Dual Turbolaser Turrets

By Crabbok, in Star Wars: Armada

This card seems like complete trash. Red dice are the worst. They are great if in armament because you can attack at long range, but with so many blanks, I'd almost always rather have a blue.

So for one, It's consuming the highly contested Turbolaser upgrade slot - so already it has to be amazing. Second - It is a MODIFICATION - so if you take it you can no longer take any other modifications - And all it does is replaces one of your existing dice with a red die? What possible scenario would I ever find that good? Even if it were free why would I ever want that?

What am I missing?

I'm not looking at the card rn, but would it be possible to use it on an anti-squad attack? Sort of like a prayer that you get the double-hit?

Can you link to a photo of the card please

So lets say you have an vic rolling its three red front arc. You roll blank, hit, crit. So you invoke dual turbos, add a red, and roll a crit. And then you remove the blank. Congrats, you added a damage to your roll.

Same scenario, you roll hit hit hit. So you invoke the duals, but alas, it comes up blank. So you pick up that blank you just tossed, no harm done.

Tl;dr, it makes your red dice more consistent when you can't take TRC's.

Dual-Turbolaser Turrets Modification 5pts. While attacking, you may exhaust this card to add one red die to your attack pool. If you do, remove one die from the attack pool.

Also, is that possible Madag? Would that fall under effects timing, like the accuracy and vet Gunners scenario?

Edited by ianediger

So lets say you have an vic rolling its three red front arc. You roll blank, hit, crit. So you invoke dual turbos, add a red, and roll a crit. And then you remove the blank. Congrats, you added a damage to your roll.

Same scenario, you roll hit hit hit. So you invoke the duals, but alas, it comes up blank. So you pick up that blank you just tossed, no harm done.

Tl;dr, it makes your red dice more consistent when you can't take TRC's.

This essentially. The only drawback is one shot per round but the odds of getting a second shot where it matters is slim unless you're slashing the middle or up close.

"Reroll a Die, but that Die becomes Red." is it in essence.

The timing is in such a way that, as Mad said - you're throwing it, you're seeing its result, and then deciding if you keep it, or toss it.

Perfectly laudable to throw a blue anti-squadron, get a Hit, and then throw the Red Die to see if you can 1/8th that Double hit... Because if you don't, no big deal, keep your original hit...

Dual-Turbolaser Turrets Modification 5pts. While attacking, you may exhaust this card to add one red die to your attack pool. If you do, remove one die from the attack pool.

Also, is that possible Madag? Would that fall under effects timing, like the accuracy and vet Gunners scenario?

They way i understand it, and dras will be in here to tell me exactly what i screw up im sure, is that you add and remove the die in the same step, so you as resolve them in the order you choose. Adding to the pool can be a rolled dice, so you roll that new red, and then you can remove any of the die in your pool, which includes the one you just added.

Oh that little ninja...

The best part is Ninja'ing people while they're physically typing "They're going to Ninja me..."

...

Here's the Thing, though

Remove is not a Dice Modification.

If you want to know why this is a "Big Deal".. Ref: Sato and "Replace".

I operate under the assumption that, even following the steps as presented on the card with no further meaning, means that you can Add your Red Die... Roll it. (Because that's part of ADD. ADD involves physically getting another die, and rolling it), and THEN, removing a die.

It does not say "another" die. It does not say to spend a die to roll a die.

The wording is exact, and I'm liable to believe that its for a reason... Mainly, its to stop the "spend first" shenanigans which would leave you with no Dice and a Failed attack, for a 1 die attack... AND, to let you get rid of the Red Die that Sucks when you roll it.

Edited by Drasnighta

Can you link to a photo of the card please

Its in the Wave 5 Arq Spread.

Sorry I don't have time right now to chop it out individually

swm22_spread.png

So lets say you have an vic rolling its three red front arc. You roll blank, hit, crit. So you invoke dual turbos, add a red, and roll a crit. And then you remove the blank. Congrats, you added a damage to your roll.

