Thoughts on Synced Turret?

By heychadwick, in X-Wing

This is not a major thing in the grand scheme of things, but it's TL requirement let's you completely disregard Biggs, and that brings me some joy.

6 minutes ago, WWHSD said:

On a Rebel HWK, Rey is an alternative to Moldy Crow . You can't access your tokens as freely but she does provide some protection against token stripping.

Works on the attack shuttle too

5 minutes ago, Marinealver said:

Again it depends on how it compares with the current king, the TLT.

Yes, but I don't want to compare it to TLT's. If we compare every turret to TLT's, then there is no use in taking anything other than TLT's and maybe the rare Ion Turret. I am asking for fun games and not tournaments. I'm asking for games where I just don't want TLT's.

20 minutes ago, heychadwick said:

Yes, but I don't want to compare it to TLT's. If we compare every turret to TLT's, then there is no use in taking anything other than TLT's and maybe the rare Ion Turret. I am asking for fun games and not tournaments. I'm asking for games where I just don't want TLT's.

it also replaces blaster turret

I think it's funny that Synced Turret allows you to reroll your dice for free when firing forward, but the card art shows it on a TIE Agressor, which can't fire its turret forward since the cockpit is in the way :P

mmm... I see what you're saying. I thought you felt the artwork showed it shooting forward.

Edited by Force Majeure
2 hours ago, Biophysical said:

This is not a major thing in the grand scheme of things, but it's TL requirement let's you completely disregard Biggs, and that brings me some joy.

Dang! I didn't think of this! Love it.

I like it, even though the turret on the back technically can't fire straight in front of the ship, it makes enough sense. It's game mechanics seem well thought out.

Just from an "equipping what's in the box" perspective, I think the stock Lightweight Frame, Synced Turret, and Unguided Rockets on the base pilot for 23 points gives you a pretty reasonable amount of utility.

On approach, you joust with the rockets, and once you're close, you can grab a TL and bring the turret into play, giving you a lot of options for movement other than K-turning. This is all on a chassis that will take a little bit of work to get rid of. Autoblaster Turret is pretty nice there, too, depending on what you expect to face.

I believe Synced Turret is a good addition to the game which enforces the idea that TLT needs to be nerfed

Is this the Kavil build people are suggesting? I think it could be good with the right squad.

Kavil (24)
Attanni Mindlink (1)
Synced Turret (4)
R4-B11 (3)

Total: 32

View in Yet Another Squad Builder

I do have a TLT build with him that I think works better. But I can see Synced Turret being quite good.

I'm having thoughts about this pair:

"Dutch" Vander (23)
Twin Laser Turret (6)
R2 Astromech (1)

Gold Squadron Pilot (18)
Synced Turret (4)
R2 Astromech (1)

Total: 53

View in Yet Another Squad Builder

They hang out next to one another and cover one another's blind spots. Dutch can pick the target, and they both go to town. Could be brutal.

Another potentially good Dutch build?

"Dutch" Vander (23)
Synced Turret (4)
R7-T1 (3)
BTL-A4 Y-Wing (0)

Total: 30

View in Yet Another Squad Builder

R7-T1 is... Not great. It really needs to be range 2-3. Nevertheless: Target Lock, range control, double tap.

I like synched turret a lot. I'm not sure if it will be the bestest best thing ever, but- much like a tea spoon- it's a nice tool in the kit.

Quote

I like it, even though the turret on the back technically can't fire straight in front of the ship, it makes enough sense. It's game mechanics seem well thought out.

And other such comments are invalid. I couldn't see a PS1 pilot pulling this off, but anything higher should have no thematic trouble - just set your curse then angle yourself downwards slightly so the turret can point directly forwards. Space is 3D, but it's easy to forget when the game is on the table.

I'm excited about synced turret because it is actually a viable TLT alternative, especially on the Aggressor, but also the HWK, as a cheap filler ship with decent damage potential. Scum Y-wings will stay with TLT because of unhinged astromech, but Rebels might swap to a synced turret for their weak spot, then use the 3 leftover points for a thermal detonator or something. I could also see the Skurrg using it instead of TLT, because it's going to be close and personal quite frequently.

My main problem with this card is that it feels like how turrets should have been from the start, which kind of puts this at a disadvantage in some ways. Unless I'm really working on something odd, like another Biggs bypass build of some sort, I'd prefer ICT for a point more.

It definitely has uses. I love the idea of it on a BTL Y with R4, and ditto on some of the aces for Scum and Rebels. I'm just not crazy about it over my beloved ICT. I just feel like I can do more with it. But hey, that's not going to stop me from putting it on the table to find out.

6 hours ago, Talamare said:

I believe Synced Turret is a good addition to the game which enforces the idea that TLT needs to be nerfed

If you nerf TLTs but the other turrets end up not quite good enough then all you've achieved is the elimination of turrets as a competitive option.

