Salvation- best turbolaser?

By Divad, in Star Wars: Armada

I like TRCs unless using Mon Mothma. In which case DTTs will be my second choice.

If using Sato then I might spend the extra points to get Spinal armament as the 2 best red from 4 dice + 3 black dice (from a CF command) seem unstoppable. A potential 13 Damage!

Assuming that's how Sato works.

Still, 2 red + 3 black isn't so bad...and how cool will it be to score 3 dmg off a single black HIT/CRIT? :D

I use Salvation in a Rieekan list and just assume it is going to die, so I use TRC. The ship usually gets about 3 rounds of firing, and punches well above its point cost. I don't worry about the ship living, so I am happy to trade survivability for damage.

Sato Salvation with the black dice, spinal (it's a difference of 4 points from DTT), CF, token reroll—definitely a low cost high threat combo. But I'd also consider taking black/blue with Toryn on another ship for a free reroll. Perhaps. Also throw in a home one accuracy for those flotillas.

I think if you running home one in your fleet with it, QTC is a sneaky combo to get a extra red dice in the pool that a CF token can reroll if you don't need the 2nd ACC result, and you could roll a ACC naturally and still get the free dice to use the CF token on or have 3 ACC results from home one/QTCs. If Raymus is on the salivation that's 4 dice that turns into 5 dice with 2 acc results at min and a Cf token to re roll one dice a turn.

If you don't have home one around I like spinal/Raymus just for pure possible damage out put, 5 reds with a CF order/token is not bad at all.

I've been thinking about how to abuse QTC, but if you're just going to reroll the extra die, there are easier ways to get it. Particularly on a ship with one primary arc.

I've been thinking about how to abuse QTC, but if you're just going to reroll the extra die, there are easier ways to get it. Particularly on a ship with one primary arc.

That's exactly it.

QTCs are built for ships who have two.

My vote here is for Slaved Turrets most of the time. If you have enough ships in your list, missing out on a single side-arc shot won't be that big of a deal, and if you have Madine or are otherwise able to maneuver well enough you are always gonna have that front shot anyhow.

Also, it's a practical option - because you might simply not HAVE that many Spinal Armaments to go around. This ship is probably the BEST ship to consider putting Slaved Turrets on, so mite as well be efficient and use your cards, lest they sit on the shelf and collect dust.

Slaved Turrets...won't touch those buggers at all. Why ruin a perfectly good ship?

Slaved Turrets were a workable choice prior to Spinal Armament existing, but giving up a second shot is a very hard sell. Spinals augment the arc Salvation wants to be shooting with (the front) and offer a consolation prize to rear arc shots on the off-chance it lives and is booking it away from the heavy fighting on turns 5 and 6.

Turbolaser Reroute Circuits are also extremely dependable but you need to either accept that Salvation is getting face-punched around turn 4 due to lowered durability or have a plan to compensate for it (example: Engineering token providing abilities + hanging out with Redemption would be just such a plan).

Slaved Turrets...won't touch those buggers at all. Why ruin a perfectly good ship?

Slaved worked on Salvation because that was probably the one ship you moved heaven and earth to never expose more than one arc. Even losing a second AS shot wasn't a big deal on the support refit since it was only one blue. BUT slaved turrets is probably super dead now with all the extra options.

The only thing I can see being a possible option for slaved turrets is an Ackbar CR90 kiting list since with slaved turrets you can stay at range and throw 5 dice out the side. TRC90s would be more reliable but the slaved CR90s might actually be more survivable and actually have a higher damage ceiling if you intend to run CR90s with Ackbar.

Slaved Turrets were a workable choice prior to Spinal Armament existing, but giving up a second shot is a very hard sell. Spinals augment the arc Salvation wants to be shooting with (the front) and offer a consolation prize to rear arc shots on the off-chance it lives and is booking it away from the heavy fighting on turns 5 and 6.

Turbolaser Reroute Circuits are also extremely dependable but you need to either accept that Salvation is getting face-punched around turn 4 due to lowered durability or have a plan to compensate for it (example: Engineering token providing abilities + hanging out with Redemption would be just such a plan).

Unless I can work a way to jump Sally into the back of a fleet with only the rear arc on shot I tend to accept that I will sacrifice salvation. other ships have greater end game value and Sally is cheap so it's not an awful idea just run it into the front and finish with some ram action.

