Dual Turbolaser Turrets

By Crabbok, in Star Wars: Armada

A few quick notes:

DTT (Drunk Tarkin Turrets, named because their effect approximates screaming incoherently and firing wildly into space while highly intoxicated) are highly dependent on the number of dice in the pool. As your dice pool gets larger, the effect essentially approximates having Spinal Armament / Enhanced Armament as you will always roll a blank (and thus having a new die is better). In smaller pools, while DTT is purely additive (if you roll a blank with it, you can remove it), it is also less useful than just having a whole new die (for instance, if you roll two single hits, you are unlikely to improve it with DTT and would have rather had a third die).

Compared to the other options in the turbolaser pool, they are:

  1. Strictly inferior to TRC from an offensive perspective, but do not require giving up a defense token, so may be superior on ships with only a single evade depending on the engagement. Definitely inferior for something like the CR90A or MC30c Scout.
  2. Strictly inferior to Spinal Armament / Enhanced Armament from the arc where those things are relevant; that last part is the key, however, as DTT works at any angle and therefore can have superior utility if the upgraded arc would not normally be the one firing. On the flip side, if you have some other method of re-rolling (Vader, for instance), you always want the larger die pool to reach for higher results because you can already re-roll things.
  3. Cheaper than your other options, and theoretically could be used against a squadron (probably only useful in the case where the additional damage would definitely kill the squadron).

Do I love this card? No.

Do I think it is good enough to see play? Yes, especially on ships with turbolaser slots that don't have evades (or only one evade on ships you want to keep alive, like Gallant Haven AFs).

EDIT: for reference, my napkin math says these add .5 damage on average to a 2-die pool and nearly the full .75 damage (equivalent to a new die) to a 5-die pool, scaling up along the way.

Edited by Reinholt

  1. Strictly inferior to...
  2. Strictly inferior to...

You keep using that word. I do not think it means what you think it means. :D

  1. Strictly inferior to...
  2. Strictly inferior to...

You keep using that word. I do not think it means what you think it means. :D

Unfortunately for you, it's even worse than you thought, because I used the 2nd part of that definition, specified my assumptions about the rules framework, and proceeded from there.

By which I mean there are no cases where using DTT is superior to TRC when shooting at a ship, from an offensive perspective, in case 1, as an example. Any die pool I can modify with DTT I would be equal or better off modifying with TRC.

Now move along. I am not the droid you are looking for.

:P

No, I think he's right about both of those points.

Edit: Rein got there first.

Edited by Madaghmire

Well, in game theory and design*, "strictly inferior/superior" implies that there are no caveats, or situations where the relationship would not apply.

Saying "it's strictly inferior except for this and this and this", while technically accurate, isn't really a very usefult thing to say. :D

See also: I'm always right - except when I'm not. :D

* EDIT: I think it's also very commonly used to compare cards in Magic: the Gathering, for example.

Edited by DiabloAzul

Any die pool I can modify with DTT I would be equal or better off modifying with TRC.

... unless you're hunting for accuracy. :P

Well, in game theory and design*, "strictly inferior/superior" implies that there are no caveats, or situations where the relationship would not apply.

Saying "it's strictly inferior except for this and this and this", while technically accurate, isn't really a very usefult thing to say. :D

See also: I'm always right - except when I'm not. :D

* EDIT: I think it's also very commonly used to compare cards in Magic: the Gathering, for example.

I think you got way too nitpicky on this.

Huh, maybe. I just made a passing comment in jest (please tell me you at least got the movie reference) and got two defensive reactions, so I thought I'd explain myself. Didn't mean to derail the conversation - please carry on.

Oh no, I got the princess bride reference. Just didn't feel it was applicable.

So essentially it's like rolling an extra die in your pool but having to remove one after seeing the results. That's not bad, I would seriously consider using this on ships with 3+ red die where TRC or slaves turrets are a tough choice to make, like a Neb-B. But dang those Xi7s are nice to have.

It is a bit better than a reroll.

I think its interesting to also note this can be used against squadrons. For 5 points it seems balanced. It's not super good or something you build around but its a neat new little card.

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?

I take this as it happen during the gather your attack pool phase. So you can swap one blue for a red.

But see no really use for it, unless you tie it into the quad card that lets you add a acc with the red

I take this as it happen during the gather your attack pool phase. So you can swap one blue for a red.

But see no really use for it, unless you tie it into the quad card that lets you add a acc with the red

You would be wrong, due to the word "add" being involved. AND for it being a dice modification. Which means the rules tell you exactly when to use it.

I see myself using it on the ship it comes with. 5 point investment to make skirmisher ships a little more reliable.

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 didn't read the 4 pages, but can't it be used after the attack has been rolled rather than before like a CF command basically?

If so, it's pretty awesome. That's a free CF token on the attack, meaning you can remove a miss for a chance of another roll.

I see myself using it on the ship it comes with. 5 point investment to make skirmisher ships a little more reliable.

But but but! doesn't the ship in question allow the use of TRC's?

I see myself using it on the ship it comes with. 5 point investment to make skirmisher ships a little more reliable.

But but but! doesn't the ship in question allow the use of TRC's?

It does! It only sports a single evade however, so you might be in NEEDA a second evade to survive the long range slug-out.

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 didn't read the 4 pages, but can't it be used after the attack has been rolled rather than before like a CF command basically?

If so, it's pretty awesome. That's a free CF token on the attack, meaning you can remove a miss for a chance of another roll.

Generally speaking, Dual Turbolasers are better than a free CF token, but worse than a free CF command. For large attack pools, the difference between the three becomes minimal.

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 didn't read the 4 pages, but can't it be used after the attack has been rolled rather than before like a CF command basically?

If so, it's pretty awesome. That's a free CF token on the attack, meaning you can remove a miss for a chance of another roll.

Generally speaking, Dual Turbolasers are better than a free CF token, but worse than a free CF command. For large attack pools, the difference between the three becomes minimal.

That means it would require timely CF commands on engagement turns to maximise damage on DTT ships. Again requriring proper strategic play and flying. me likely