What Turbo Laser upgrades do you like to use and when?

By Hrathen, in Star Wars: Armada

Up until last night my favorite was XI7 or is it X17 I don't know. I nerfs redirect pretty well and I find that that is what Heavy Turbo Lasers end up doing any way.

I and starting to consider Spinal Armamaments, but I don't know if just one more dice is really worth it.

Which ones do you like and when do you take them?

Quad turbolasers are nice with leading shots on ISDs/Libertys.

Gotta go with XI7 as there is no workaround for it's limitation. XI7 and Intel Officer gets the job done.

With Heavy Turbolaser Turrets the target can always brace away 1/2 the damage. And if brace is locked down by Intel Officer then Reroute can move the damage to another shield.

Hey all. Do XI7s need to be re looked at for the advanced projector change? Or is it still okay?

If we were living in a Wave 2 world, yes.

Now that we're living in a Wave 3 world, a lot people are going to be dropping XI-7s for H9s, if they don't have access to stable ACC-generating things like Home One... (Imperials, Mostly).

Its a definite shift of possibilities.

Depends on what ship we're talking about. This is my general guideline, but is far from being the definitive word on the subject;

Warlord VSD- H9's

Other VSD- Xi7's or Spinal

Salvation Neb- Spinal or TRC's, to taste. Same for vanilla neb, though I lean towards spinal.

ISD- Xi7 or Spinal, leaned towards xi7

CR90- TRC's for days

MC30 Scout- TRC's.

MC30 Torp- Xi7

Mon Cal Home One Variant- Xi7

Mon Cal Liberty- Xi7 and/or Spinal. If home one is also in the list, or you are using sensor teams I would consider the Quad Turbolaser Turret. H9/QTT has also been proposed, but I feel like thats extremely expensive for what it does.

AFMK2- TRC's, unless ackbar then XI7 is also viable. Some will say its viable on a non ackbar B, but my experience tells me its a luxury buy on that ship, although maybe something like vet gunners changes that. Spinal on an A variant looks promising if expensive, but I haven't seen it on the table yet. Wave one saw this guy get EA regularly, but personally I feel its an overcosted method to improve damage compared to TRC's, despite the single evade.

H9's are viable on pretty much everythin that isnt a CR90 if you have flotilla issues.

Again, this is a rough guideline, and doesn't go into what the rest of your fleet may look like so much.

Edited by Madaghmire

I'm trying out the new ones. I really like quad lasers though. If I have the points I go with XI7's and Intel officer but if I'm feeling cheap I go with HTT

I like QTC's on a warlord VSD1 with sensor team. roll a ACC on the first volley, get a free dice that kicks to 2 hits. if you roll 2 blanks spend one to get a ACC, get a second ACC that goes to 2 hits. Vader can help make this better and your probably spamming CF for more red dice at LR. I'm excited to play test this to see how it works out.


I like QTC's on a warlord VSD1 with sensor team. roll a ACC on the first volley, get a free dice that kicks to 2 hits. if you roll 2 blanks spend one to get a ACC, get a second ACC that goes to 2 hits. Vader can help make this better and your probably spamming CF for more red dice at LR. I'm excited to play test this to see how it works out.

Gonna have to try that.

Depends on what ship we're talking about. This is my general guideline, but is far from being the definitive word on the subject;

Warlord VSD- H9's

Other VSD- Xi7's or Spinal

Salvation Neb- Spinal or TRC's, to taste. Same for vanilla neb, though I lean towards spinal.

ISD- Xi7 or Spinal, leaned towards xi7

CR90- TRC's for days

MC30 Scout- TRC's.

MC30 Torp- Xi7

Mon Cal Home One Variant- Xi7

Mon Cal Liberty- Xi7 and/or Spinal. If home one is also in the list, or you are using sensor teams I would consider the Quad Turbolaser Turret. H9/QTT has also been proposed, but I feel like thats extremely expensive for what it does.

AFMK2- TRC's, unless ackbar then XI7 is also viable. Some will say its viable on a non ackbar B, but my experience tells me its a luxury buy on that ship, although maybe something like vet gunners changes that. Spinal on an A variant looks promising if expensive, but I haven't seen it on the table yet. Wave one saw this guy get EA regularly, but personally I feel its an overcosted method to improve damage compared to TRC's, despite the single evade.

H9's are viable on pretty much everythin that isnt a CR90 if you have flotilla issues.

Again, this is a rough guideline, and doesn't go into what the rest of your fleet may look like so much.

XI7s for anything that does big damage, unless you have Evades, which then you should look at the ship's role and think about TRCs.

When examining the new meta in Wave 4 with respect to Accuracy dice, I would say that Home One got a huge side buff. Both scatters on Flotillas and the fact that none of the big ships in Wave 4 have defensive retrofits means that accuracies will be highly important.

Enhanced Armament for my Acky Torp Frigates. Now being tested with Sensor Teams.

Otherwise TRCs are always a winner.

I like QTC's on a warlord VSD1 with sensor team. roll a ACC on the first volley, get a free dice that kicks to 2 hits. if you roll 2 blanks spend one to get a ACC, get a second ACC that goes to 2 hits. Vader can help make this better and your probably spamming CF for more red dice at LR. I'm excited to play test this to see how it works out.

