Quad Battery Turrets

By Darth Sanguis, in Star Wars: Armada

The last word on the third visible line is either "value" or possibly "blue".

The nomenclature gives me a hunch that it will in some way cause the main battery to interact with the antisquadron armament. I'm not sure how though. Maybe allow you forego an attack to attack one squadron with your main battery dice instead of antisquadron? I can't see it allowing you to outright swap the values because ISD's and MC80's exist, but for one shot? Not inconceivable. Would make it a huge threat to those escorted Keystone squadrons like Intel, Rhymer, and Relay.

A two anti squad dice flotilla would be an absolute gift for those not squadron inclined. A twin Lib list with supporting flak-chariot GR75s is a dream...

13 minutes ago, Ardaedhel said:

The last word on the third visible line is either "value" or possibly "blue".

The nomenclature gives me a hunch that it will in some way cause the main battery to interact with the antisquadron armament. I'm not sure how though. Maybe allow you forego an attack to attack one squadron with your main battery dice instead of antisquadron? I can't see it allowing you to outright swap the values because ISD's and MC80's exist, but for one shot? Not inconceivable. Would make it a huge threat to those escorted Keystone squadrons like Intel, Rhymer, and Relay.

LET THIS BE TRUE

4 RED + 4 BLUE AGAINST A SINGLE SQUAD....

I call this my DOOM laser!

Edited by Darth Sanguis

It just occurred to me that if the quasar has a turbolaser slot, it will be able to take Needa and TRCs, meaning it can confirm 2 damage against any 1 squad. could be useful for taking out those annoying keystones too....

5 minutes ago, Darth Sanguis said:

LET THIS BE TRUE

4 RED + 4 BLUE AGAINST A SINGLE SQUAD....

I call this my DOOM laser!

I don't think it would that outrageous even on ISD2's, honestly. I mean, yeah it's gonna hurt, but there are all kinds of mitigations.

You're giving up that ISD2 front arc shot.

The squadron in question put itself in your ISD2 front arc knowing that upgrade was on there.

You're not taking your AS shot against everything else in that arc.

Better hope you get two accs or it's getting braced by any target valuable enough to use this on.

You blew five points on the upgrade if there are no keystone squadrons in your enemy's fleet.

So, while I'm not at all sure that's what it'll do or whether it'd be balanced, I don't necessarily think it's so outrageous as to be dismissed out of hand.

1 minute ago, Ardaedhel said:

I don't think it would that outrageous even on ISD2's, honestly. I mean, yeah it's gonna hurt, but there are all kinds of mitigations.

You're giving up that ISD2 front arc shot.

The squadron in question put itself in your ISD2 front arc knowing that upgrade was on there.

You're not taking your AS shot against everything else in that arc.

Better hope you get two accs or it's getting braced by any target valuable enough to use this on.

You blew five points on the upgrade if there are no keystone squadrons in your enemy's fleet.

So, while I'm not at all sure that's what it'll do or whether it'd be balanced, I don't necessarily think it's so outrageous as to be dismissed out of hand.

I agree completely 8 out of the 10 rolls I just made on the dice app had 4+ damage and 2 accuracies

for 5 points, that's a hella good risk to take. especially if you're up against some of the rebellions better ISD killers.... lookin at you NYM.....

Guy at my local club has been using Fett to great effect the last two weeks now... would be wonderful to empty a whole Ackbar broadside (with leading shots) into that little fecker...

Interestingly, I had a Custom upgrade card tested in our area called "F**K you, Jan." That allowed you to fire a Battery armament as an Anti-Squad attack as a Discard.

Perhaps it will simply allow crits to add 1 damage when attacking squadrons? and not add more dice, because if it does add a dice, I can see Kallus giving us 4 dice against Aces, and 3 dice with QLT, which is way, way too many.

I was thinking the other day (last night), as I watched my opponent helplessly get out activated, shoot and scooted, and completely arc dodged by my MC30s without really being able to do much about it, how much a ship-to-ship counter is needed. Squadron counters are great and all, but just bring squads for that

Its probably not going to be these upgrades given the ships they're coming with, but I was thinking an upgrade to give ships a counter attack against other ships on the Motti scale with flotillas being excluded.

IE, large ships get counter 3 blue, medium 2 blue, small 1 blue, all at medium range. No crit effects or other card effects allowed (Sato and OE/APT shrimps would be stupid otherwise).

I feel that would also help a ton with dual large ship builds getting out activated, shoot n scooted, and arc dodged.

11 hours ago, Snipafist said:

The thing is that in Star Wars, turbolasers are used to shoot at capital ships. Regular lasers (usually in dual or quad formation) are lighter caliber guns and are used to attack squadrons and so far that kind of upgrade (Quad Laser Turrets) has been an offensive retrofit.

Furthermore, it's clear that both the Hammerhead and Quasar come with offensive retrofit slots but it's not at all clear that they each come with turbolaser slots - the longer-ranged Hammerhead has only 2 red dice in the front and that's it. The longer-ranged Quasar has 2 red in the front and 1 red on the sides. It seems unlikely to me that both of these ships would get turbolaser upgrade slots with such a low number of red dice (especially the Hammerhead), but they both have offensive retrofit slots for certain.

