Quad Turbolaser Cannons

By Crabbok, in Star Wars: Armada

At first I did NOT like this card, fearing that it would be too rare to naturally roll a red accuracy. But I'm starting to like it a lot more. Picked up a 2nd Liberty and ran 2 of them each with Spinal and Quad Turbolasers... with a Home One flying behind them to support them.

VERY powerful and you don't need any title, (Although Endeavor would have worked).

Also with the Warlord title and Sensor Teams on a Vic II, you've got some nice options.

I think if you are running Quads you may want to consider using Advanced Gunnery as one of your objectives, as you are likely to want Sensor Teams on your ships that use them.

Have you guys had any success with Quad Turbolasers Cannons?

You have to be able to guarantee the Accuracy.

Not just have a reasonable chance of it.

Guarantee it.

Then they're fantastic, locking down a pair of redirects, or a Brace+Contain, its stupid-useful with the Liberty still packing what firepower enhancement it wants with the second Turbolaser.

But if you cannot guarantee the Accuracy on the red dice... Then its a 10 point Turd mounted in place of more useful Ship Turbolasers.

I had fun with this on wednesday, same set up crab mentioned. Popped motti's lifeboat gozanti in one shot at red range. Was glorious.

You have to be able to guarantee the Accuracy.

If he's got a Home One flying shotgun, then he can. But your point is well-taken - you NEED to have some Accuracy fixing to make that ten point upgrade worth it. I've seen some interesting tech using Sensor Teams/QTC/Warlord, but I think that's probably more effort than is really warranted.

Edited by JauntyChapeau

With gunnery Teams, one of my Liberties was able to 1-shot a Jaina's Light AND a Bright Hope on the same turn. Home One gets many points for the crucial assist.

You have to be able to guarantee the Accuracy.

Not just have a reasonable chance of it.

Guarantee it.

Then they're fantastic, locking down a pair of redirects, or a Brace+Contain, its stupid-useful with the Liberty still packing what firepower enhancement it wants with the second Turbolaser.

But if you cannot guarantee the Accuracy on the red dice... Then its a 10 point Turd mounted in place of more useful Ship Turbolasers.

True. You need the guarantee.

Been working on perfecting a Warlord and this is what I've come up with:

Vic II - Blue dice are good and better chance of having dice available for Sensor Team)

Quad Turbolaser Cannons -

Warlord-

Agent Kallus - Warlord is already good at taking out squadrons, but this will help me get red dice into the picture.

Quad Laser Turrets - Need that Counter - which combos with Kallus and EVERYTHING else.

Darth Vader - He's perfect for this type of build, plus putting him on THIS ship helps ensure that if I face an Enemy Squadron build, they'll want to try to stay close - so I can put Kallus to work.

The idea is that I'm hoping to get a natural accuracy on my primary arc's first shot. Vader gives me a reasonable chance of getting this. I can only use Sensor Team once per turn, so the plan is to get the accuracy naturally for shot 1, then use Sensor Team for shot 2.

This sort of build won't really shine until wave 5 hits however. But it's still workable for now. Biggest drawback is the fact that you NEED to do a lot of Navigate commands so can almost NEVER get a concentrate Fire command lined up.

I love it. I ran Endeavor with spinals, leading shots, and quad turbo cannons and I was throwing 6 reds with CF and 3 blues. Just one red Acc to get that 7th red die, and reroll with leading shots. In a single turn I dealt 13 damage to a Victory II and killed it. Plus it had Motti buff. I know red dice aren't reliable but it feels so good to gamble with it. And honestly, the threat range of 7 red die with 2 Acc is insane.

Almost killed a Gozanti that had Motti on it. But Motti gave it that 1 extra hull and it got away :(

Ran mc80 battle with Leading Shots, H9, and Quad a couple nights ago. Ended up not really needing the H9, as with 4 reds and leading shots I always had an accuracy pop up. I rarely conc fire (run Madine with stack of nav commands). Seriously wrecked Demo's day. This beast hit hard every time, and the titles ended up being irrelevant. I'm actually thinking spinal, enhanced armament (if no gunnery teams), XI7, or XX-9's a better bet, given my experiences so far and just running the numbers.

Here is how my load out for the MC80 Battle Cruiser, which I call Madine's Cattle Bruiser.