Same scenario, you roll hit hit hit. So you invoke the duals, but alas, it comes up blank. So you pick up that blank you just tossed, no harm done.

Tl;dr, it makes your red dice more consistent when you can't take TRC's.

Is this how it would work though? I thought your attack pool refers to the dice before you roll them. If you can do this AFTER you've rolled your dice then yes, then it's good.

So lets say you have an vic rolling its three red front arc. You roll blank, hit, crit. So you invoke dual turbos, add a red, and roll a crit. And then you remove the blank. Congrats, you added a damage to your roll.

Same scenario, you roll hit hit hit. So you invoke the duals, but alas, it comes up blank. So you pick up that blank you just tossed, no harm done.

Tl;dr, it makes your red dice more consistent when you can't take TRC's.

Is this how it would work though? I thought your attack pool refers to the dice before you roll them. If you can do this AFTER you've rolled your dice then yes, then it's good.

RRG, page 2, "ATTACK POOL"

Attack Pool

During an attack, the attack pool is comprised of all dice being used for that attack.

This includes the dice gathered prior to rolling as well as the dice after they are rolled.

Alright cool beans. Thanks for clearing that up. I'm convinced it's actually a good card now. Now if only you didn't have to exhaust it to use it.... it would destroy squadrons!

To derail the thread. Dras are you of the belief that Sato is before the initial roll?

Edited by Tirion

Alright cool beans. Thanks for clearing that up. I'm convinced it's actually a good card now. Now if only you didn't have to exhaust it to use it.... it would destroy squadrons!

And I think that's exactly it.

Making it a Modification, and making it an Exhaust, stops abuse of it in an Anti-Squadron Role. but doens't completely make it useless.

Besides, can't mistake that this can be used on some ships that have Dual Turbolsers slots., because that's a thing now, and could even be going forward.

To derail the thread. Dras are you of the belief that Sato is before the initial roll?

Having actually tested it both ways, I can tell you, its completely up in the air. It forces hard decisions both ways...

If it is Gather-Replace-Roll, then you need to decide right away what you are doing, and its mostly for the positive.

If its Gather-Roll-Replace, you can find yourself in some horrible places, like I was, taking two (very rare for me) Red Hits, and rolling them in to Black Blanks. But again, its mostly for the positive.

...

In short however, if you are able to get everything in place, it is GOOD EITHER WAY.

Its very easy to position one fighter for your first ship attack... But its very difficult to have all of your little Sato-Duckllings in a Roll to get two ships shot, unless you're fantastic at both fighter positioning and double arcing.

...

So really. "I don't know. Its good either way. I'll wait for FFG to tell me." is my official response :D

I didn't know dras was a politician

Alright cool beans. Thanks for clearing that up. I'm convinced it's actually a good card now. Now if only you didn't have to exhaust it to use it.... it would destroy squadrons!

And I think that's exactly it.

Making it a Modification, and making it an Exhaust, stops abuse of it in an Anti-Squadron Role. but doens't completely make it useless.

Besides, can't mistake that this can be used on some ships that have Dual Turbolsers slots., because that's a thing now, and could even be going forward.

And it STILL can be used for anti squadron, you just have to be very selective about how and when you use it. Suppose you roll one hit and one accuracy from an ISD2 against a Jan Ors with a spent brace - now you've got some decisions to make. Lets say you roll the red and it comes up a double hit - Which do you remove? You've also got a concentrate fire dial and Agent Kallus on board - so do you keep your accuracy in hopes of getting a second?

I think Dual Turbolasers are really solid. In a world that didn't already have TRCs, they would be everywhere.

I didn't know dras was a politician

You wound me, sir!

Savage.

Great write up btw Schmitty

And as Iandiger says, its epic for blue dice AA fire. Rerolls without OE and black dice.

And as Iandiger says, its epic for blue dice AA fire. Rerolls without OE and black dice.

Against one squadron