CC: Arquitens list advice (EA vs. Slaved Turrets)

By Democratus, in Star Wars: Armada Fleet Builds

We're going into the 2nd turn of our campaign soon and I'm looking at upgrading my fleet.

I'm stuck deciding whether to go with Enhanced Armament or Slaved Turrets for my turbolaser improvement. One is cheaper, and one is less restrictive.

I'd appreciate any advice or suggestions.

Here's my Turn 1 fleet (where I am right now):

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Objectives: Opening Salvo, Fire Lanes, Navigational Hazards

Arquitens CL (Intel Officer)

Arquitens CL (Intel Officer)

Arquitens CL (Reinforced Blast Doors)

Arquitens CL (Turbolaser Reroute Circuits)

Gozanti Cruisers (Jerjerrod, Expanded Hangar Bays)

Squadrons: Colonel Jendon, Lamda Shuttle, Maarek Steele, Zertik Strom, Bossk, Tempest Squadron

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I have 60 resource points to buy new stuff for the fleet. So I'm looking at adding either Enhanced Armament or Slaved Turrets to each of my Arquitens.

Turn 2 Fleet:

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2x Arquitens CL (Intel Officer, Reinforced Blast Doors, Enhanced Armament / Slaved Turrets)

1x Arquitens CL (Reinforced Blast Doors, Enhanced Armament / Slaved Turrets)

1x Arquitens CL (Hand of Justice, Captain Needa, Reinforced Blast Doors, TRC)

1x Gozanti (Jerjerrod, Expanded Hangar Bays, Minister Tua, ECM)

Squadrons: <same as above>

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Purple is new purchases. Blue/Red are what I'm wringing my hands over. :)

The rest will depend on how many points I have left over to spend. With Slaved Turrets I can afford to put Admiral Chiraneau + Vector title on the Gozanti (to guarantee Strategic shuttle movement when locked down) while moving Tua/ECM to one of the cruisers. But I am worried that I will be losing fire opportunities against my nimble enemies (Mon Mothma MC30 swarm, Akbar MC80 + Corvette swarm, Sato Yavaris/Haven).

Anyone have experience with these upgrades on the Arquitens?

Thanks!

Edited by Democratus

I would say neither. You have no source of rerolls.

If you ran under vader I would say take enhanced armament every time. But without it the twin turbos are probably the way to go to get consistent damage out of your red volleys.

And if you are lifeboating JJ instead of sticking him on a Victory, I would go with Centicore before Hand of Justice so he can get those squadron commands off from a safe distance, channeling the other one through the Jendon and saved yourself a shuttle. *shrugs*

Isn't adding a red die (EA or Slaved) strictly better than the add-then-remove of Twin Turboslasers?

As for the Lamda shuttle, it's a campaign so I can only add stuff - not replace. :)

Edited by Democratus

Umm... that depends. Slaved Turret costs you an attack, and with LR dice you might really enjoy that second attack... and with black on the front, a close range double arc can really cause some damage for the investment.

Enhanced armament is good, and strictly speaking the extra die is better, but a reroll will give you the ability to do two things:

1: Fish that extra die trying for double hits or an accuracy.
2: Have a useful symbol on every die, forcing your opponent to make interesting choices about what to use evade tokens on.

I feel like we're getting a bit off track. I was asking for advice of which of the two choices to go with: Cheaper +1 die that limits a second shot (slaved turrets) or more expensive +1 die that leaves the second arc available (expanded armament).

It's a question of if the points I save are worth the opportunity cost.

Long range double-arcing is unimpressive with the Arquitens as a single red die isn't particularly dangerous (every enemy ship I face has one or more evade tokens). Short range double-arcing is another story as the black die can be effective.

Is it worth giving up Chiraneau and the Vector title on a Gozanti to have Expanded Armament?

Edited by Democratus

I would use Dual Turbolaser Turrets as it is much cheaper than EA and benefits just as well. Slaved Turrets costs you that second shot which hampers anti squadron fire. If you get close (you shouldn't if you're smart) the front arc helps out. Trust me I know a lot with my campaign experience fighting with 3 of them.

Good point, TG. If cost is a concern at all, DTT is the way to go. If I don't care about cost, EA is the answer.

Looks like Slaved Turrets is a compromise too far. :)

11 hours ago, Democratus said:

Good point, TG. If cost is a concern at all, DTT is the way to go. If I don't care about cost, EA is the answer.

Looks like Slaved Turrets is a compromise too far. :)

For me, it's not even about cost. The first question is about reliability. Do I have a way to reduce the fickleness of red dice? If not, then DTT. If so (mostly Vader), then I go with a dice upgrade. Enhanced Armaments is likely better than Slaved Turrets, but Salved Turrets has 2 things going for it.

1- I save 4 points. That's not an insignificant savings, either.

2- Slaved Turrets works on any arc. So an enemy who flies well enough to get out of my dangerous 4-red side arc finds themselves in a 2-red+1-black front arc. Not much better. I lose the second attack, which is a big deal, but no matter which single attack I choose, I'm more dangerous.