Blaster Turret Fix by Accident!

By eagletsi111, in X-Wing

Hey Everyone,

Was at a gaming store where two rookies were playing. I wasn't paying attention to their game, but afterwards the one guy kept saying how good the blaster turret was with the +1 attack at range 1. I corrected him and said "Actually that is the Dorsal Turret" He said, "Nope he used the blaster the whole game and it was really good" So I checked the list and in fact the guy was using a Blaster Turret, not a Dorsal, but was using it with +1 attack at range 1.

It got me thinking, Is +1 attack at range 1 for the Blaster Turret the fix were looking for(In effect it's just a bigger Dorsal turret with that fix, but it requires a focus, which is why you get the extra die). I think it may be.

Let me know.

Eagletsi

Edited by eagletsi111

I have to think so. 4 points is justifiably a lot and having that extra oomph to make the Focus dependant attack work would probably give it just the right amount of tooth. Conversely, is it still better than the cheaper, more free but weaker Dorsal? Probably not, but it would help by a considerable margin.

I was thinking it makes some ships want to take it but not all. Hawks with Focus Factory, Mindlink ships, Ships with intensity, Kavil, and some others. It gives them options with it. thats for sure

Woah woah woah wait a second here. Are you actually proposing we change the game such that people will actually consider taking a turret that's not TLT!?

You sir are a wild man.

3 minutes ago, Herowannabe said:

Woah woah woah wait a second here. Are you actually proposing we change the game such that people will actually consider taking a turret that's not TLT!?

You sir are a wild man.

Yep! That's me. I think that TLT should count Crits as misses too

10 minutes ago, eagletsi111 said:

Yep! That's me. I think that TLT should count Crits as misses too

Yeah, I've had the same thought for a while myself.

50 minutes ago, Herowannabe said:

Woah woah woah wait a second here. Are you actually proposing we change the game such that people will actually consider taking a turret that's not TLT!?

You sir are a wild man.

I take dorsal turret all the time, and i probably will take the new linked turret as well.

Love dorsal turret on mux, it's my go to turret for him.

3 minutes ago, Icelom said:

I take dorsal turret all the time, and i probably will take the new linked turret as well.

Love dorsal turret on mux, it's my go to turret for him.

True, but if you give him a focus factory, he could be doing 4 dice at range 1 and 3 dice at range 2, Instead of 3 dice range 1 and 2 dice range 2. For a few points more

Edited by eagletsi111
Just now, eagletsi111 said:

True, but if you give him a focus factory, he could be doing 4 dice at range 1 and 3 dice at range 2, Instead of 3 dice range 1 and 2 dice range 2.

still 3dice at the range one, only dorsal gets the range one bonus for turrets.

On mux i am diving in hard to get my range 1-2 ability off often i am in at range one and the dorsal is quite strong in those situations played a game last week where mux did most of my damage.

1 minute ago, Icelom said:

still 3dice at the range one, only dorsal gets the range one bonus for turrets.

On mux i am diving in hard to get my range 1-2 ability off often i am in at range one and the dorsal is quite strong in those situations played a game last week where mux did most of my damage.

All true, but I'm proposing the Blaster get the range 1 bonus too. See the Original Post

Edited by eagletsi111

Frankly, FFG have bigger fish to fry (*hem*x-wing,*hem*e-wing, *hem*rebelnamedy-wing, *hem*ect) than the blaster turret.

I agree, but it just came up at the store and I thought it was a pretty cool idea.

12 minutes ago, eagletsi111 said:

All true, but I'm proposing the Blaster get the range 1 bonus too. See the Original Post

My bad i had read +1 range... for some reason, its been a long day.

I think even with the bonus the dorsal might be more valuable on a close range ship (due to the bumping that happens at that range) but your change might actually make me consider the blaster turret, as of right now its not even worth thinking about while dorsal exsists.

Currently, blaster turret is really useless with the existence of dorsal turret and now the linked turret. I dont know if your fix of giving it a range 1 bonus is even enough frankly... make it range 3 and we might have a turret worth taking... the cost of spending the focus is just to great currently.

Edited by Icelom
2 hours ago, eagletsi111 said:

I think that TLT should count Crits as misses too

Wow, that's so elegant! I hadn't heard that idea before. You and @MegaSilver are geniuses.

Unfortunately, in their most recent interview, the designers answered my question about bad cards (like blaster turret) getting a buff, and they let us know that they have no intention of fixing bad cards, but instead will just release better versions of them... sigh... poor blaster turret... poor Saboteur... poor most astromechs...

7 hours ago, Kdubb said:

Unfortunately, in their most recent interview, the designers answered my question about bad cards (like blaster turret) getting a buff, and they let us know that they have no intention of fixing bad cards, but instead will just release better versions of them... sigh... poor blaster turret... poor Saboteur... poor most astromechs...

Darn, That's a shame these could be fixed with a simple addition to the FAQ.

14 hours ago, gryffindorhouse said:

Frankly, FFG have bigger fish to fry (*hem*x-wing,*hem*e-wing, *hem*rebelnamedy-wing, *hem*ect) than the blaster turret.

So we should only talk about the worst case things that need a fix and not discuss anything else until those are fixed? :wacko:

I had thought about making require a focus but not spending it, and increasing the range to 3 but allowing the defender a range bonus at R3. I like this idea, though. Having to spend that focus token is a real *****, though.

Agree. But by spending the focus you now get 4 dice primary at range 1. So It limits the ships that can use it well.

Thing is, 4 unmodified dice (50% hits) gets you less than 3 focused dice (75% hits). So whilst it would make blaster turrets better, they would still be worse at range 1 than the dorsal turret on average unless you can get extra tokens from somewhere (and if you can do that, the blaster turret kind of fixes itself).

Since the R4 Agromech started following the game rules correctly, the closest thing to a blaster turret fix I can think of is the overclocked R4 - which works, and fairly well - but since it takes the Y-wing's astromech slot, essentially nails you to flying in a straight line, which is not exactly the best plan in a dogfight, even if you have a turret.

All I have to say if FFG sends out a bunch of Erratas that change the wording and do not fix Blaster Turret I am going to call them out on it.