5 minutes ago, Cerve said:Nope, you must be able to get a TL
You can take a target lock 1x then shoot them until they die or you lose the lock somehow. You don't need to target lock every turn unless you change targets way too often.
5 minutes ago, Cerve said:Nope, you must be able to get a TL
You can take a target lock 1x then shoot them until they die or you lose the lock somehow. You don't need to target lock every turn unless you change targets way too often.
One problem I can see with the turret is the Black One title of T-70s
41 minutes ago, nigeltastic said:You can take a target lock 1x then shoot them until they die or you lose the lock somehow. You don't need to target lock every turn unless you change targets way too often.
Yes, but in this case you will lost your modification for the attack. If you roll no miss, it's fine. But I don't think I will use the B-roll myself so much.
1 hour ago, Cerve said:Nope, you must be able to get a TL
If you do r4 agromech instead of r4v11 you could pick up thrusters. Target lock for the first shot, then have focus from mindlink. If you spend your focus to modify (or don't spend TL) you'll already have a target lock set up for the next round and be free to BR
5 hours ago, Vitalis said: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.
Just to clarify, because it isn't clear of you understand it from your post, but you do not have to hope for a focus result on your primaries to spend the token and acquire TL. So I'll personally be hoping for double crits on my primaries!
I like Shara Bay with weapons engineer and M9-G8 as a versatile support piece in general, but she really synergizes with these turrets. Since nothing requires the spending of TLs, she can be debuffing attacks and empowering synced turrets simultaneously.
I can see striden with weps engineer and targeting synchronizer so the aggressors can shoot at potential 3 targets
1 hour ago, Sekac said:Just to clarify, because it isn't clear of you understand it from your post, but you do not have to hope for a focus result on your primaries to spend the token and acquire TL. So I'll personally be hoping for double crits on my primaries!
To clarify: You can spend your focus even to change 0 eyeballs.
36 minutes ago, VanderLegion said:To clarify: You can spend your focus even to change 0 eyeballs.
Garven Dreis wants R4 agromech so badly.
Three scummy ways to skip that TL dependence :
Kavil (24)
Deadeye (1)
Synced Turret (4)
Unhinged Astromech (1)
Palob Godalhi (20)
Deadeye (1)
Synced Turret (4)
Syndicate Thug (18)
Synced Turret (4)
R4 Agromech (2)
BTL-A4 Y-Wing (0)
Total: 79
View in Yet Another Squad Builder
Kavil: Even if you never land a TL, you're firing a 4-die attack with focus... Or a 3-die attack with practically full mods.
If only he weren't quite so squishy, this is a mighty attractive proposition.
Palob: loves deadeye'd sync turrets too, for entirely different reasons. ? Steal a token, shoot them in the face with it!
Thugs:
A return of the double-tap jouster, perhaps? Strictly better than the blaster turret version, and no shortage of dice mods.
Edited by ReiverWith Jonus around, Blaster Turrets might be a better choice, because of the flexibility.
Get some crew in his shuttle and hand out some extra focus tokens and other gimmicks.
If Jonus isn't inited to the party, the synced turrets might be a better coice in most cases.
I somehow like it. yes you have now 360°-attack, but you still want to have your target within your arc.
So just for kicks and giggles, I've been kicking around the idea of putting it on Miranda. Then I re-read her ability, and if you spent her ability to burn a shield and roll an additional attack die, you would still only get to re-roll two dice.
Basically the Rey-Finn combo on a K-Wing, but it costs a shield.
On 17.03.2017 at 3:32 PM, heychadwick said: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.
Cause i find it extremely counterproductive with itself. You have to have TL to fire it right? Then you want to have target in your arc to get semi-TL? Synergy -100 here. Ok cool you will say "then you have a free action for the next round if you dont spend a TL" - then your target may be dead, in range 3, whatever. Not to mention your TURRETed ship is literally writing on its hull "hey im gonna shot THAT guy!"....you are loosing so much "turrety" stuff with this one and for 4 points. Im not gonna even compare it to TLT but even simple dorsal sounds better here, not to mention 1 points more for Ion. c'mon... For me it can even have Y-wing only on it.
Edited by Vitalis13 minutes ago, Vitalis said:Cause i find it extremely counterproductive with itself. You have to have TL to fire it right? Then you want to have target in your arc to get semi-TL? Synergy -100 here. Ok cool you will say "then you have a free action for the next round if you dont spend a TL" - then your target may be dead, in range 3, whatever. Not to mention your TURRETed ship is literally writing on its hull "hey im gonna shot THAT guy!"....you are loosing so much "turrety" stuff with this one and for 4 points. Im not gonna even compare it to TLT but even simple dorsal sounds better here, not to mention 1 points more for Ion. c'mon... For me it can even have Y-wing only on it.
Of course you're not considering that 3 always modified attacks as a turret is amazing. Nor that there'a a lot of cards that will help you to get a TL. Nor that this can push your enemy away (r3+) if he want to dodge you.
Seriously, 3 dice TL attack normally is amazing. Now, at 360' it sucks.
Mmm...I can't say that I agree
TLTs are nice and useful but they are hardly game breaking like some of you are making them out to be, there biggest strength is their consistency and against low agility ships you are probably better off being able to crit. I can think of a number of ships which would prefer this new turret, the Ghost is of course the most obvious with it's ability to take FCS and the mechanics of it's double tap ability, lord help anything unfortunate enough to get caught in that front arc. Kavil likes it a lot as well and between droids and EPTs has a number of ways to make the most of it. Though most Rebel HWKs will most likely still prefer the TLT all scum HWKs have abilities that are counterintuitive with it due to a very narrow overlap of effective range or working off ionization.