MC80 Battle Cruiser (146 points)

  • Raymus Antilles
  • Sensor Team
  • Engine Techs
  • Leading Shots
  • Spinal Armament
  • Quad Turbolaser Cannons

I did some number crunching for both long and medium range and here is what I get for the average damage and accuracy over 20 rolls.

Long range: 4.7 Damage, 2.5 Accuracy

Medium range: 7.25 Damage, 2.625 Accuracy

The rolls were influenced by CF Dial and Token thanks to Raymus, Sensor Team, and Leading Shots at medium range. I am very excited to make this a staple to my hammer and anvil tactics.

I've run Ackbar, H1 + 2AF w/GT+QTL.

Mostly for fun, because I'm getting mighty tired of all the flotillas out there (I'm looking at you Medium Transports in particular!). I hear it's quite frustrating to play against.

I've run Ackbar, H1 + 2AF w/GT+QTL.

Mostly for fun, because I'm getting mighty tired of all the flotillas out there (I'm looking at you Medium Transports in particular!). I hear it's quite frustrating to play against.

I also was considering this, but I only have 1 Liberty pack so I stopped thinking about it. Don't feel like dropping close to $80 for one fleet build...

What do you do about fighter support?

I've run Ackbar, H1 + 2AF w/GT+QTL.

Mostly for fun, because I'm getting mighty tired of all the flotillas out there (I'm looking at you Medium Transports in particular!). I hear it's quite frustrating to play against.

I also was considering this, but I only have 1 Liberty pack so I stopped thinking about it. Don't feel like dropping close to $80 for one fleet build...

What do you do about fighter support?

By necessity fairly light - Tycho and 3 Awings.

I feel like Home One comboing with that Liberty build doesn't work due to the cost of having Home One. H9s might be good with this, but with Spinal you do have a reasonable enough chance with leading shots to get some red accuracies. Dude I played today only needed to Sensor Team once (of course, at long range, it worked beautifully, murdering Cracken's flotilla on turn 2)

You have to be able to guarantee the Accuracy.

Not just have a reasonable chance of it.

Guarantee it.

Then they're fantastic, locking down a pair of redirects, or a Brace+Contain, its stupid-useful with the Liberty still packing what firepower enhancement it wants with the second Turbolaser.

But if you cannot guarantee the Accuracy on the red dice... Then its a 10 point Turd mounted in place of more useful Ship Turbolasers.

I actually really disagree with this sentiment. I think reasonable assurance that something will proc is sufficient enough. After all, I pack ECMs on my MC80 (lol, as if I'd fly an MC80) on the reasonable assurance that my opponent is, at a few points, going to accuracy my Brace. That's 7 points wasted if they never do. I pack APTs and OE on my Vic 1s. That's 9 points wasted if I can't guarantee a crit (11 if I bring ACMs instead). If you go down the train of needing to guarantee something for it to be useful, we should just put almost nothing on our ships...

The Liberty is one of the very few ships where I think a 10 point reasonable gamble is pretty worth it, since you aren't forgoing XI7s. And if you're able to throw like 6 reds, it's really not that crazy of a gamble that you'll get an accuracy and then wind up with 7 red dice on the table, to be either rerolled with LS, or to lock down some very important defenses. (I mathed a little wrong. You can't have 6 red (Spinal), QTCs, and XI7s, but I feel I make my point well enough anyway)

Edit: I certainly wouldn't bring along 113 additional points just so I could guarantee a 10 point upgrade would proc.

Edited by WuFame

If you go down the train of needing to guarantee something for it to be useful, we should just put almost nothing on our ships...

I would pay a good 40 points for Screed or equivalent functionality in my MC30 lists. I currently do pay 8 points each for H9s to guarantee the accuracy that I have a reasonable chance of rolling naturally.

Sometimes, it actually is that important to guarantee vs have a reasonable chance. Certainly not everything, but, if you're counting on your Liberty being able to pop flotillas at range... yeah, you kind of do need to be able to guarantee that.

I actually really disagree with this sentiment. I think reasonable assurance that something will proc is sufficient enough. After all, I pack ECMs on my MC80 (lol, as if I'd fly an MC80) on the reasonable assurance that my opponent is, at a few points, going to accuracy my Brace. That's 7 points wasted if they never do. I pack APTs and OE on my Vic 1s. That's 9 points wasted if I can't guarantee a crit (11 if I bring ACMs instead). If you go down the train of needing to guarantee something for it to be useful, we should just put almost nothing on our ships...

