Quad Battery Turrets spoiler

By LazorBeems, in Star Wars: Armada

13 hours ago, xerpo said:

Ahh im tired to see how they keep bringing on the VSD back in game, was fine alreade with the disposable capacitors and JJ. Hope they do something similar in the next wave to fix somehow the mix of angles/defense tokens/shields/hull that makes the NeB the **** it is.

I wasn't wild about JJ-enhanced VSDs, and D-Caps only help VSD-IIs. QBT is a card that can help a VSD no matter what configuration it's in, because nearly everything in the universe has the option of going faster than the VSD. In essence, when equipping this to a VSD, you're getting a blue die for free with each shot you take... especially against anyone trying to flank you when you're at speed 1.

I feel this is the first great card that has been handed to the VSD since, well, Wave 2. I'm onboard with the VSD-II crowd using D-Caps and Leading Shots.

I don't think I'd take these with my ARQ battery. ARQs in my experience have need to push up to speed 3 to flank bigger fish trying to get around them, so QLBs won't help there. These cards are best for VSDs and slow-rolling ISDs. MC-80s will want to take these too, for the Leading shots Ackbar combination mentioned upthread.

Still... can't be excited enough for these. And if I get multiples, it means I can equip all six of my VSDs with one. That is, if I can ever field six...

1 minute ago, Norsehound said:

Still... can't be excited enough for these. And if I get multiples, it means I can equip all six of my VSDs with one. That is, if I can ever field six...

5 in a Regular Game is where you max, and you gotta have a cheap Admiral if you want anything but Naked :)

6 for the Corellian Conflict, of course :)

5x VSD with these will leave you with 10 points lacking an Admiral. You'll need to go down to 4, but on the other hand, that leaves you a lot of points to play with.

I'll loead Intel officers and Gunnery teams on all four, taking Motti or Konstantine. If I could free up four points it would be Vader. Dunno how I could stop overwhelming fighters, but there's one way forward with VSDs!

4x VSD I with 3x Boarding Troopers, 4x QBT and one with Inquistor + 2x Gozanti with Comms Net. Konstantine as Admiral. Sound like fun (as long as you dont face heavy squadrons :D).

If you want, you can even take out Konstantine and add Motti. In case you need more Hull on the ships.

10 hours ago, Warlord Zepnick said:

I mean I guess I could run a Vic-II with Overload Pulse, QBTs, and Screed with an Avenger follow up. But with Sloane, what's the point of spending all of those points to do that?

Replace Screed with Sloane and the combo, while less reliable, adds to her ability. The OP ships exhaust defense tokens, then Avenger gets in a defense-less attack, then the squads spend the exhausted tokens. Over a couple of rounds of fighting you should be able to discard all the tokens. And if the OP ships fail to perform, then squadrons activated with commands should get in there and spend tokens. Add in boarding troopers and you have tons of options for potentially spending those tokens. It'd be tough (hypothetically) to avoid them all (OP, Boarding Troopers, Squadrons, regular defense-spending, etc).

Obviously there are likely to be better options for designing a fleet, but if stripping tokens is your goal, then at least include OP, to make the jobs of your squadrons easier, or NK-7s, to make it go quicker. Avenger might not be necessary though. . .

Arquitens each with these are going to be the best thing ever.

blows enhanced armament out of the water IMO.

1 hour ago, Crabbok said:

Arquitens each with these are going to be the best thing ever.

blows enhanced armament out of the water IMO.

Its a great weapon for double arcing but an Arquitens going slow can either be run away from or run over by something MC30 shaped and rather killy.

4 minutes ago, Mad Cat said:

Its a great weapon for double arcing but an Arquitens going slow can either be run away from or run over by something MC30 shaped and rather killy.

Yeah, arquittens are a bit squishy to go slow enough for this.

3 minutes ago, Darthain said:

Yeah, arquittens are a bit squishy to go slow enough for this.

Agreed. There are definitely moments where they're quite content going speed 1 but conversely there are times where it's best to step on the gas and get away from trouble.

