Two playtested Turret fixes in our group. Blaster and TLT

By Hexdot, in X-Wing

1 hour ago, Parakitor said:

I disagree. T-70s love the extra die, especially if they have Autothrusters, but even without it they are grateful. I mean, my TIE strikers were really happy they had Lightweight Frame against two TLTs in a squad. It didn't help all the time, but it made a difference sometimes. We're not trying to erase TLTs, we're trying to make them balanced, and increase interesting decision making.

I'll go ahead and share this here, too: Why don't you get your range 3 defense bonus against cannon and turret secondary weapons? Shouldn't missiles and torpedoes be the only ones that deny that bonus die since they home in on a target? This would fundamentally change a lot of cards, potentially making TIE/D a lot less attractive, unfortunately, but it solves TLT without along with a few others I struggle with *cough*Dash*cough*. It's just something I've been mulling over for the last few weeks. When this game first came out, the only secondary weapons that could shoot at range 3 were missiles and torpedoes. Then, in wave 2, they introduced Heavy Laser Cannon and Ion Cannon, and I couldn't understand why you wouldn't get your range bonus against such weapons. This would almost certainly increase the value of ordnance. Like I said, just a thought. I'm not certain they should actually change it to this ruling, because of all the unintended consequences. I just sort of went, "Huh," when this thought came to me, and I wanted to share it.

If you have access to autothrusters, that's already a massive bonus to defending against turrets...

1 hour ago, Hexdot said:

Autoblasters...totally OP this way. But the idea of Mango giving you +1 Red R1 and +1 Green R3 not bad. Mango MK2. Enhanced rate of fire...but worse long range precision.

And thanks for your opinion VanderLegion. Very well argued. As said before in my opinion balanced. But of course never tested Synch. Many months till Wave 11 release and with some exceptions we do not use upgrades till we can touch the new cards. Thanks a lot, it is a pleasure to post here.

Man, credit to you for handling yourself so graciously in this topic. I've seen so many threads devolve when someone decides their pet "fix" is a hill they're prepared to die on.

Anyway: I like the TLT fix, and kind of agree with VanderLegion that switching BT to just requiring you to have the focus but not spend it is enough of a buff to make it playable in the right circumstances. Just having it as R1-2 no restrictions doesn't strike me as offering enough opportunity for counter play, but coming from a habitual Imperial Aces player you might want to take that opinion with a grain of salt. :D

2 hours ago, Parakitor said:

I disagree. T-70s love the extra die, especially if they have Autothrusters, but even without it they are grateful. I mean, my TIE strikers were really happy they had Lightweight Frame against two TLTs in a squad. It didn't help all the time, but it made a difference sometimes. We're not trying to erase TLTs, we're trying to make them balanced, and increase interesting decision making.

I'll go ahead and share this here, too: Why don't you get your range 3 defense bonus against cannon and turret secondary weapons? Shouldn't missiles and torpedoes be the only ones that deny that bonus die since they home in on a target? This would fundamentally change a lot of cards, potentially making TIE/D a lot less attractive, unfortunately, but it solves TLT without along with a few others I struggle with *cough*Dash*cough*. It's just something I've been mulling over for the last few weeks. When this game first came out, the only secondary weapons that could shoot at range 3 were missiles and torpedoes. Then, in wave 2, they introduced Heavy Laser Cannon and Ion Cannon, and I couldn't understand why you wouldn't get your range bonus against such weapons. This would almost certainly increase the value of ordnance. Like I said, just a thought. I'm not certain they should actually change it to this ruling, because of all the unintended consequences. I just sort of went, "Huh," when this thought came to me, and I wanted to share it.

IMO, the range bonuses should be reversed. +1 red at R3 and +1 green at R1. If you have ever tried hitting something moving fast and close to you you'll understand.

Of course this will screw with all the game effects not just turrets.

On 3/16/2017 at 11:44 AM, Hexdot said:

TLT...give extra green dice R3. Simple and easy. Still very good upgrade, No OP.

Blaster Turret. Erase "Attack Focus" and the need to discard one. 4 pts. Dorsal Turret rolls 3 Reds at R1 and 2 Reds R2 for 3 pts. Balanced. Also compared to Sync Turret.

So 6 turrets, all 6 playable.

This was brought up by me when it was first released. Hopefully they will review it as I'm totally on board with this fix