Dual Turbolaser Turrets

By RobertK, in Star Wars: Armada

Can someone explain to me why this card has value at all?

It says I add a red die to the pool but then have to subtract a die from the pool. So, effectively, this lets me just swap any color die that's already in the attack pool for a red die? Then once I do that, I roll the new attack pool? Why would I pay 5 points for that?

SO...you roll your base attack pool. Then you add one additional red die and roll that die. Then, after you roll the extra die, you choose one red die and remove it from the attack pool.

Edited by Grinoch

Ok. THAT I would pay 5 points for. Thanks.

Sorry, I should have said remove any die from the attack pool. I only ever use it for the Arquitens so it's only red dice to change.

It was clear to me at that point, my friend. Thanks!

its kinda like a reroll, even if you roll well can roll its dice in fishing for a double and just remove it if its not. also can be used vs one squadron if desperate

its kinda like a reroll, even if you roll well can roll its dice in fishing for a double and just remove it if its not.

I like to think of it as an "informed reroll." There's absolutely nothing wrong with that. Red dice can be very fickle and so anything that evens out their tendency to produce inconsistent results is worth considering.

I like it. Risk-free rerolls are perfect for ships like the Arq and AFMKII.

Also use it for any ship to reach out. Switch a blue or black for red at range 3.

Also use it for any ship to reach out. Switch a blue or black for red at range 3.

This only works if the ship is somehow already able to fire blue or black dice at long range (such as with Sato). You have to have a dice pool to modify it.

Also use it for any ship to reach out. Switch a blue or black for red at range 3.

This only works if the ship is somehow already able to fire blue or black dice at long range (such as with Sato). You have to have a dice pool to modify it.

Correct. In order to make an attack in the first place, you need to have a dice pool. If at any point you have zero dice in your dice pool, the attack is canceled. Hence you cannot have a blue dice ship (say, an MC30 Torp) with a Dual Turbolaser Turret upgrade attack at long range.

It is mechanically, sort of like a half-strength Enhanced Armament (you just have to already have red dice in your attack pool to use it). Even has exactly half the cost.

Edited by Edsel62

Also use it for any ship to reach out. Switch a blue or black for red at range 3.

This only works if the ship is somehow already able to fire blue or black dice at long range (such as with Sato). You have to have a dice pool to modify it.

Correct. In order to make an attack in the first place, you need to have a dice pool. If at any point you have zero dice in your dice pool, the attack is canceled. Hence you cannot have a blue dice ship (say, an MC30 Torp) with a Dual Turbolaser Turret upgrade attack at long range.

(Not Quite)

Its only if you are gathering and rolling 0 dice ... Due to Range or Obstruction.

There's nothing that says your pool can't go to 0 for other reasons, and still be enhanced at that point...

- A case in point:

I have 1 Red Die for Range, and Ackbar, and a Concentrate Fire Command, but its into a Solar Corona/

I roll it. I roll an ACC. It is removed from the die pool... But as I gathered and rolled dice, I still form a pool. I can then add Ackbar for +2 Red Dice, and then, since I have a Die colour in my Pool (Red), can ConFire up...

If however, the Attack was Obstructed... I've gathered (and rolled) 0 Dice. That is when the attack Cancelled........

...

Its not when the attack pool is at 0, its when you gather and roll 0 dice...

Stupid goddamn technicalities...

Of course, that may be against intent, and it all may be FAQ'd..... But that's how I've read and interpreted it, becasue I've been asked in a few places.

Edited by Drasnighta

In action with Vader, it is pretty frighteningly consistent and makes Kittens hit like tigers. At least when playing with double rolling prone players.

Oh hell

Salvation

Why didnt i see it sooner?

Oh hell

Salvation

Why didnt i see it sooner?

I'm too busy SatoVationing.

Oh hell

Salvation

Why didnt i see it sooner?

I'm too busy SatoVationing.

#porquenaolosdos?

Unlike Slaved Turrets it adds the die without restricting you to one attack per turn. Unlike Enhanced Armament / Spinal Armament, not only is it cheaper but it is one die applied to any arc. The restriction is it adds die for only one of your shots, but you could use it in combination with Concentrate Fire to either add a die out of both attacks, or double up dice on an attack.

It's really a great card, I think the best of the die-adding turbolaser slots. It's also priced competitively with XI7s to make things interesting. In a universe where redirects are starting to have less relevance (as big ships are slowly going extinct), More dice is becoming more appealing.

Unlike Slaved Turrets it adds the die without restricting you to one attack per turn. Unlike Enhanced Armament / Spinal Armament, not only is it cheaper but it is one die applied to any arc. The restriction is it adds die for only one of your shots, but you could use it in combination with Concentrate Fire to either add a die out of both attacks, or double up dice on an attack.

It's really a great card, I think the best of the die-adding turbolaser slots. It's also priced competitively with XI7s to make things interesting. In a universe where redirects are starting to have less relevance (as big ships are slowly going extinct), More dice is becoming more appealing.

:P

DTT is the best turbolaser upgrade! (IMO) as it increases the reliability of fickle red dice. think of it as a red die conf-fire token but with the ability to discard your worst-rolled die in the pool. The fact that it can stack with normal conf-fire tokens means large dice pools can become reliable even without vader. With an affordable cost, It is everything slaved turrets failed to be.

Edited by Muelmuel

"Attack Pool" Count as the dice you gather to roll and after they have been rolled. If you read Con Fire it has the same wording as DTT - so it occurs during the same window as con fire - so you can con fire then DTT for a reroll (On top of a con fire add and/or reroll and any other dice modifications)

"Attack Pool" Count as the dice you gather to roll and after they have been rolled. If you read Con Fire it has the same wording as DTT - so it occurs during the same window as con fire - so you can con fire then DTT for a reroll (On top of a con fire add and/or reroll and any other dice modifications)

The thing with that is we can't forget to resolve DTT after or before other effects completely. I can imagine people adding, modifying and then removing the die.

"Attack Pool" Count as the dice you gather to roll and after they have been rolled. If you read Con Fire it has the same wording as DTT - so it occurs during the same window as con fire - so you can con fire then DTT for a reroll (On top of a con fire add and/or reroll and any other dice modifications)

The thing with that is we can't forget to resolve DTT after or before other effects completely. I can imagine people adding, modifying and then removing the die.

You have to remove a dice after you roll the additional Red - it has its own timing window and that happens before you can do any additional modifying. - I hope they just FAQ it to "Immediately remove" to stop people trying to abuse it.

Edited by KovuTalli

Is there anything short of a recost that would make Slaved Turrets usable over DTT?

Flotilla with Turbolaser slot and only front battery of a red?

Is there anything short of a recost that would make Slaved Turrets usable over DTT?

Flotilla with Turbolaser slot and only front battery of a red?

If a Neb with one red dice out the flank shoots with DTT it can add a red and then remove the worst of them. If the first die was a hit and the second was a hit then you remove on hit leaving 1 damage inflicted. If this was with Slaved turrets it would have been able to keep the second hit and inflict 2 damage.

So with small volleys if you roll well then slaved turrets can have the advantage. However they also stop you making a second attack and cost more so I still don't like them. Once you get to using volleys of 3+ dice the chances of getting good results on all dice including the extra red from DTTs diminishes. So the DTT approaches the slaved turrets expected damage and is cheaper and has no restriction on the second attack.