1 hour ago, Punning Pundit said:

Is this the Kavil build people are suggesting? I think it could be good with the right squad.

Kavil (24)
Attanni Mindlink (1)
Synced Turret (4)
R4-B11 (3)

Total: 32

View in Yet Another Squad Builder

I do have a TLT build with him that I think works better. But I can see Synced Turret being quite good.

I'm having thoughts about this pair:

"Dutch" Vander (23)
Twin Laser Turret (6)
R2 Astromech (1)

Gold Squadron Pilot (18)
Synced Turret (4)
R2 Astromech (1)

Total: 53

View in Yet Another Squad Builder

They hang out next to one another and cover one another's blind spots. Dutch can pick the target, and they both go to town. Could be brutal.

Another potentially good Dutch build?

"Dutch" Vander (23)
Synced Turret (4)
R7-T1 (3)
BTL-A4 Y-Wing (0)

Total: 30

View in Yet Another Squad Builder

R7-T1 is... Not great. It really needs to be range 2-3. Nevertheless: Target Lock, range control, double tap.

I like synched turret a lot. I'm not sure if it will be the bestest best thing ever, but- much like a tea spoon- it's a nice tool in the kit.

You almost certainly want Vectored Thrusters on Kavil.

16 hours ago, Biophysical said:

Just from an "equipping what's in the box" perspective, I think the stock Lightweight Frame, Synced Turret, and Unguided Rockets on the base pilot for 23 points gives you a pretty reasonable amount of utility.

On approach, you joust with the rockets, and once you're close, you can grab a TL and bring the turret into play, giving you a lot of options for movement other than K-turning. This is all on a chassis that will take a little bit of work to get rid of. Autoblaster Turret is pretty nice there, too, depending on what you expect to face.

I absolutely agree with this and think it's important. After reading the X-wing 101 articles, I have tried making lists and was surprised at how some ships really don't come with things they want, especially Tie Bomber and Tie Punisher. I agree that all these things make that little ship really useful. I don't like the switch from TL's to Focus for the different weapons, though. It can cause some issues.

I do think Autoblaster Turret would be really good on this ship, too! Kind of hysterical.

4 hours ago, LordBlades said:

If you nerf TLTs but the other turrets end up not quite good enough then all you've achieved is the elimination of turrets as a competitive option.

Well....but what is considered "good enough" for competitive? Personally, I think there were a lot of OP stuff in the game. The latest FAQ nerfed a bunch and brought the power level of the game back down. I think things don't have to be as broken to be useful as they used to be, but I'm a casual only player, too. I'm not sure where the power level is for the standard tournament player before they consider a turret "good enough" for competitive play. So....if TLT's just didn't exist in the game, are there any other turrets that can be considered "good enough" as is?

6 hours ago, Punning Pundit said:

I do have a TLT build with him that I think works better. But I can see Synced Turret being quite good.

I'm having thoughts about this pair:

"Dutch" Vander (23)
Twin Laser Turret (6)
R2 Astromech (1)

Gold Squadron Pilot (18)
Synced Turret (4)
R2 Astromech (1)

Total: 53

This makes me think of a list I played against a few times that was really hard to beat by a local tournament guy. It was Dutch and Horton with TLT's and Nera D with Torps. Nera went out front to tank and the Y's hung a little back to blast things with TLT's. One would strip tokens and then Nera would nail it with Torps. It was really effective. So, in that line of thinking...

"Dutch" Vander (23)
Twin Laser Turret (6)
R3-A2 (2)

Gold Squadron Pilot (18)
Synced Turret (4)
Proton Torpedoes (4)
Extra Munitions (2)
Targeting Astromech (2)
Vectored Thrusters (2)

Horton Salm (25)
Twin Laser Turret (6)
R2-D6 (1)
Expertise (4)

Total: 99

View in Yet Another Squad Builder

Gold Squadron goes out front and tanks. I don't even mean more than R1 out front. Fires Torps at longer ranges until he can fire the Turret. Then, he's Barrel Rolling and whatnot to ensure he's got shots. Gets the TL from Dutch. If he has to do a red, he's getting a TL. Horton is just...ugly. He re-rolls all blanks and automatically gets his eyeballs hitting.

Maybe not the most super powerful list, but fun. You can also drop the Synched Turret for Autoblaster Turret, but then we shouldn't post it in this thread. :)

I looks like it was designed purely for BtL4 Ywings with R4 Agromechs...Take focus , hope for some eyes on dice, use them for target lock, the fire the turret.

Other then that? 4points, lock requirement? It sucks.

56 minutes ago, Vitalis said:

Other then that? 4points, lock requirement? It sucks.

Sucks? I'll admit Blaster Turret sucks as you can't use the Focus for the attack, but this new one? Why "sucks"? It's not TLT OP, but I wouldn't say it sucks.

