Thoughts on Synced Turret?

By heychadwick, in X-Wing

22 hours ago, Princezilla said:

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.

Anyone caught in the front arc will get minced but it doesn't do a great job against protecting the Ghost's flanks/rear. You need a TL on the target and FCS can only provide those in arc. If you suspect you will need to shoot at anything out of arc, you need to decide in the activation phase, take TL as your action and then forgo the benefits of FCS.

Cheap Ghosts are still going to want ABT. Heragator is still going to want ABT. Kanan wants to Focus so he will still be taking TLT so he can slow-roll. Ghost looks like a good home for Synced turret on paper but in practice I think the 2 established turrets are still better. The fact that you must have a TL to fire makes this turret too restrictive. I would have preferred it if it could fire normally but the re-roll bonus only applied if you had a TL.

Edited by Karhedron
12 minutes ago, Karhedron said:

Anyone caught in the front arc will get minced but it doesn't do a great job against protecting the Ghost's flanks/rear. You need a TL on the target and FCS can only provide those in arc. If you suspect you will need to shoot at anything out of arc, you need to decide in the activation phase, take TL as your action and then forgo the benefits of FCS.

Cheap Ghosts are still going to want ABT. Heragator is still going to want ABT. Kanan wants to Focus so he will still be taking TLT so he can slow-roll. Ghost looks like a good home for Synced turret on paper but in practice I think the 2 established turrets are still better. The fact that you must have a TL to fire makes this turret too restrictive. I would have preferred it if it could fire normally but the re-roll bonus only applied if you had a TL.

Yep, Ghost is a ship that will continue to get TLT

On 3/19/2017 at 8:47 AM, 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.

I don't really see a problem. There are a lot of ships that WANT to be in your firing arc these days and arc dodging isn't as big as it used to be. So....getting someone in the front arc isn't as crazy hard as it used to be. Next, you still can spend your TL if you have them out of arc. It's not like you HAVE to have them firing in your forward arc. Next, let's say you have a TL on someone and you do your next turn. You can still just take your action to put your TL on someone else. Or are you really worried that someone is going to fly out of R2 just to get out of your turret's firing? I guess I just don't see an issue too much.

As it stands, there are no other turrets that can dish out 3 red dice for full damage to you, with the exception of the Blaster Turret, which is inferior due to having to spend the Focus.

Having the TL clause in there helps against Biggs which is cool. And you can still spend the TL to reroll. If they're in arc instead that's gravy. It's an interesting Turret that's for sure.

16 minutes ago, Goseki1 said:

Having the TL clause in there helps against Biggs which is cool. And you can still spend the TL to reroll. If they're in arc instead that's gravy. It's an interesting Turret that's for sure.

That's how I feel about it. What's not to like?

I like the card with Advanced Scopes. Target lock early in the game and never spend it.

29 minutes ago, Celestial Lizards said:

I like the card with Advanced Scopes. Target lock early in the game and never spend it.

I think you meant long range scanner.

I think the K-wing is the only ship that could make that work, as you have to have missile, torpedo, and turret slots.

Edited by rubberduck

Unforunately synced turret is so wildly off the mark that I don't think it will ever see play even in mission play or casual play.

Even in a world with no TLT, I would never even consider putting it on a ship. It could be 2 points and I probably wouldn't consider putting it on a ship.

28 minutes ago, Brunas said:

Unforunately synced turret is so wildly off the mark that I don't think it will ever see play even in mission play or casual play.

Even in a world with no TLT , I would never even consider putting it on a ship. It could be 2 points and I probably wouldn't consider putting it on a ship.

I can already say this is wrong since I've played it a couple times already. I dont' know if it will be good enough to see COMPETITIVE play, but it's a lot of fun for casual. Running it on deadeye/k4 palob and deadeye/r4 kavil. Kavil throwing 4 dice at range 1-2 works quite well.

Edited by VanderLegion
5 minutes ago, VanderLegion said:

I can already say this is wrong since I've played it a couple times already. I dont' know if it will be good enough to see COMPETITIVE play, but it's a lot of fun for casual. Running it on deadeye/k4 palob and deadeye/r4 kavil. Kavil throwing 4 dice at range 1-2 works quite well.

Why not just run blaster turret or dorsal turret at that point?

Let me put more detail actually: If kavil is getting extra dice, he isn't getting the rerolls from the lock/deadeye anyways, so that part of the turret isn't helping you. With palob, having enough focus for blaster (still a bad idea, mind you) isn't an issue

Regardless, I'm glad you're trying it on the table. I don't mean to dismiss actual playtesting, just skeptical!

Edited by Brunas
12 minutes ago, Brunas said:

Why not just run blaster turret or dorsal turret at that point?

Let me put more detail actually: If kavil is getting extra dice, he isn't getting the rerolls from the lock/deadeye anyways, so that part of the turret isn't helping you. With palob, having enough focus for blaster (still a bad idea, mind you) isn't an issue

Regardless, I'm glad you're trying it on the table. I don't mean to dismiss actual playtesting, just skeptical!

