Quad Turbolaser Cannons

By Crabbok, in Star Wars: Armada

I have done everything I can to make QTC's work, and I can't make them sing. They have literally been a part of every single fleet I have laid on a table since launch day and they have always left me feeling like I could have used the points better.

Ultimately I feel like the biggest strike against them is the fact that they are big investment toward ship killing in a fighter meta. If you could wind the clock back to Wave 2 I think they may have shaken things up. As it stands, I could take QTC, or I could add another Y wing or Tie.B to the swarm and call it a day. In the end the damage output feels more reliable and also comes with a host of fringe benefits (like hull, engagement power, AS value).

I have done everything I can to make QTC's work, and I can't make them sing. They have literally been a part of every single fleet I have laid on a table since launch day and they have always left me feeling like I could have used the points better.

Ultimately I feel like the biggest strike against them is the fact that they are big investment toward ship killing in a fighter meta. If you could wind the clock back to Wave 2 I think they may have shaken things up. As it stands, I could take QTC, or I could add another Y wing or Tie.B to the swarm and call it a day. In the end the damage output feels more reliable and also comes with a host of fringe benefits (like hull, engagement power, AS value).

To use QTC, you have to commit fully for that ship to be a ship killer. I just switched my Liberty I posted in this thread to:

Raymus

QTC

Spinal Arm

Leading Shots

Gunnery Team

Use CF at long range to get an Acc via reroll and extra red die. Lock down scatter, brace, and redirect. You can punch through a lot of damage with this build. If you go first, activate it last, and then first to really utilize Gunnery Team.

At medium range, I use Repair commands because I know I'm going to take a lot of damage, and Raymus bumps that to 6 repair. Leading shots to get the red Acc. If you roll one naturally and don't have a good target to lock down, roll for extra damage.

I also run Yavaris, 3 X Wings, 2 B Wings, and a HWK, Jainas Light and Bright Hope. Dodanna really punishes my opponent when they are poorly positioned. I can post the full list later if you want. It's pretty fun and works very well as a tempo type build.

Don't stress if you can't get QTC to work either. You just have a different play style. I can't get Demo to survive more than 1 round because I am too aggressive with it. I can't stand using Victorys or Raiders. So I play Rebels a lot.

I have done everything I can to make QTC's work, and I can't make them sing. They have literally been a part of every single fleet I have laid on a table since launch day and they have always left me feeling like I could have used the points better.

Ultimately I feel like the biggest strike against them is the fact that they are big investment toward ship killing in a fighter meta. If you could wind the clock back to Wave 2 I think they may have shaken things up. As it stands, I could take QTC, or I could add another Y wing or Tie.B to the swarm and call it a day. In the end the damage output feels more reliable and also comes with a host of fringe benefits (like hull, engagement power, AS value).

...

Use CF at long range to get an Acc via reroll ...

This a dream world assumption that over the course of dozens of games has not realized in the vast majority of instances. I played in a tournament where even with spamming CF I did not roll a red accuracy a single time.

So then I went with the guarantees, but then the ships felt bloated, like I was forcing the point to just to force it but it really wasn't returning the value for the points. Ultimately, I will never place this upgrade in a serious list unless I can find some other solution to make it work that does not rely on chance and does not overwork the points. For funsie lists it still might see play, but I don't want my win loss chances hanging on red dice rolls ever.

Which is essentially what I said in my first post. So now both of us are guilty of being redundant.

I wouldn't mind seeing a list as well. QTC is one of those that I'm really having a hard time building a list around. As a concept on a single ship (like the example above) it makes sense but I can't seem to fill out the rest of the fleet.

I wouldn't mind seeing a list as well. QTC is one of those that I'm really having a hard time building a list around. As a concept on a single ship (like the example above) it makes sense but I can't seem to fill out the rest of the fleet.

Liberty+QTC is solid. I've been running with 1-2 MC30 Torpedo boats in a Madine list which is fast, agile, and really brutal, but also fairly fragile (Interdictor+Konstantine+Slicer lists seriously snarl it up). With one MC30 I can also get a repair flotilla and a good pile of fighters/bombers, which helps a lot to mitigate the Liberty or MC30's getting their shields/hull picked away by fighters. The main thing is making sure the Liberty can spearhead your assaults, and keeping it from dying quickly (it falls quickly to ISD+glad onslaughts, and getting hung up on other MC80's of any type which are hard to chew through). A repair flotilla, Redemption w/projectors, etc are good support ships. Intel still a solid card, especially in light of ECM; someone absolutely will pitch that brace to not take 9-11 damage from a solid Liberty shot in the face (after Leading shots rerolls and whatnot on a Spinal+QTC combo), which makes next round nice for followups. Gunnery teams is actually nice on these beasts as well, but I still find that I tend to use it more to beat on squadrons or blast flotillas (5 red plus QTC usually guarantees you slaughter one every time you shoot at it; especially in medium range where you can leading shots and plunk an extra point or two in as well...).

The main thing is support your battle spear. It is wicked, but once it gets dead-to-rights in an ISD front arc, it gets burned down faster than you can kill them, especially if there are some annoying fighters or bombers or any other supporting ships. ISD+Glad/raiders, or a pair of VIC-1's, you just die fast. Glads especially bad as they can stay right behind you and if they have either title will drag you down very, very quickly (Insidious is Incredibly dangerous here).

Edited by Chemosh667