Slaved Turrets...won't touch those buggers at all. Why ruin a perfectly good ship?

A perfectly good ship with a "shoot here for immediate result!"-Tag on the sides..

I think support Nebs are practically the only vessel slaved turrets ever made some limited sense on. Joust ahead, once in range drop speed to 1, die a glorious death turn 4/5 - dont forget to put your kamikaze-bandana on.

Spinal is just a tad too much investment in my book.

Spinal is just a tad too much investment in my book.

Its 3 Points more, and encourages you to Nav up to try to jump over the enemy in Turn 4, because if you do that, you do even more than a Glorious Death....

... Its a tactical shift, to be sure. But its worth trying before giving up on an "over-investment" of three points.

Sato Salvation with the black dice, spinal (it's a difference of 4 points from DTT), CF, token reroll—definitely a low cost high threat combo. But I'd also consider taking black/blue with Toryn on another ship for a free reroll. Perhaps. Also throw in a home one accuracy for those flotillas.

I really hope that combo will be called Satovation

Spinal is just a tad too much investment in my book.

Its 3 Points more, and encourages you to Nav up to try to jump over the enemy in Turn 4, because if you do that, you do even more than a Glorious Death....

... Its a tactical shift, to be sure. But its worth trying before giving up on an "over-investment" of three points.

You have to draw the line somewhere - sure its only three points, but on a 51-pts support Neb that is already 6% increase.

And lets be honest, how often does that trick work - jumping over an ISD, pummeling him with rectal lasers? Sure if it works that one time I have another story for my collection with which to repeatedly bore my grandchildern..

Okay you got me, might try it out over my next game.. need to grab that story.

I vote for rectal lasers being the next turbo laser upgrade ffg should make.

[pummeling him with rectal lasers

I've not heard that one before. Usually butt-guns, or something slightly more crass.

[pummeling him with rectal lasers

I've not heard that one before. Usually butt-guns, or something slightly more crass.

Assblasters.

Spinal is just a tad too much investment in my book.

Its 3 Points more, and encourages you to Nav up to try to jump over the enemy in Turn 4, because if you do that, you do even more than a Glorious Death....

... Its a tactical shift, to be sure. But its worth trying before giving up on an "over-investment" of three points.

How does Spinal Armament increase damage from the rear arc compared with Slaved turrets?

Spinal is just a tad too much investment in my book.

Its 3 Points more, and encourages you to Nav up to try to jump over the enemy in Turn 4, because if you do that, you do even more than a Glorious Death....

... Its a tactical shift, to be sure. But its worth trying before giving up on an "over-investment" of three points.

How does Spinal Armament increase damage from the rear arc compared with Slaved turrets?

Because when you're stupidly close, you're potentially able to Double-Arc as well?

Spinal is just a tad too much investment in my book.

Its 3 Points more, and encourages you to Nav up to try to jump over the enemy in Turn 4, because if you do that, you do even more than a Glorious Death....

... Its a tactical shift, to be sure. But its worth trying before giving up on an "over-investment" of three points.

How does Spinal Armament increase damage from the rear arc compared with Slaved turrets?

Because when you're stupidly close, you're potentially able to Double-Arc as well?

If you are close and can double arc then you are dead.

Spinal is just a tad too much investment in my book.

Its 3 Points more, and encourages you to Nav up to try to jump over the enemy in Turn 4, because if you do that, you do even more than a Glorious Death....

... Its a tactical shift, to be sure. But its worth trying before giving up on an "over-investment" of three points.

How does Spinal Armament increase damage from the rear arc compared with Slaved turrets?

Because when you're stupidly close, you're potentially able to Double-Arc as well?

If you are close and can double arc then you are dead.

::shrug::

Its a difference of opinion.

I don't like giving up the second shot, sometimes at someone else, sometimes they're distracted, sometimes I've gotten close without taking a hit because they've been distracted...

The one die Anti-Squadron has won me games on occasion.

Also, just because you have LOS on them does not mean they have LOS on you. You can trace through your own hull zones, and they cannot. Really hard to accomplish with the smaller ships, but still possible.

And I agree with Dras about the fighter flak shots-that's a wide arc with massive range for fighters. Though my case it was that I had slaved turrets when I wished I hadn't. And those shots could have saved Sally.

But, that being said, Ginkapo is a much better player than me, when it comes to the Real or Virtual tabletop, so opinions should be weighted accordingly.