I think we'll see some janky attempts at making Quad Batter Turrets useful on smaller ships before people go back to using Dual Turbolaser Turrets, which are more reliable for most ships, particularly small ships. The only small ship I can see using QBTs might be the Hammerheads (appropriately) if the Scout Hammerheads are being used as longer-ranged reaction ships similarly to Raiders. Potentially also the Salvation Nebulon-B as well.

Edited by Snipafist

Doubt it all you want. When I win worlds with 6 Arquitens you'll all be like "Whoah...."

Granted I'd have to go to worlds to do that so maybe that'll never happen.

40 minutes ago, Snipafist said:

Agreed. There are definitely moments where they're quite content going speed 1 but conversely there are times where it's best to step on the gas and get away from trouble.

I think we'll see some janky attempts at making Quad Batter Turrets useful on smaller ships before people go back to using Dual Turbolaser Turrets, which are more reliable for most ships, particularly small ships. The only small ship I can see using QBTs might be the Hammerheads (appropriately) if the Scout Hammerheads are being used as longer-ranged reaction ships similarly to Raiders. Potentially also the Salvation Nebulon-B as well.

I hate DTT because red dice hate me. Trc Needa Arqs 4 lyfe. I'll call it my TNA boat.

12 minutes ago, Darthain said:

I hate DTT because red dice hate me. Trc Needa Arqs 4 lyfe. I'll call it my TNA boat.

The Needa TRC Arquitens certainly ain't bad, for what it's worth. It's just that there's only one Needa...

13 minutes ago, Snipafist said:

The Needa TRC Arquitens certainly ain't bad, for what it's worth. It's just that there's only one Needa...

We Needa-nother-Needa

48 minutes ago, Crabbok said:

Doubt it all you want. When I win worlds with 6 Arquitens you'll all be like "Whoah...."

Granted I'd have to go to worlds to do that so maybe that'll never happen.

Now youve said this you have to go....

29 minutes ago, Mad Cat said:

We Needa-nother-Needa

We didn't even get to keep the one we had!

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34 minutes ago, Mad Cat said:

We Needa-nother-Needa

In legends, there were two. . .

3 hours ago, Crabbok said:

Arquitens each with these are going to be the best thing ever.

blows enhanced armament out of the water IMO.

So basically you are looking at 5 Arquitens with Tarkin fueling engine techs to keep the slowed 'kittens sped up and concentrate fire for 3 red, 2 blue per long range attack. You'll lose the rerolls from Vader but you gain maneuverability and a more reliable attack cept the rerolls. Not sure how the math works out on that but engine techs could make positioning better and they would keep pace with MC30s and keep them at long range.

Edited by Mep
1 hour ago, Mad Cat said:

We Needa-nother-Needa

We don't needa-nother Needa

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I think it's a balanced choice between this or enhanced armament for an Arquitens Fleet. The savings in cost can be used for extra squadrons or other defense ideas to offset the negatives running them in a slow moving formation of Kitten Death.

I know Crabbok loves his Vader re-rolls... But Mep's though on Tarkin passing out tokens so they can all change speed or add to attacks at will, makes an Arquitens Fleet with Quad Battery Turrets a new favorite Imperial List for me.

Now I just need to pre-order five sets of the New Wave to get the cards I need, Haha.

1 hour ago, Mep said:

So basically you are looking at 5 Arquitens with Tarkin fueling engine techs to keep the slowed 'kittens sped up and concentrate fire for 3 red, 2 blue per long range attack. You'll lose the rerolls from Vader but you gain maneuverability and a more reliable attack cept the rerolls. Not sure how the math works out on that but engine techs could make positioning better and they would keep pace with MC30s and keep them at long range.

Could you imagine reducing to speed zero.... THEN using engine techs to actually move! You could move all over the place while at speed zero! ROFL!

1 minute ago, Crabbok said:

Could you imagine reducing to speed zero.... THEN using engine techs to actually move! You could move all over the place while at speed zero! ROFL!