Blaster Turret forces you to spend a focus.

If you can land the TL and keep it, Synced is better.

On 3/20/2017 at 9:13 AM, Karhedron said:

Anyone caught in the front arc will get minced but it doesn't do a great job against protecting the Ghost's flanks/rear. You need a TL on the target and FCS can only provide those in arc. If you suspect you will need to shoot at anything out of arc, you need to decide in the activation phase, take TL as your action and then forgo the benefits of FCS.

Cheap Ghosts are still going to want ABT. Heragator is still going to want ABT. Kanan wants to Focus so he will still be taking TLT so he can slow-roll. Ghost looks like a good home for Synced turret on paper but in practice I think the 2 established turrets are still better. The fact that you must have a TL to fire makes this turret too restrictive. I would have preferred it if it could fire normally but the re-roll bonus only applied if you had a TL.

FCS has no arc limitation. FCS-equipped ghosts will be able to utilize these quite well.

On 3/20/2017 at 8:13 AM, Karhedron said:

Anyone caught in the front arc will get minced but it doesn't do a great job against protecting the Ghost's flanks/rear. You need a TL on the target and FCS can only provide those in arc. If you suspect you will need to shoot at anything out of arc, you need to decide in the activation phase, take TL as your action and then forgo the benefits of FCS.

Cheap Ghosts are still going to want ABT. Heragator is still going to want ABT. Kanan wants to Focus so he will still be taking TLT so he can slow-roll. Ghost looks like a good home for Synced turret on paper but in practice I think the 2 established turrets are still better. The fact that you must have a TL to fire makes this turret too restrictive. I would have preferred it if it could fire normally but the re-roll bonus only applied if you had a TL.

On 3/20/2017 at 8:27 AM, Cerve said:

Yep, Ghost is a ship that will continue to get TLT

Well if you are running the Ghost with the title you never want to use TLTs anyway because you don't get the second shot when using it at the end of the shooting phase.

The ABT+AC combo is very powerful and will definitely still see a great deal of use but the range one limit means that it can be avoided by skilled players, particularly with the ships it is most useful against. Additionally the hyper dodgey acewing meta is in decline, you'll still see some of the lists but they aren't as potent and there is much more variety, and against lower agility ships you are probably better off with the extra dice, plus with the extra range you'll actually get to use it more than once or twice a game. Ideally you'll get your first TL on your initial pass from a primary weapon attack and FCS will keep it up until that ship dies, barring shenanigans. In this build the in arc rerolls are redundant because you'll be able to get your TL back after using it with FCS but that doesn't really matter because you'll be getting rerolls out of arc which is way better for a turret.

16 minutes ago, Brunas said:

Why not just run blaster turret or dorsal turret at that point?

Let me put more detail actually: If kavil is getting extra dice, he isn't getting the rerolls from the lock/deadeye anyways, so that part of the turret isn't helping you. With palob, having enough focus for blaster (still a bad idea, mind you) isn't an issue

Regardless, I'm glad you're trying it on the table. I don't mean to dismiss actual playtesting, just skeptical!

Agree about Synched Turret better as you don't spend the TL to fire.

Also, about Kavil....it's more insurance for any situation. If his target is outside his firing arc, he gets the Kavil bonus. If he's inside the firing arc, he gets the Synched Turret bonus. It's win-win no matter where they are. Yes, most tournament builds are about capitalizing on doubling bonuses, but this isn't bad to mean it's good anywhere. More like redundancy for bonuses. You will always get one.

7 minutes ago, heychadwick said:

Agree about Synched Turret better as you don't spend the TL to fire.

Also, about Kavil....it's more insurance for any situation. If his target is outside his firing arc, he gets the Kavil bonus. If he's inside the firing arc, he gets the Synched Turret bonus. It's win-win no matter where they are. Yes, most tournament builds are about capitalizing on doubling bonuses, but this isn't bad to mean it's good anywhere. More like redundancy for bonuses. You will always get one.

Additionally it's cheaper then the blaster turret and gets more dice at range two then the dorsal turret. Plus with the idiotic changes made to the R4 Aggromech you can no longer get dice mods on blaster turret fire easily whereas with the synced you can just never spend your TL and have a focus for shooting in following turns, or just spend the TL, which ever you prefer. Kavil's ability is mostly waisted on TLTs and ion turrets so the synced is now probably the best option for him given the ABT's range issues and how easy it is to stay out of R1 of a small based ship with no movement actions.

24 minutes ago, Princezilla said:

Well if you are running the Ghost with the title you never want to use TLTs anyway because you don't get the second shot when using it at the end of the shooting phase.

