion/stress if you can, but 2 ions make it hard.
I find brobots are a far greater challenge to me than YT's.
360 arcs are easy to kill with ships that have auto thrusters, That should be your next purchase to go with your imp aces, and reb aces. other than that, pick a target and kill it. Usually the one with the least agility: example would be if you see dash, ghost against you, kill the ghost first. He has no agility dice to stop your attacks. There are exceptions to that but as a new player with a small selection of ships that is what I would go with.
There is no strategy because you can't outplay them
What you have to do is drown them in dice
Triple jump masters with torpedoes may have 360 fire but they output incredible damage from their firing arc. 3 of them will ruin an enemy turret per round mostly and because they also have turrets you'll just end up winning the dice off
A less expensive solution is regenerating Poe (r5p9 thrusters) and corran (ptl sensors r2d2) They'll basically never die 1v1 to a nondash turret and you'll win the dice off eventually
Once you condition your opponents by constantly bringing that hard counter, they'll stop playing 360s. That's the best way to deal with them
Edited by ficklegreendiceHonestly another option is play the inquisitor from the tie advanced prototype pack. By himself he should be functionally invincible to 1 large turret and will only have trouble if really unlucky or poorly positioned. Fill the rest of the list with whatever you like and get him to the end game for the win.
Edit: the build for him is push the limit, tie/v1, autothrusters btw. Proton rockets being optional for spice. Keep him at long range using the hard 1's to turn roughly in place and just dump firepower in. If you need a boost or barrel roll for some reason make sure you use your second action to target lock for the free evade.
Edited by nigeltasticNew to the game and only have a few small ships (I got the core set, rebel aces, and imperial aces). I will be getting more ships in the future, but am currently being dominated by lists with 2 larges ships with 360 archs... what is the strategy for killing these beasts that you cannot outmanauver or sneak up on?
Just a quick nitpick before we get started.
No ship in the game has a 360 degree firing arc - certain ships, and certain upgrades allow ships to perform attacks outside of their firing arcs - it's worth getting your head around that when it comes to the way certain rules operate.
anyway - large turret ships tend to upgrade themselves in such a way as they get one really good attack, and one really good defense roll each round - the solution? offer more targets and take more shots
More ships is not a great answer for new players
More ships are more demanding Ito positioning while turrets are the easiest in the game to fly. The disparity in required skill is really frustrating when you're starting out
Easier to just outside the with a few elite ships to make the experience as minimally frustrating as possible
New to the game and only have a few small ships (I got the core set, rebel aces, and imperial aces). I will be getting more ships in the future, but am currently being dominated by lists with 2 larges ships with 360 archs... what is the strategy for killing these beasts that you cannot outmanauver or sneak up on?
Just a quick nitpick before we get started.
No ship in the game has a 360 degree firing arc - certain ships, and certain upgrades allow ships to perform attacks outside of their firing arcs - it's worth getting your head around that when it comes to the way certain rules operate.
anyway - large turret ships tend to upgrade themselves in such a way as they get one really good attack, and one really good defense roll each round - the solution? offer more targets and take more shots
Actually the new Lancer will have arcs that cover 360 degrees.
Do what others said, and also try to use low PS ships to block the the turret, denying it actions.
For fun, borrow or buy 5 TIE Interceptors with Autothrusters and watch your turreted opponent cry.
Hello. This type of ship list was the bane of some of the earlier waves. It has taken a while, but there are numerous methods to preventing it. A large turreted ship that is loaded with lots of upgrades is usually called a "Fat" ship, such as a fully loaded out Fat Han. They are also called PWT, or Primary Weapon Turrets. Just mentioning them will bring some forum members frothing at the mouth in hatred.
The first step is to recognize what it's signature move is. They will set an approach and want you commit to "jousting" them. On that turn, they do a 2 hard turn and then use Engine Upgrade and Boost away. You will have no shot and they will fire at you in return. You spend the rest of the game chasing them as they continue to get out of your firing arc and harass you. It's terribly annoying.
The first technique is good if you have a decent number of ships on the table. Many people play with only 3 ships and this technique might not work for them. You want to block their escape route. So, if you throw out a cheap ship to be right where you know they are going to do that 2 hard turn, they end up bumping and getting no action. The rest of your list is sitting pretty to lay into them with as much fire power as you can manage. Tie Fighters and Z-95's are ideally used for this task. It might take some practice to get it set up, but will certainly flummox their plans. I do see that you don't have a lot of ships to work with, which will prove most frustrating. Tie Fighters will be your best bet.
