Printing Upgrades to Mitigate Turret Spam

By FirstOrderProblems, in X-Wing

Hi all!

I haven't found the time to post in a while, but have been browsing the forums a lot. It seems like there's been even more threads (than usual) recently advocating taking turrets, particularly TLTs, down a peg.

I've never liked fat turrets, and I don't particularly like facing a torrent of 3 dice shots every round on my squishy Ties. That said, I think it's nice that ships like the HWK and Y-Wing can have powerful attack options, and be relevant weapons platforms despite their limited dials.

So, rather than nerfing, I'm wondering what kinds of upgrade cards could be printed to give non-boost capable ships a better fighting chance against lists that spam turrets.

Specifically, I've been thinking about this:

"Cool Afterburner Things"

Modification - Small Ship Only

Your ship gains the [BOOST] action icon.

When defending, if you are outside the attacker's firing arc, you may change 1 of your blank results to an [evade] result.

5 pts.

As it stands currently, even elite pilots like Vader melt under sustained turret fire because they cannot equip Autothrusters. An upgrade like this, though very expensive, could give pilots such as Vader and Corran (though I do despise Corran...) a fighting chance against a quad TLT list. Pilots like Wedge, Wes, and especially Talonbane would love a more powerful engine upgrade. TIEs like Mithel and Zeta Leader could be pretty fun pocket aces. I can even imagine an Ezra Bridger Attack Shuttle being pretty tanky! The important thing is that it gives a player the option to shore up an ace's vulnerability - something that is currently lacking.

Does anyone have any ideas for other/different cards that could be printed as widespread answers to turret spam? I think TLTs are cool, but would like to disincentivize lists that overload on them.

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Special bonus:

How sick would it be if there was a Backdraft crew card for Imperial Kath? 3 points; add a crit when attacking out of your rear arc...

Love this idea. Gives a boost and mini-Autothrusters to ships that really need them. Pricey enough that it's not auto-include, but good enough for ships that are otherwise currently being pushed out of the game thanks to TLT.

Non-boost capable ships already have a great chance - they win the jousting efficiency part of the list. BBBBZ will tear apart quad TLT. Sure you'll lose one in the opening round, but so will they, and then they'll lose another one on R2 and you won't. And from there it just goes in your favor. That's the point of the turrets - they can handle the arc dodgers (you know, those slippery things with boost), while the jousters can't. Though somewhere along the lines arc dodgers started to eat turrets for dinner and yet everyone still complains about TLTs :)

Edited by Khyros

4TLT vs 4BZ is actually a pretty tricky matchup if the TLT player know what he's doing. A good TLT player will be able to keep a bunch of B-Wings at Range 3 pretty easily. So you've got four three dice attacks with focus vs. two dice? That's what...2.25 expected hits and .75 expected evades...call it 1.5 damage per shot on average. Your B-Wings do 6 and your Z does maybe one; on average, that Y-Wing is still breathing. And it only gets worse with more less ships; any four ship jousters list has to get pretty frickin lucky to win against TLTs.

That's my main problem with turrets at the moment. It's basically dodgers>turrets>jousters>nothing.

13 hours ago, Khyros said:

Though somewhere along the lines arc dodgers started to eat turrets for dinner and yet everyone still complains about TLTs :)

Because there are now far too many automatic damage/counters to arc-dodgers, so without them in the game nearly as much, turrets are again a problem for some lists.

I think the card would be a great but I'd make it 6 points just to but the cost efficiency there. So you'd be tempted to take it on Vader and the likes but sacrifice the points elsewhere. Also it can be called the Adv. Engine Upgrade. Just want to make sure we don't make normal Autothrusters useless though so the card would have to be hella expensive.

21 minutes ago, ObiWonka said:

Because there are now far too many automatic damage/counters to arc-dodgers, so without them in the game nearly as much, turrets are again a problem for some lists.

So it used to be Turrets > Arc Dodgers > Jousters > Turrets. But then turrets got fat and beat jousters, and then arc dodgers got AT and beat turrets, and then jousters got auto damage to beat arc dodgers. So now its Turrets < Arc Dodgers < Jousters < Turrets. It's still a RPS triangle, just inversed atm.