Dual Turbolaser Turrets

By Crabbok, in Star Wars: Armada

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

Against one squadron

This is the problem. Exhaust, modification, five points, and the coveted turbolaser slot... to reroll as a red? Once?

No thanks.

Its AA potential is just something to keep in mind if you have it anyway and no ship shots present themselves. Not something to build around.

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

Against one squadron

This is the problem. Exhaust, modification, five points, and the coveted turbolaser slot... to reroll as a red? Once?

No thanks.

Would be interesting on Liberty with QTC. Especially if it'll end up allowing to roll extra red, get another die from QTC if lucky and then remove one of the two red accuracies (I'm not sure the timing of effects will support it though)

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

Against one squadron

I am out

So its basically the cf token to spinal armanents cf dial...

5pts to 9pts.

Command fire tokens are pretty rubbish most of the time.

So its basically the cf token to spinal armanents cf dial...

5pts to 9pts.

Command fire tokens are pretty rubbish most of the time.

It's better than cf token as it gives 1/8 chance of replacing one die with a double hit or accuracy with no risk of rerolling hit into a blank.

And I recently started to appreciate CF tokens ;)

So a flotilla hunter aid with multiple other uses. But njche but nevermind.

So its basically the cf token to spinal armanents cf dial...

5pts to 9pts.

Command fire tokens are pretty rubbish most of the time.

It's better than cf token as it gives 1/8 chance of replacing one die with a double hit or accuracy with no risk of rerolling hit into a blank.

And I recently started to appreciate CF tokens ;)

Me too! I suddenly realized a month or so ago that the CF token effectively added an extra APT-fishing roll to my embarrassingly incompetent MC30 gunners. I immediately started throwing Tantive/Comm Net into all of my MC30 lists.

VSD 1 Warlord, Agent Kallus, Point defence reroute, Dual Turbolaser Turrets kick in a CF order AND token and got fishing for the holy grail of all AS results, 3 double hits!!!

Add in sensor team to guarantee 1 double hit at least.

VSD 1 Warlord, Agent Kallus, Point defence reroute, Dual Turbolaser Turrets kick in a CF order AND token and got fishing for the holy grail of all AS results, 3 double hits!!!Add in sensor team to guarantee 1 double hit at least.

At close range. At one squadron.

For 99 points.

And part of me goes... "And because it has to be a unique Squadron, it either Scatters, or Braces it down to 3..."

But I am a Negative-Ninny.

And part of me goes... "And because it has to be a unique Squadron, it either Scatters, or Braces it down to 3..."

But I am a Negative-Ninny.

I think the point is more you did it then the actual resulted damage. Most likely it is being braced down to 3 hits or scattered.....

Edited by Mattorium

VSD 1 Warlord, Agent Kallus, Point defence reroute, Dual Turbolaser Turrets kick in a CF order AND token and got fishing for the holy grail of all AS results, 3 double hits!!!Add in sensor team to guarantee 1 double hit at least.

At close range. At one squadron.

For 99 points.

I think its quite obvious its points not well spent...... :mellow:

Edited by Mattorium

Oh, I'm all for the outrageous :D

So a flotilla hunter aid with multiple other uses. But njche but nevermind.

Not sure what is supposed to be niche about this deluxe kind of reroll. Adding one red die, rolling it, then removing the worst die of the lot - granted, the modification and TL slot is a big invest, but the effect is quite a good one.

For large dice pools (where the odds of rolling at least one blank are very high), it's essentially one extra die. So in practice it's quite similar to resolving the CF command for free every turn.

For smaller dice pools it becomes closer to a CF token per turn in utility.

Generally speaking, the value of 1 free command token per turn is about 7 points (see Wulff, Raymus, Garm, Tarkin, etc). Dual Turbolasers are cheaper than that, but also less versatile - and they carry a significant opportunity cost. They seem pretty balanced to me.

Edited by DiabloAzul

Do we think Dual Laser Turrets makes Slaved Turrets obsolete?

I think it is better than Slaved turrets in most occasions except perhaps small volleys of 1-2 dice where you may end up rolling all hits and so adding a dice and probably having to throw it away unless you wish to keep the accuracy or get a double hit. Slaved turrets looses you your second attack and costs a point more.

I have not seen slaved turrets in a long time. The opportunity cost of being only able to make a single attack is too much invest for one add red die in my book. So from that point of view, slaved turrets are already more or less obsolete on their own.

Effect is quite different though, dual laser turrets only adds to the propability of getting the best result out of a given pool, with the added bonus that you may interchange the result of a red die for that of a blue/black die. Slaved turrets adds another red, so you might come out with a greater result if the fickle dice gods permit.

I'm pretty sure slaved turrets made slaved turrets obsolete.

I'm pretty sure slaved turrets made slaved turrets obsolete.

Indeed - though judging from previous experiences I'm sure FFG will eventually release other upgrade cards that synergise with it and make it somewhat more playable.

...hopefully without breaking or obsoleting anything else in the process.

Interesting. The part I don't understand is where you guys talk about adding the red die after the initial roll, seeing the result, and then choosing whether to replace or not. At that point aren't you already committed to replacing a die?

I get that you can see all the results before choosing which die to replace, but what am I missing here that allows you to ignore the added red die and not use it if it's a blank or something?

Interesting. The part I don't understand is where you guys talk about adding the red die after the initial roll, seeing the result, and then choosing whether to replace or not. At that point aren't you already committed to replacing a die?

I get that you can see all the results before choosing which die to replace, but what am I missing here that allows you to ignore the added red die and not use it if it's a blank or something?

But the card doesn't say "replace": it says you add and roll a red die, then you discard one die. Any one die. Including the red one you just added.

I think you are hung up on the word replace. Nothing on the carf says replace. Just add a die to the pool, then remove a die from the pool. Since the pool constitutes rolled attack die, and theres no restriction on which die you remove, you can just pick up the die you added via dual turbos if it comes up blank/unhelpful.

Ninja'd

Edited by Madaghmire

Interesting. The part I don't understand is where you guys talk about adding the red die after the initial roll, seeing the result, and then choosing whether to replace or not. At that point aren't you already committed to replacing a die?

I get that you can see all the results before choosing which die to replace, but what am I missing here that allows you to ignore the added red die and not use it if it's a blank or something?

Timing

You must ADD a red die

And

REMOVE a die

Nothing says you have to do both actions at the same time.

Do we think Dual Laser Turrets makes Slaved Turrets obsolete?

I think it is better than Slaved turrets in most occasions except perhaps small volleys of 1-2 dice where you may end up rolling all hits and so adding a dice and probably having to throw it away unless you wish to keep the accuracy or get a double hit. Slaved turrets looses you your second attack and costs a point more.

I think Spinal Armament made Slaved Turrets obsolete, 3pts more in cost, but you get an extra dice front/rear dice, and can shoot twice.

I had played around with VSD's Vader and Slaved Turrets, 3 ships throwing 5 red dice each was pretty nasty.