BTAvenger Turbolaser Slot

By The Jabbawookie, in Star Wars: Armada

Should you run a turbolaser on BTAvenger, and if so, which one?

My impressions, ranked best to worst:

QBTs: Helps Leading Shots out big time, if you can maintain a lower speed. Side arc and long range rerolls are nice.

XX-9s: I feel like these have serious potential for once. You're highly likely to get in 2 or more hull damage with a crit on your superturn, and big targets stand a decent chance of not quite dying. A 30% chance of Structural Damage could help.

Needa/TRCs: Takes the officer spot, so no Tua + ECMs/SFO. A guaranteed double hit at any range and any arc is great, though. Plus you won't need that evade up close. Expensive at 9 points.

Empty: It does save points!

XI7s: Amazing in general, slightly less useful here. Sure, they'll get damage to stick at long/medium range, but your opponent isn't really going to be redirecting when it matters most anyway. An extra TIE squadron might be better.

Spinal Armament: An extra red die is an extra red die. Even if it's not cheap.

Slaved Turrets: Is it worth saving three points? At least it works for the sides...

DTTs: Maybe as a source of dice mitigation?

Enhanced Armament: Does nothing for your front arc. Expensive, but not reliable.

H9s: Good on a normal ISD1, but kinda contradicts the point of BTs, at least at close range. Expensive at 8 points.

QTCs: Same as H9s, but more so.

HTTs: Well, you wouldn't use them normally, and they do even less now. So no.

Obviously these depend on the build, and I've never tried QTCs on Avenger, so I can't speak with certainty. :P What are your opinions? Recollections of a time when a turbolaser really helped? Meta-specific choices?

I like DTT (if I run any turbolaser). It works on all arcs at any range. Yes it’s only once, but you have leading shots for the front on a double arc

Good point, I should probably have put it above Slaved Turrets at the very least.:)

I've seem XX-9s do well.

I almost always run my ISDs with Spinals, especially BTvenger

I don’t think QBTs will help much, as BT Avenger is usually gunning at top speed for a big enemy ship at same speed or lower.

There is a case for XI7s, as it allows you to soften up a particular enemy arc at longer range before BTAvenger closes in to hit the same arc. And is also good at killing smaller ships who live and die by their shields, who you might not want to use Boarding Troopers on. (MC30!)

XX-9s and Spinals probably best for me, extra damage potential is always a good thing.

1 minute ago, Mundo said:

who you might not want to use Boarding Troopers on. (MC30!)

It might just be my meta, but I have sort of a “kill it with fire!” mentality when it comes to MC30s, and will BT the things in a heartbeat if they’re up close. It’s a bit like how some people react to black widows. In fact, I’ll sometimes bring XI7s as an extra dose of “MC30 B Gone.” :P

X17 if I fly her under Sloane, empty if Im tight on bid(I go 13-17 if she is included).

I feel the Turbolaser is entirely secondary to the BTVenger ability.

I mean... Regardless of Turbolaser, BTVenger should kill its main target dead.

So honestly, at that point, I'd just slap on XI7s.

They're a staple of ISDs pre BTVenger. Why mess with what works for secondarytargets ?

ST never ever! Double arc is what allows you kill the biggest ships. 1 red doesn't worth it!

8 hours ago, The Jabbawookie said:

Should you run a turbolaser on BTAvenger, and if so, which one?

My impressions, ranked best to worst:

QBTs: Helps Leading Shots out big time, if you can maintain a lower speed. Side arc and long range rerolls are nice.

XX-9s: I feel like these have serious potential for once. You're highly likely to get in 2 or more hull damage with a crit on your superturn, and big targets stand a decent chance of not quite dying. A 30% chance of Structural Damage could help.

Needa/TRCs: Takes the officer spot, so no Tua + ECMs/SFO. A guaranteed double hit at any range and any arc is great, though. Plus you won't need that evade up close. Expensive at 9 points.

Empty: It does save points!

XI7s: Amazing in general, slightly less useful here. Sure, they'll get damage to stick at long/medium range, but your opponent isn't really going to be redirecting when it matters most anyway. An extra TIE squadron might be better.

Spinal Armament: An extra red die is an extra red die. Even if it's not cheap.

Slaved Turrets: Is it worth saving three points? At least it works for the sides...

DTTs: Maybe as a source of dice mitigation?

Enhanced Armament: Does nothing for your front arc. Expensive, but not reliable.

H9s: Good on a normal ISD1, but kinda contradicts the point of BTs, at least at close range. Expensive at 8 points.

QTCs: Same as H9s, but more so.

HTTs: Well, you wouldn't use them normally, and they do even less now. So no.

Obviously these depend on the build, and I've never tried QTCs on Avenger, so I can't speak with certainty. :P What are your opinions? Recollections of a time when a turbolaser really helped? Meta-specific choices?

I take spinals. An extra die makes the ISD I a little more peaky.

What I would advise more than installing that turbolaser, is adding a RLBs in the spare offensive retrofit.

I ran a BTA that pushed 4 phantoms after it BT’d the target. They were very effective at shredding the shields (and DF tokens) before the Avenger took its shot. (Though I am switching the phantoms over to a less peaky more reliable squadron combo, but still, very helpful in ensuring target death).

Spinals because I run Vader with BTvenger. Otherwise I'd probably leave it empty.

I like to use Xi-7's as BT is a single use and there is always more work to be done by a ship that is usually getting up towards half your fleet points.

Even on Avenger, it pays its way.