Ships with Auto Thrusters and Push The Limit are also good. They can usually keep such a ship in their firing arc and the Auto Thrusters will make it harder for them to get a hit on you. If you don't own that card (Auto Thrusters) and it's not a tournament, feel free to proxy it. It's considered required for Tie Interceptors these days. Many people call them Auto Includes.
Ion Weapons are another excellent way to stall the Fat Turret and allow your ships to focus their fire on it. There are numerous weapons that can give Ion tokens. Large ships require two ion tokens before they are ionized. Ion Pulse Missile for the A-wing is probably your best Ion weapon.
Stress is another weapon to fight Fat Turrets as they can't then Boost out of arcs. This can be tricky, though. Anything that can cause stress is good. You might be limited to proxying the astromech R3-A2. It is best if you can cause double stress on your opponent to ensure they get no actions next turn, but at least knowing they will do a green move should help. It would also make it easier for blockers.
Alpha Strike with ordnance (missiles or torpedoes) are another way, but you might not be able to do that well with your current list. You could use Nera Dantels to fire Proton Torpedoes around in a 360 firing arc. Maybe give her Deadeye so she doesn't even need TL to fire. You can proxy Guidance Chip to ensure one of the results will be a critical hit. Proxy Extra Munitions to ensure she has 2 shots. You can also proxy Ion Torpedoes as they will not only cause the damage, but give one Ion token. With two of those you can ionize them for a turn. Cluster Missiles are also another good thing you can fire at from A-wings. Proxying Guidance Chip would be essential.
Overall, I think your best bet would be to use Imperials and go for two high level Tie Interceptors. Throw in two more Tie Fighters, as well. They can be your blockers.
Well, I better post this before someone already states all this. Hope this helps! Proxying is not a bad thing when you are new to the game.
The lancers mobile arc covers a combined total of 180. You actually have to plan ahead with that one, unlike normal primary turrets
The lancers mobile arc covers a combined total of 180. You actually have to plan ahead with that one, unlike normal primary turrets
But, technically it has 360 degrees of Printed Arc even if only 180 will be able to be used at any one time. Essentially there is no way for something to be "out of arc" against it. Not that it will matter too much, as I didn't see a turret slot.
The mobile arcs aren't printed firing arcs technically (they're not filled in)
You can totally be out of arc v the lancers, in which case it can't shoot you. If you are not in the arc designated by the mobile arc token, Sabine doesn't get her ability
Scum players, don't forget your feedback arrays
The rules say nothing about the firing arc needing to be colored in. Personally, I agree with you that is what the rules are intended to do. Problem is it will definitely need an FAQ or this argument will be had everywhere. Or have the card read something to that effect.
A ship’s primary firing arc is the area formed by extending the firing arc lines printed on the front of the ship’s token. A firing arc extends across the play area. A ship is inside a firing arc if any part of its base falls inside the area formed by extending the firing-arc lines.
• A ship’s primary firing arc is used for all attacks, including secondary weapon attacks, unless specified otherwise.
• A ship’s auxiliary firing arc cannot be used for secondary weapon attacks.
Related Topics: Attack, Auxiliary Firing Arc† , Range, Secondary Weapons, Turret Primary Weapon†
Edited by Timathius
The lancers mobile arc covers a combined total of 180. You actually have to plan ahead with that one, unlike normal primary turrets
But, technically it has 360 degrees of Printed Arc even if only 180 will be able to be used at any one time. Essentially there is no way for something to be "out of arc" against it. Not that it will matter too much, as I didn't see a turret slot.
I'm not sure we know exactly how the Mobile Arc will work yet. It may be able to occupy any quadrant but it does NOT occupy all of them at the same time. The distinction being that there is only one Mobile Arc which can move around while most other secondary arcs are fixed even if not used.
On the topic of taking out turrets I'd say that if you can manage it do what you can to put them on the rocks and then leave them their. Blocking can mess up their orientation making maneuvering around things harder for them even if they aren't maneuvering for shots. If you do get one on an asteroid remember that it shuts down their attack ability (barring Dash crew) which completely negates that arc advantage.