QTC + Warlord + Sensor Team is 23 points. That's a lot for effectively getting an extra damage or two on an attack. Not to mention using the XI-7 and Gunnery Team slots.

Edit: Oh ho. I see the trick now. Didn't thing about Warlord flipping dice to Hit-Hit. Derp.

Edited by Valca

Enhanced Armament for my Acky Torp Frigates. Now being tested with Sensor Teams.

Otherwise TRCs are always a winner.

Ah yes forgot these. Or as Ginkapo calls them "Ackbar Star Destroyers"

TRCs by a huge margin, assuming the ship has red dice. Red dice are too inconsistent for tourney play without TRCs or Leading Shots, or something similar. TRCs 100%

X17s for right now but testing heavy Turbolasers turrets

Enhanced Armament for my Acky Torp Frigates. Now being tested with Sensor Teams.

Otherwise TRCs are always a winner.

Ah yes forgot these. Or as Ginkapo calls them "Ackbar Star Destroyers"

Serious question marks against Green Knights use of "my".

I actually like HTT on big hitters compared to XI7 which I like a lot more on medium hitters like the Neb B or AFMK2. But they have very different roles and I think many players have not caught that up yet.

XI7 is superb when trying to force damage on a specific hull zone. HTT work a lot better when you want to ensure a large amount of damage.

If a shot does 5 damage with XI7 on a hull zone, the opponent can brace and redirect one for a total of 2 damage on the zone and 1 on the other zone. With HTT, he can either take 3 damage on the zone or take a total of 4 damage. Here is where the comparison with XI7 begins :

1) If the opponent elects to only Brace : you've inflicted 1 more point of damage on the hull zone than with XI7.

2) If the opponent elects to Brace + Redirect : you've inflicted 1 more point of damage overall.

Obviously, that's in a case where the enemy ship is only using Brace + Redirect.

Now, let's take a roll of 7 damage for a heavy hitter like the MC80 or the ISD with Vader, assuming the opponent can use both defense tokens :

With XI7, he can Brace down to 4 and redirect 1 on another zone, taking 4 total damage including 3 on the targeted hull zone. With HTT, he can either : Brace down to 4 and take 4 damage on the targeted hull zone. Brace + Redirect taking a total of 6 damage.

Once again, HTT deals more damage on an absolute basis than XI7.

___

This is where the tradeoff needs to be done. If you're looking to ensure damage on a specific hull zone, then XI7 is probably the better choice. If you're looking to deal larger amounts of damage per shot, then HTTs are a more interesting option.

I personnally like HTTs when whaling because larger targets are likely to use high value Engineering Commands, and it is always cheaper to move shields around than to restore shields (twice as cheap, in fact). With HTTs, I'm ensuring that I'll be depleting the total amount of shields they can move around.

Both upgrades are equally interesting and work quite well. I just love me some HTTs on ISDs due to the "oomph" they can push. Paired with something like an Intel Officer and HK10, they become quite effective.

Local Meta is to take HTT if not using Intel Officer and take XI7 if combining with Imtel Officer

Other ones that float to top:

XX-9s in Dodonna fleets

TRCs on CR90s and the occasional MC30/AFmk2

Not much else. Yet. We don't have many wave 2 games in

Edited by Church14

Enhanced Armament for my Acky Torp Frigates. Now being tested with Sensor Teams.

Otherwise TRCs are always a winner.

Ah yes forgot these. Or as Ginkapo calls them "Ackbar Star Destroyers"

Serious question marks against Green Knights use of "my".

Mine, I tell you. Mine!

My precious...

Hey ! Anyone else has trouble seeing the use of H9 turbos ? I feel like they are a rough gem...

I wonder though if their use isn't to deal damage, but to actually mess with the enemy tokens, by targeting redundant tokens that aren't spent yet when another token is spent, forcing the opponent to take damage or to lose the token.

Hey ! Anyone else has trouble seeing the use of H9 turbos ? I feel like they are a rough gem...

I wonder though if their use isn't to deal damage, but to actually mess with the enemy tokens, by targeting redundant tokens that aren't spent yet when another token is spent, forcing the opponent to take damage or to lose the token.

Someone hasn't been shooting a couple of Red Dice at Flotillas and Hoping against Hope to get anywhere, then.

What dras said. I had an damage 5 red dice shot get scattered by a gozanti the other day. Kevin Sorbo levels of disappointed.

Yeah, I haven't shot at flotillas yet ! I prefer to send squadrons on them :P

So you guys would play the H9 in synergy with larger dice pools ? Makes sense, but I'm really curious to see how effective it can be on the humbler ship like the Corvette. I mean, after all, it's a Corvette turbolaser, so I'm curious to see if FFG didn't intend something with it !

H9's on an MC30 can kill Demolisher, Raiders, Flotillas with ease.

Imperials who want as close to a guarantee as possible for an accuracy for shooting flotillas will also see them being used.

Wave 1 VSD Warlord/H9 was always a great combo.

And another thing H9's with Agent Khallus means you can cause some misery to Imperial aces with Scatter tokens.