'kittens love to play with their tokens though. Speed one is viable and sure to fire the quads. A tight 90 degree turn isn't something one expects out of them. Spending the token, you can slow down to one, hard turn, then next turn speed back up to 2 and move 3 with the techs. Probably useful if you can get behind their ships, and if you can do speed 4 a couple turns, it might be doable. The math over Vader may add up depending on the defense tokens the defender has. I think it is a viable variant of the 'kittens list.

On 7/3/2017 at 1:32 PM, Blail Blerg said:

Really at this point was this still needed? I'm happy that ffg is adding somethings that seem like they're supposed to help underpowered slow ships but this not being an AA upgrade kinda sucks.

Most underrated post of this thread.

I guess I'm just salty as hell, I was really looking forward to some reliable ship based AA.... instead we got a patch for the VIC..... Which to me is frustrating as hell.... I just don't feel like the Vic will ever be good... I mean... how many patches do we have to throw at the **** thing before we declare it dead due to stupid speed limitations....

-Tua
-JJ
-D-caps
-Quads

At this point I feel like FFG is one step short of just writing a negative value title card saying the VICs aren't allowed to suck...

I suppose these are just my frustrations though. I hate the VIC... speed 2 is so darn limiting.... I suppose it'll be useful on a few other ships too, but I'm still disappointed as heck...

Wanted ship based AA, got a soft fix for slow ships...


omgcw.gif

28 minutes ago, Darth Sanguis said:

I guess I'm just salty as hell, I was really looking forward to some reliable ship based AA.... instead we got a patch for the VIC..... Which to me is frustrating as hell.... I just don't feel like the Vic will ever be good... I mean... how many patches do we have to throw at the **** thing before we declare it dead due to stupid speed limitations....

I get the salt. I think everyone was expecting for it to be an AA card of some sort for a variety of reasons:

  1. It would be the correct timing with Sloane. Give a boost to squads, while giving a defense against them.
  2. It's an upgrade that can't be equipped on the ship it came with which is quite surprising.
  3. The picture of the card is taking from Phantom Menace and those turrets were used against squadrons. Small detail of little importance, but it still counts IMO.
  4. Rieekan and Rhymer were the dominant squad archetypes so I think people were hoping for an AA upgrade. Maybe the nerf is all we will get.

And I want all the patches for Vics. They are the best multi-role ship in the game for cost, and I love all the upgrades they are getting. And maybe when Vics are being used again, FFG can fix some other ships like the Neb.

38 minutes ago, Undeadguy said:

I get the salt. I think everyone was expecting for it to be an AA card of some sort for a variety of reasons:

  1. It would be the correct timing with Sloane. Give a boost to squads, while giving a defense against them.
  2. It's an upgrade that can't be equipped on the ship it came with which is quite surprising.
  3. The picture of the card is taking from Phantom Menace and those turrets were used against squadrons. Small detail of little importance, but it still counts IMO.
  4. Rieekan and Rhymer were the dominant squad archetypes so I think people were hoping for an AA upgrade. Maybe the nerf is all we will get.

And I want all the patches for Vics. They are the best multi-role ship in the game for cost, and I love all the upgrades they are getting. And maybe when Vics are being used again, FFG can fix some other ships like the Neb.

Yeah, I had presumed AA for all the same reasons...

I'd love the patches for the vic if they patched what was needed...

It doesn't need better guns or really all that much turning ability and even adding the defensive ability to add ECMs with Tua, while my favorite of the current patches, isn't all that necessary...

It needs an option for speed 3...

Either a title, an Offensive retro that let's you add a speed, or an officer that grants support teams to take ETs..... but it needs something.

Every other ship in the game can reach speed 3 either though natural speed chart or ETs... the Vic is literally the only ship in the game stuck at speed 2, and that's what cripples it...


Edited by Darth Sanguis

You see all these as boosts to the Vic?

I see it as boosts to longe range salvos, which really hurts small ships, most notably small carriers.

Ergo nerfing high activation squadrons.