The mobile arcs aren't printed firing arcs technically (they're not filled in)
You can totally be out of arc v the lancers, in which case it can't shoot you. If you are not in the arc designated by the mobile arc token, Sabine doesn't get her ability
Scum players, don't forget your feedback arrays
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Timathius hasn't spelled, it out, but it's obvious that what he's saying is that you can't be attacked by a lancer from an out-of-arc attack. You two are both in agreement on how it works, but are nitpicking about wording in each others' replies. the point Timathius is making is that Autothrusters won't typically matter against the lancer because if it's shooting at you, you're in arc. Obviously, you could be at range 3, in which case it does matter, but in a conversation about turrets, we're mostly talking about being shot by an out-of-arc shot while the defender has Autothrusters.
The only way the Lancer can make an out-of-arc shot is with "Hot Shot" Blaster.
Buy some defenders.
The rules say nothing about the firing arc needing to be colored in. Personally, I agree with you that is what the rules are intended to do. Problem is it will definitely need an FAQ or this argument will be had everywhere. Or have the card read something to that effect.
A ship’s primary firing arc is the area formed by extending the firing arc lines printed on the front of the ship’s token. A firing arc extends across the play area. A ship is inside a firing arc if any part of its base falls inside the area formed by extending the firing-arc lines.
• A ship’s primary firing arc is used for all attacks, including secondary weapon attacks, unless specified otherwise.
• A ship’s auxiliary firing arc cannot be used for secondary weapon attacks.
Related Topics: Attack, Auxiliary Firing Arc† , Range, Secondary Weapons, Turret Primary Weapon†
auxiliary arc != mobile arc
it's got its own rules
you'll be able to outmanunever it (ept) just fine
Edited by ficklegreendiceNew to the game and only have a few small ships (I got the core set, rebel aces, and imperial aces). I will be getting more ships in the future, but am currently being dominated by lists with 2 larges ships with 360 archs... what is the strategy for killing these beasts that you cannot outmanauver or sneak up on?
Last time I faced one of these I was playing a "bring 2 squads, pick which one you want to use every game" format. One of my squads was 5 Alpha Squadron Interceptors, each with Autothrusters. One of his squads was a chewy leebo or something similar, the other was a decimator Vader.
He chose Chewy Leebo, I chose 5x Autothruster Alpha. I crushed him without losing a ship.
Alternatively, you fly IG-88's B & D, each with Mindlink, FCS, HLC, Feedback Array/Tractor Beam & Inertial Dampeners, Autothrusters, IG-2000. He'll lose hardcore to this one.
Or even better, 4x Syndicate Thug, 4x TLT, 4x Overclocked R4/Unhinged Astromech. Beat him at his own game lol. If he complains, suddenly explode on him and say, "OH, I THOUGHT TURRETS TAKE SKILL AND DON'T RUIN THE GAME. ALL YOU HAVE TO DO IS GET IN RANGE 1 BRO."
focus fire until they are dead. Then get the little fishes.
Also if possible critting them is good.
Stressing them always helps.
Block/stress is even better.
block/ion/stress if you can, but 2 ions make it hard.
I find brobots are a far greater challenge to me than YT's.
Indeed. Recommending specific upgrades may or may not be useful, but 'Autothrusters' 'Outmaneuver', and 'Backstabber' are all good weapons for engaging Decimators/Millenium Falcons because they'll usually be engaging someone outside their printed firing arc.
Engaging such ships with numbers is generally good. Most of them have low agility (0 or 1), which means that they can be reliably hurt by 2-dice attacks, or unmodified 3-dice attacks. That means Twin Laser Turrets and Z-95s or TIE fighters can do pretty well - you get many, many attacks and lots of warm bodies to block with, whilst no matter how many rerolls and other bonuses their attack gets, ultimately it's just a single 3-die attack and the most he can do per turn is kill one 12-point ship.
New to the game and only have a few small ships (I got the core set, rebel aces, and imperial aces). I will be getting more ships in the future, but am currently being dominated by lists with 2 larges ships with 360 archs... what is the strategy for killing these beasts that you cannot outmanauver or sneak up on?
Last time I faced one of these I was playing a "bring 2 squads, pick which one you want to use every game" format. One of my squads was 5 Alpha Squadron Interceptors, each with Autothrusters. One of his squads was a chewy leebo or something similar, the other was a decimator Vader.
He chose Chewy Leebo, I chose 5x Autothruster Alpha. I crushed him without losing a ship.
...
This is why you should be two different squadrons to such an event. If both of your choices have the same weakness then you're pretty much screwed when someone can select that squadron that counters both of your choices.