Looking at the probably-not-all-that-realistic 4 Aggressor list, you could do something like Synced Turret, Lightweight Frame, 2 ships with Thread Tracers, and 2 ships with Ion Pulse Missiles. The Tracers let you pick up easy TLs for everyone, and IPMs give some very useful control for swarming and limiting actions, without eating the Target Locks.
On 17.03.2017 at 7:20 PM, IG88E said:One problem I can see with the turret is the Black One title of T-70s
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My VI/BB-8/PT Black Snap rejoices yet again.
Does the TL need to be on the ship you are aiming at? If not it could be used with 3 TLTs to take on aces that can keep inside range 1.
Just now, Porkchop Express said:Does the TL need to be on the ship you are aiming at? If not it could be used with 3 TLTs to take on aces that can keep inside range 1.
Yes, it works the same way ordinance does.
1 hour ago, Porkchop Express said:Does the TL need to be on the ship you are aiming at? If not it could be used with 3 TLTs to take on aces that can keep inside range 1.
Eheh nice try, I've tried it too before
18 hours ago, Cerve said:
Of course you're not considering that 3 always modified attacks as a turret is amazing. Nor that there'a a lot of cards that will help you to get a TL. Nor that this can push your enemy away (r3+) if he want to dodge you.
Seriously, 3 dice TL attack normally is amazing. Now, at 360' it sucks.
Mmm...I can't say that I agree
Well of course its good as an attack per se. You just pay 4 points for it..that is expesive considering Ion (im trying very hard not to mention TLT but its next to impossible
) is one point more and dorsal is one less (and dorsal > synced on R1). It falls into a trap called "my competition is awesome and im just...ok"
1 hour ago, Vitalis said:Well of course its good as an attack per se. You just pay 4 points for it..that is expesive considering Ion (im trying very hard not to mention TLT but its next to impossible
) is one point more and dorsal is one less (and dorsal > synced on R1). It falls into a trap called "my competition is awesome and im just...ok"
Dorsal is terrible at range 2, and it's never used over autoblaster turret anyway since unblockable damage is so good. I think this is the general gist:
Autoblaster Turret
- great for the price, but very limiting when not on a large base ship.
Dorsal Turret
- not really good at anything - autoblaster is better at range 1 and TLT+ Ion are better at 2.
Blaster Turret
- anything that doesn't have PTL, Predator, Dengar or Moldy Crow immediately hates it, and they all prefer TLT/Ion anyway.
Ion Cannon Turret
- only ever good when Ion is intended, otherwise TLT/autoblaster is better.
Synced Turret
fits into a niche spot - knife fighters with turrets. TLTs would suck on a B-wing, for instance. Once the target lock is acquired the Synced Turret functions well if you can keep the same target, which means high PS turrets are going to like it the most - could you imagine Vader with one of these?
In addition, the 2 extra points for a TLT can mean all the difference in a lot of lists. Targeting synchroniser is a great card that really helps with the synced turret, so here's a list I'll try out once I have the ships:
Quickdraw
(37)
Targeting Sychroniser
Lightweight Frame
Veteran Instincts
Fire Control System
Ops Title
3 x Sienar Specialists
(21)
Synced Turret
Quickdraw is a super elusive ace that you really don't want to fire at, and at PS 11 he's handy in the endgame. The specialists can spot off of Quickdraw to shoot their turrets (still getting the turret rerolls in arc). If quickdraw does die, the Specialists can still dish out some decent damage, especially against generics.
2 hours ago, Vitalis said:Well of course its good as an attack per se. You just pay 4 points for it..that is expesive considering Ion (im trying very hard not to mention TLT but its next to impossible
) is one point more and dorsal is one less (and dorsal > synced on R1). It falls into a trap called "my competition is awesome and im just...ok"
I don't like Dorsal Turret at all. 2 attacks at range 2, 3 at range 1 is kinda meh. For 3 points. For 2 I have an autoblaster Turret.
Ok that TLT is pretty amazing. But if you want to punch more than 1 damage per attack, Synced Turret will be nice. Well I'm scum so maybe rebels still prefer TLT. But as a scum player I'm liking this turret.
Don't if we ever see it in any tournament...but tournament reality is pretty close, not just for quality (there's time, efforts, risk etc. There's a lot of competitive choice that request more skill than others, for example).
I'm planning on sticking it on 3 scum warthogs with the R4, and bringing a bumpmaster (or maybe a tractor tug) to line the shots up for em.
I'll have to see the aggressor's dial before I figure out if it'll actually be good on one. The Scurrg I think will like one. The generic scum pilots can take a K4 (assuming at least some green banks).
Edited by grandmoffjoeOn 16.3.2017 at 7:21 PM, Transmogrifier said: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
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No, that's the thing. When the gunner (or the computer as it looks for this turret) tracks an enemy with the turret to a spot in the front where It can not fire, the main guns continue tracking and firing, until the enemy gets out of the dead angle and the turret can track again.
That would fluffwise explain why you need a target Lock, since the firing computer needs to decide when to fire the turret and when to fire the main guns. It's also why you can reroll up to your primary weapon value, and why it's called SYNCED turret. Because turret and primaries are synced...
Or at least that's my theory about it.
Edited by ForceMI like the Sync because it fills a niche and it isn't a no-brainer. It has the healthy 3 attack dice, a somewhat soft restriction and a somewhat soft built-in attack modification. So, its more a 'skill-turret'
It motivates you to toy around with different support effects and maybe 'make them work' for you. It isn't that hard to get TLs in this days. TLT is the no-brainer of the turret family - but still not an auto-win.
If you manage to stay in the knive fight with Tie Aggressors and Syncs I'm sure they can even be more devastating. So in the end its up to your (and your opponents) skill.