The Liberty is one of the very few ships where I think a 10 point reasonable gamble is pretty worth it, since you aren't forgoing XI7s. And if you're able to throw like 6 reds, it's really not that crazy of a gamble that you'll get an accuracy and then wind up with 7 red dice on the table, to be either rerolled with LS, or to lock down some very important defenses. (I mathed a little wrong. You can't have 6 red (Spinal), QTCs, and XI7s, but I feel I make my point well enough anyway)

Edit: I certainly wouldn't bring along 113 additional points just so I could guarantee a 10 point upgrade would proc.

I run spinal, QTC and sensor team because I can one shot small ships are long range. I may not need the guarantee Acc, but if I needed to roll 1 damage more because of an evade, I'm going to wish I had that guarantee. Outright killing a ship will let you win because you are guaranteed the points, will take less damage, and likely have better initiative now.

I think every ship you put into your fleet should have a defined purpose. Corvette's are my objective and token collecting ship. Neb's are my carriers. Flotilla's are my flagship and support ship with either comms net or BCC. And my Liberty is there to blow **** up. Who needs XI7s? With my QTC you won't get to use your redirect so get ready to eat the damage.

My statement isn't that there's not something warm and fuzzy about a guarantee, but that QTCs "goodness" isn't contingent on the guarantee being present, which is what Dras's statement seemed to imply.

Edited by WuFame

My statement isn't that there's not something warm and fuzzy about a guarantee, but that QTCs "goodness" isn't contingent on the guarantee being present, which is what Dras's statement seemed to imply.

I went 3 games without rolling a single Natural Red ACC with 2 MC80 Command Cruisers, and 1 Game with an MC80 Command, MC80 Battle, and AFMK-II, again, without rolling a single Natural Red Acc.

Call me Biased if you want.

I'm Biased as all hell towards the guarantee now because of it.

Edited by Drasnighta

How well does it do against ECMs?

How well does it do against ECMs?

A little better than XI7s would. With ECMs, you only get one token back, so most likely braces on ships that have those, otherwise most likely redirects. It is particularly good against stuff with redundant tokens.

It is particularly good against stuff with redundant tokens.

This. As someone who runs Rebel small ships almost exclusively and relies on redundancy--rather than ECMs--to keep me alive... these are terrifying.

My statement isn't that there's not something warm and fuzzy about a guarantee, but that QTCs "goodness" isn't contingent on the guarantee being present, which is what Dras's statement seemed to imply.

I went 3 games without rolling a single Natural Red ACC with 2 MC80 Command Cruisers, and 1 Game with an MC80 Command, MC80 Battle, and AFMK-II, again, without rolling a single Natural Red Acc.

Call me Biased if you want.

I'm Biased as all hell towards the guarantee now because of it.

I can guarantee that when I shoot 2 blue dice they will both be an accuracy. Only trouble is 100% of the time this happens I am shooting at a Squadron.

My statement isn't that there's not something warm and fuzzy about a guarantee, but that QTCs "goodness" isn't contingent on the guarantee being present, which is what Dras's statement seemed to imply.

I went 3 games without rolling a single Natural Red ACC with 2 MC80 Command Cruisers, and 1 Game with an MC80 Command, MC80 Battle, and AFMK-II, again, without rolling a single Natural Red Acc.

Call me Biased if you want.

I'm Biased as all hell towards the guarantee now because of it.

That is statistically abysmal. It hasn't been my observation, and I'm well known for having hot-cold luck on dice (notorious when I played 40k multiple times a week for several years). I've found H9's to be nice, but very rarely necessary, and at 8 pts apiece they are a bit expensive. Sensor teams at 5 are much more wasteful, as they require you to drop a die to use. I usually run Leading Shots in addition to the QTL and H9's, and I just haven't NEEDED the H9's.

I often run Gunnery Teams, as with a long range throw weight of 4 red dice I can often tear up two ships a turn off my front arc, or bug zapper some annoying squadrons hiding in my front arc (because good squadron players like to hang out there).

Statistically Abysmal.

I like that.

That will be my new Nickname.

Because that is what I am.

Got in a couple more games. Actually had some poor luck with the lack of H9's, so may put them back in. They are still effective when you are at long range, unlike Leading Shots... Will miss my XI-7's, but should balance out anyways...

H1 + 2AF w/GT+QTL.

That looks like one of Einsteins equations :D;):)