Quad Turbolaser Turrets (QTT)

By shmitty, in Star Wars: Armada

I was updating an old post on Turbolaser upgrades on my blog and was thinking a bit about these.

Mostly, I'm not sure what to make of them. Accuracy results are great, so more seems better. But, red accuracies are hardly reliable. Which means you'll want to pair QTTs with either Home One or Sensor Teams. With either of those you get 2 guaranteed accuracy per attack, which is really good.

I know the extra red dice can be further manipulated, but there are cheaper and easier ways to add in an extra dice.

My next game I will be planning to give them a try, but was curious of other opinions.

Might be worth taking with H9 and SW-7 on the M'Lady. I dunno, I'm not huge on the accuracy approach, but certainly could work.

Seems like a really good option on Defiance if you can figure out a way to consistently get the accuracies. Add extra dice through QTT and other effects, reroll with Leading Shots.

Might be worth taking with H9 and SW-7 on the M'Lady. I dunno, I'm not huge on the accuracy approach, but certainly could work.

I'd be doing that if SW-7s weren't just Unspent Blue Accs...

In the meantime, I guess its just insurance for over-accing a target that you're expecting to acc twice anyway...

It seems interesting adding an extra dice is always nice

Might be worth taking with H9 and SW-7 on the M'Lady. I dunno, I'm not huge on the accuracy approach, but certainly could work.

I'd be doing that if SW-7s weren't just Unspent Blue Accs...

In the meantime, I guess its just insurance for over-accing a target that you're expecting to acc twice anyway...

That's pretty much what I'm after: fish for red accs, flip blues to damage as appropriate.

Might be worth taking with H9 and SW-7 on the M'Lady. I dunno, I'm not huge on the accuracy approach, but certainly could work.

I'd be doing that if SW-7s weren't just Unspent Blue Accs...

In the meantime, I guess its just insurance for over-accing a target that you're expecting to acc twice anyway...

That's pretty much what I'm after: fish for red accs, flip blues to damage as appropriate.

Its something I really need to see played a few times to judge on it... It sounds okay at first glance, but part of me starts wondering how much damage is going to be mitigated and so on...

It should be good. I mean, even on an ISD-II, you can be happy with the fact you're doubling your accs about 1/2 of the time, since you're tossing 4 reds with a 1/8 chance...

Defiance ackbar 6 reds + a blue for leading shots and reroll excess accuracy for 7 reds.

I think an interesting combo would be Home One + a ship with QTT and veteran gunners. It's very expensive but makes your rolls more consistent. I would probably pair this on an MC80 liberty with spinals too.

1. change the inevitable red blank to an accuracy

2. get another one

3. spend those 2

4. reroll the rest of the lackluster roll

or

1. get a red accuracy

2. add another one

3. spend 1 red accuracy

4. reroll the rest

5. turn the red blank into an accuracy

you can do basically the same thing with x17

It seems like Heavy Turbolaser Turrets and XI7s are a great pair. For 12 points you basically turn off an opponents brace and redirect, it should be a pretty deadly pairing on this ship.

Pretty big waste to use both. Cause htt doesn't stop brace

My limited understanding of it is that it's an expensive combo, but can pay off in big ways.

QTT + H9 (Or Home One) to get those double accuracies. Spend the Acc, then reroll the entire thing with Veteran Gunners for (ideally) better damage results. Essentially two free acc and then a roll with an extra die

It seems like Heavy Turbolaser Turrets and XI7s are a great pair. For 12 points you basically turn off an opponents brace and redirect, it should be a pretty deadly pairing on this ship.

The problem is, HTT really just keeps you from using redirect/evade/contain in conjunction with brace. If I have xi7's, I've spent 6 points incentivizing my opponent to just say "Well, I can only redirect one damage anyway, so I may as well only use brace so I can keep HTT from triggering"

I don't rate the Quad Turbolaser Cannons (you're thinking of Quad Laser Turrets and kind of got them jumbled together) as a great combination with SW7s. You get a very similar effect at a much lower cost with XI7s and (optionally in some cases) Leading Shots and it doesn't require Sensor Teams or Home One (although Home One + XI7s can certainly get the job done too).

I do, however, rate them pretty well on a ship firing primarily red dice at long range, especially with Home One. They're great against ships with double Evades. Just shut down both those Evades and make the opponent have to actually deal with it (alternatively, versus Gladiators shut down the Evade and the Brace). At shorter ranges, they'd be okay on red+black ships like MC30 Scouts and VSD-Is, but it gets expensive and you need a concrete reason to want 2 Accuracy results when 1 would normally be sufficient (from Home One or Sensor Teams, continuing the example). Given many ships have one brace and then either dual redirects or the evade+redirect grab bag, you're wasting your points vs. Brace+2 Redirects but you've got solid results versus a single Brace and a single Redirect (or Neb-Bs and Liberties with dual Braces). Hence, it's a meta call, basically. The problem is it's an expensive meta call.

It seems like Heavy Turbolaser Turrets and XI7s are a great pair. For 12 points you basically turn off an opponents brace and redirect, it should be a pretty deadly pairing on this ship.

The problem is, HTT really just keeps you from using redirect/evade/contain in conjunction with brace. If I have xi7's, I've spent 6 points incentivizing my opponent to just say "Well, I can only redirect one damage anyway, so I may as well only use brace so I can keep HTT from triggering"

Ahhh, so all it does is maybe net me one extra damage per attack for 6 points. At best. Thanks for the explanation.