I'll give the crazy opinion that it has potential to compete with tlt. There is currently essentially 0 competition but while tlt is consistent damage it's pretty spiky and luck based outside of Horton or something. Sure you can roll 3 hits but on average you're shooting unmodified and should be rolling 1 success. It thrives on weight of fire and 2 tlts is more than a 100% increase over 1 tlt in terms of power level. Getting 3 dice on a turret is pretty good for 4 points and the rerolls are gravy since you also get to turn off autothrusters when that's active. The platforms I see loving this are the ghost with fcs (especially with docked shuttle for primary+end step with rerolls), Miranda (spending shields makes this pretty nasty) and the aggressor, dial depending. The aggressor looks to have a fiesty build option in the missiles for r3 in arc shots (no range bonus) and synced for r1-2, free rerolls in arc. Plus colonel vessery loves any ship that likes maintaining target locks and aggressors seem like some sexy wingmates.

Time will tell but I wouldn't be shocked to see syched be picked over tlt outside of mega spam lists.

19 hours ago, Biophysical said:

Just from an "equipping what's in the box" perspective, I think the stock Lightweight Frame, Synced Turret, and Unguided Rockets on the base pilot for 23 points gives you a pretty reasonable amount of utility.

On approach, you joust with the rockets, and once you're close, you can grab a TL and bring the turret into play, giving you a lot of options for movement other than K-turning. This is all on a chassis that will take a little bit of work to get rid of. Autoblaster Turret is pretty nice there, too, depending on what you expect to face.

Sienar Specialist (17)
Synced Turret (4)
Unguided Rockets (2)
Lightweight Frame (2)

Total: 25


As long as the dial doesn't go and screw things up, this seems like a nice versatile ship to fill 25 points.

15 minutes ago, WWHSD said:


As long as the dial doesn't go and screw things up, this seems like a nice versatile ship to fill 25 points.

I'm pretty sure the dial won't be too tragic. There's been 'dial creep' which actually just means FFG realized the early dials like the ywing are unacceptable and not fun. Even if the dial is rough for the modern age it'll be good enough to enjoy I think.

i kinda feel like Blaster Turret impacted its cost, but i still dont think its bad. Just feels like it should be a 3pt turret. If it was 3pts then Blaster would be so dead it would never return...oh wait it already is that dead.

I like the idea of using Synchronizers to get the shot off. Makes me wonder if they did that on purpose to give that 3pt card more viability since majority of the ways you'd use it would consume the TL. If theyre in your arc and you focused thats essentially a single action full mod attack w/o a stress penalty (cant reroll all 3 dice on the Aggressor but 2 is enough). Thats pretty dope. I already like running Backdraft with Synchs and a couple bombers so this might be interesting.

As for the dial of the TIE/AG, i'd wager your typical TIE dial w/o a 5fwd and 1banks instead of 1turns. I'd love to see a unique moveset but i doubt it'd happen (full 1-2 access, only 3fwd, but has white 2sloops. You can chase it with anything, but it will rebound on you hardcore without any penalty)

Edited by Vineheart01
32 minutes ago, WWHSD said:

Sienar Specialist (17)
Synced Turret (4)
Unguided Rockets (2)
Lightweight Frame (2)

Total: 25


As long as the dial doesn't go and screw things up, this seems like a nice versatile ship to fill 25 points.

Derp. I think I said 23 because I was looking at Lightweight Frame as not really required for the build.

36 minutes ago, Vineheart01 said:

i kinda feel like Blaster Turret impacted its cost, but i still dont think its bad. Just feels like it should be a 3pt turret. If it was 3pts then Blaster would be so dead it would never return...oh wait it already is that dead.

I like the idea of using Synchronizers to get the shot off. Makes me wonder if they did that on purpose to give that 3pt card more viability since majority of the ways you'd use it would consume the TL. If theyre in your arc and you focused thats essentially a single action full mod attack w/o a stress penalty (cant reroll all 3 dice on the Aggressor but 2 is enough). Thats pretty dope. I already like running Backdraft with Synchs and a couple bombers so this might be interesting.

As for the dial of the TIE/AG, i'd wager your typical TIE dial w/o a 5fwd and 1banks instead of 1turns. I'd love to see a unique moveset but i doubt it'd happen (full 1-2 access, only 3fwd, but has white 2sloops. You can chase it with anything, but it will rebound on you hardcore without any penalty)

Major Stridan (32)
Fire-Control System (2)
Systems Officer (2)
Targeting Synchronizer (3)

Sienar Specialist (17)
Synced Turret (4)
Unguided Rockets (2)
Lightweight Frame (2)

Total: 64

I think that could be a solid start to a squad. It leaves 36 points to smack in something like Ryad.

8 hours ago, thespaceinvader said:

You almost certainly want Vectored Thrusters on Kavil.

Nope, you must be able to get a TL