The ABT+AC combo is very powerful and will definitely still see a great deal of use but the range one limit means that it can be avoided by skilled players, particularly with the ships it is most useful against. Additionally the hyper dodgey acewing meta is in decline, you'll still see some of the lists but they aren't as potent and there is much more variety, and against lower agility ships you are probably better off with the extra dice, plus with the extra range you'll actually get to use it more than once or twice a game. Ideally you'll get your first TL on your initial pass from a primary weapon attack and FCS will keep it up until that ship dies, barring shenanigans. In this build the in arc rerolls are redundant because you'll be able to get your TL back after using it with FCS but that doesn't really matter because you'll be getting rerolls out of arc which is way better for a turret.

Check the timing sequence again, you get four shots of TLT in a round if you have the title equipped

34 minutes ago, Brunas said:

Why not just run blaster turret or dorsal turret at that point?

Let me put more detail actually: If kavil is getting extra dice, he isn't getting the rerolls from the lock/deadeye anyways, so that part of the turret isn't helping you. With palob, having enough focus for blaster (still a bad idea, mind you) isn't an issue

Regardless, I'm glad you're trying it on the table. I don't mean to dismiss actual playtesting, just skeptical!

You run Synced over Blaster because, as people said, you don't have to spend the focus. Deadeye + synced turret is the same points as blaster turret, but doesn't have to spend the focus and gets free rerolls in arc. You run it over dorsal because dorsal only throws 2 dice at range 2 and synced throws 3.

As for running it on kavil, as heychadwick said, in arc you get rerolls, out of arc you get an extra die. Either one is good. And with r4 aggromech, if you spend your focus to modify the shot, you now have a TL the next round so even if you get blocked or do a red or something to not have a focus you can still fire. And if you stillg et a focus, you now have TL + focus to modify your likely 4-die shot.

For palob, having focus for blaster IS an issue. if you want to both fire and modify, you need at least 2 focus per round. That means you need recon specialist to guarantee it, and even then only works if you get an action. Moldy crow can help, but then you're just spending even more points. Sure, his ability can give you a focus, but a lot of people tend to...not take focus tokens when palob is around. If you're rrelying on his ability, odds are you'll either not get to shoot or won't have a focus to modify. With k4+deadeye you're guaranteed to be able to fire the turret if you do a green, since you'll always have a TL, and if you have a focus as well you can shoot at anyone you want and have double modifiers if you shoot at the TLed guy.

19 minutes ago, Princezilla said:

Well if you are running the Ghost with the title you never want to use TLTs anyway because you don't get the second shot when using it at the end of the shooting phase.

The ABT+AC combo is very powerful and will definitely still see a great deal of use but the range one limit means that it can be avoided by skilled players, particularly with the ships it is most useful against. Additionally the hyper dodgey acewing meta is in decline, you'll still see some of the lists but they aren't as potent and there is much more variety, and against lower agility ships you are probably better off with the extra dice, plus with the extra range you'll actually get to use it more than once or twice a game. Ideally you'll get your first TL on your initial pass from a primary weapon attack and FCS will keep it up until that ship dies, barring shenanigans. In this build the in arc rerolls are redundant because you'll be able to get your TL back after using it with FCS but that doesn't really matter because you'll be getting rerolls out of arc which is way better for a turret.

Ghost with title DOES get both TLT shots in the end of the combat phse. It changed at teh same time as FCS changed to only give you a TL after both attacks instead of after each attack with TLT. So a titled ghost gets 4 total shots from TLT in a round, but only gets target locks twice.

I definitely plan to test out synced turret on an FCS ghost, but haven't gotten around to it yet.

@VanderLegion , Synced Turret is 4 points like Blaster Turret, is it not?

Just now, RampancyTW said:

@VanderLegion , Synced Turret is 4 points like Blaster Turret, is it not?

Whoops, you're right. So deadeye makes it 1 more, but better in...every way.

I'm just going to say it, BTL-A4 Y-Wings will like it, especially with R4 Agromech onboard.

Rebel Operative (16)
Synced Turret (4)
Han Solo (2)
Pulsed Ray Shield (2)

Total: 24

View in Yet Another Squad Builder

1 hour ago, Princezilla said:

Well if you are running the Ghost with the title you never want to use TLTs anyway because you don't get the second shot when using it at the end of the shooting phase.

Yes you take the second shot. That's why is the most common configuration for the Ghost

1 hour ago, VanderLegion said:

Ghost with title DOES get both TLT shots in the end of the combat phse. It changed at teh same time as FCS changed to only give you a TL after both attacks instead of after each attack with TLT. So a titled ghost gets 4 total shots from TLT in a round, but only gets target locks twice.

When did that happen? I remember a lot of people being annoyed when they initially ruled the other way.

26 minutes ago, Princezilla said:

When did that happen? I remember a lot of people being annoyed when they initially ruled the other way.

Same FAQ thta added the timing chart, so it's been a while now

Y-Wing, R7-T1, Title, Synced Turret.

How does that sound? You can even leave BTL off if that helps.

Just trying to get my buddy R7 some play.

Edited by Scopes