In aftermath, aka a disaster, they use turbos to shoot people falling out of the sky....... Yup the book jumps the shark a lot. So it had been turbos were for Capitol ships but I guess not anymore.

12 hours ago, Undeadguy said:

I hope it's not an offensive retrofit. That would seem weird with the Raider with rerolling dice for AA when you already have OE. And PDR already has that covered for 5 points.

Turbo slot and adding 1 die would be more likely IMO.

First, it's a turbolaser, which tend to fall into the offensive retrofit or turbolaser slot.

Second, 1 extra die isn't game breaking, since the ships that already have 2 AA won't be able to take something else like XI7, except the Lib. So you have a medium/large ship pulling AA duty instead of crushing ships. I guess a Neb could take it, but then you're taking a Neb... so I guess that's ok?

Third, there is a lot of synergy with the other anti-squad upgrades. Imagine QLT and QBT for a counter of 2, or 3 with Kallus. Or rerolling a whopping 4 anti-squad dice with PDR on a Kallus/CF ISD.

Fourth, you can't really MSU in an attempt to murder squads if it's a turbo slot. Raiders can't take it. CR90s can, but would rather have TRC. Most importantly, flotillas can't take it. I don't think we want 23 point GR-75s tossing 2 anti-squad dice, and running against 3 of them.

I've thought long and hard about balancing a card like this, and turbolaser seems the most appropriate. That said, I don't know what FFG did or how it will impact the game.

Or you can make it an ion cannon slot. Cause then there are more ships more likely to take it.

35 minutes ago, Tirion said:

In aftermath, aka a disaster, they use turbos to shoot people falling out of the sky....... Yup the book jumps the shark a lot. So it had been turbos were for Capitol ships but I guess not anymore.

What the heck?! That's like using the Yamato's 18" battleship guns to shoot down F-16 Falcons!

43 minutes ago, idiewell said:

What the heck?! That's like using the Yamato's 18" battleship guns to shoot down F-16 Falcons!

book is straight up awful

Thanks for the head's-up, Tirion. I'll stay away from that one.

18 hours ago, Ardaedhel said:

I don't think it would that outrageous even on ISD2's, honestly. I mean, yeah it's gonna hurt, but there are all kinds of mitigations.

You're giving up that ISD2 front arc shot.

The squadron in question put itself in your ISD2 front arc knowing that upgrade was on there.

You're not taking your AS shot against everything else in that arc.

Better hope you get two accs or it's getting braced by any target valuable enough to use this on.

You blew five points on the upgrade if there are no keystone squadrons in your enemy's fleet.

So, while I'm not at all sure that's what it'll do or whether it'd be balanced, I don't necessarily think it's so outrageous as to be dismissed out of hand.

I still doubt that this will happen, as it would completely forego the squadron-meta game and most of its mitigation mechanics. Engagement? Not happening. Scatter? H9 (supposed it will not use the TL upgrade slot or you are an MC80), rerolls, size of the dice pool. Chances to either take out or damage a single vital squadron (your intel guy..) so badly its pretty much out of the game are quite high, which would seriously hurt the squadron-heavy builds.

Give it has a red anti squadron dice, which means it can shot at long range, maybe a bump to two red dice. Or a reroll of the dice

38 minutes ago, mobow213 said:

Give it has a red anti squadron dice, which means it can shot at long range, maybe a bump to two red dice. Or a reroll of the dice

Reroll would be the better option. Red dice are always fickle; just ask any rebel player.

Y'all seem to be missing a key feature of the wave, UP CLOSE AND PERSONAL, it'll probably involve short range or black dice

4 hours ago, Visovics said:

Y'all seem to be missing a key feature of the wave, UP CLOSE AND PERSONAL, it'll probably involve short range or black dice

Sure, but this wave also introduces the first ship with red anti-squadron which is kind of the opposite of that, so I guess we'll have to see. :)

Here's a wild theory...

Xi7's: redirect blaster

HTT's: brace blaster

QBT: scatter blaster?!?

Maybe a TL that forbids use of exhausted scatter?

1 hour ago, DUR said:

Here's a wild theory...

Xi7's: redirect blaster

HTT's: brace blaster

QBT: scatter blaster?!?

Maybe a TL that forbids use of exhausted scatter?

Or just take H9s for a more multirole TL?

On 16/3/2017 at 3:52 PM, Ardaedhel said:

The last word on the third visible line is either "value" or possibly "blue".

And could the last one of the first line "ship"?

I'm really hoping that it's a cheap flak buff that flotillas can take. I for one think that cheap effective flak sources are a good thing, that's a third of the value of flotillas. The others being activations and fleet support functions.

Modification.

Your anti-squadron armament is increased by 1 Blue die.

That would be sweet.

Edited by Matt Antilles

I'm really not sure about it being anti-squadron... it says battery and we already have another "quad" that is anti-squadron, which is the laser