Synced Turret

By Ronu, in X-Wing

So curious on community thoughts. Is it me or does this one seem to contradict itself a bit?

Attack Target lock.

The issue I have is that. It rerolls by itself in arc up to your primary weapon value. And worse it dictates your actual actions for the turn without something feeding target locks to the ship with the Turret.

How much better off would it be if that firing restriction was omitted? Would it see more use?

Obviously yes, it would see more use.

The attack: tl restriction plus rerolls in arc means that as long as you keep arc, you don't usually need to spend the TL, so you don't need to invest in getting it back. It's intended to give you a functional turret that actually still cares whether you have arc on the target.

Honestly, it only *doesn't* see use, IMO, because TLT is just way too good. If you can afford Synched, you can afford two points more for TLT, and if you think you can't you're wrong, because TLT is, like, 8 points better.

With FCS it’s a non issue. European players have been getting good mileage out of Synchrd turret and FCS Ghost builds.

Edit:

Also Maul/Ezra crew gives you rerolls for our of arc shots, leaving room for sensor jammer on your Ghost.

Edited by BlodVargarna

It's a very good synergy on Ghost + Fenn, especially if you are a brawler mentality by nature. You protect the ghosts donut and get the re-roll function out of the front and rear arc. Combine it with FCS and you have a lot of economy. You blast something with a 4 or 5 dice primary and then follow up with a highly modified 3 dice turret at end of combat. With it you can move up to Kanan ghost and Rey/RecSpec crew to reduce attacks that are already in your pilot ability range.

Edited by viedit
7 minutes ago, Ronu said:

So curious on community thoughts. Is it me or does this one seem to contradict itself a bit?

Attack Target lock.

The issue I have is that. It rerolls by itself in arc up to your primary weapon value. And worse it dictates your actual actions for the turn without something feeding target locks to the ship with the Turret.

How much better off would it be if that firing restriction was omitted? Would it see more use?

I had the same question: The answer is synced turret is not very good. It would remain not very good without the restriction removed.

It would also likely not be good without the target lock restriction, AND with the arc restriction on rerolls removed.

Here's the math:
https://community.fantasyflightgames.com/topic/250966-carolina-krayts-episode-15-but-more-importantly-lets-look-at-how-terrible-synced-turret-is/

Edited by Brunas

I've never had a problem with Synched Turret Ghosts. If you're in arc they primary you, if not, then you can usually get to range 3, or tank it anyway at range 2.

The few times I've fought them, I've agonised over all my decisions about tokens and whether to dive for r1 for a better shot when out of arc... then realised halfway through that I blocked the ghost and it doesn't have a lock, or it does have a lock from FCS but it's on the soon-to-be-dead sacrifice I dumped in front of it for just that reason, and my other to ships asplode it.

Synched is good but the TL requirement is a BIG downside.

You'd see more use without the TL restriction than with out-of-arc rerolls

Also gives some incentive to give a **** about positioning

Edited by ficklegreendice

I’m waiting for a new trilogy ship with a turret, system, and tech slot. Synced Turret, FCS, and Target Synchronizer is going to be sick.

Deadeye Kavil with synched turret, vectored thrusters, and R4 agromech is fun and can hit hard.

The ultimate issue of Sync'd Turret is the usual woes of Targetlocks - lower ps, harder to get a TL on the initiating turn. Almost all turret users are low-mid PS, so its difficult to targetlock a PS9+ without first enduring a round of combat.

Its technically a good turret, but it can be difficult to get to work. Technically you can Deadeye it to require a focus though.

I feel like they wanted to ensure it wasn't an obvious pick over the Blaster Turret for the points.

3 minutes ago, Vineheart01 said:

The ultimate issue of Sync'd Turret is the usual woes of Targetlocks - lower ps, harder to get a TL on the initiating turn. Almost all turret users are low-mid PS, so its difficult to targetlock a PS9+ without first enduring a round of combat.

Its technically a good turret, but it can be difficult to get to work. Technically you can Deadeye it to require a focus though.

1 hour ago, Ronu said:

So curious on community thoughts. Is it me or does this one seem to contradict itself a bit?

Attack Target lock.

The issue I have is that. It rerolls by itself in arc up to your primary weapon value. And worse it dictates your actual actions for the turn without something feeding target locks to the ship with the Turret.

How much better off would it be if that firing restriction was omitted? Would it see more use?

Deadeye is a great combination - that way, if you're in arc, you get focus and rerolls.

38 minutes ago, PhantomFO said:

I feel like they wanted to ensure it wasn't an obvious pick over the Blaster Turret for the points.

Except it is an obvious pick over BT for the points, it's SO much better.]Blaster Turret is utterly awful.

Blaster Turret is horrible strictly for the "Spend" clause.

If Sync'd Turrets also said to spend the TL, it would be immediately abandoned as actually being INFERIOR to Blaster Turrets - why? Same damage potential, significantly more limited targeting, still spends it.

BT's waste an action to fire the turret. That makes it the worst turret by default until they change it to just require a focus. Sync'd Turrets are only better because once you get the Tlock, you dont need to spend it to fire.

Nah, theyre not ONLY better for that reason. They're also better for the free rerolls, and the fact that as long as you keep your target in range, you ONLY have to take one action, and you can keep the lock and take other mods in later rounds.

But it also has its downsides.

29 minutes ago, Vineheart01 said:

Blaster Turret is horrible strictly for the "Spend" clause.

If Sync'd Turrets also said to spend the TL, it would be immediately abandoned as actually being INFERIOR to Blaster Turrets - why? Same damage potential, significantly more limited targeting, still spends it.

BT's waste an action to fire the turret. That makes it the worst turret by default until they change it to just require a focus. Sync'd Turrets are only better because once you get the Tlock, you dont need to spend it to fire.

Synced turrets have their own downsides.

- The biggest is that their Target Lock requirement means they won't work if the ship you have locked escapes to range 3, or dies before your attack. Blaster Turret at least has flexibility in target choice without also needing Deadeye.

- They're vulnerable to things that strip Target Locks, like Wes Jenson and Black One (yes, I realize that things that strip Focus tokens are just as bad for BT users).

22 minutes ago, PhantomFO said:

Synced turrets have their own downsides.

- The biggest is that their Target Lock requirement means they won't work if the ship you have locked escapes to range 3, or dies before your attack. Blaster Turret at least has flexibility in target choice without also needing Deadeye.

- They're vulnerable to things that strip Target Locks, like Wes Jenson and Black One (yes, I realize that things that strip Focus tokens are just as bad for BT users).

I actually think Deadeye gives a double bonus for Synced Turret. As Deadeye is a “may” ability, the Synced Turret can be more flexibly used, even allowing for options to getaround TL strippers like Black One or focus strippers like Palob (still vulnerable to stuff like Wes and Old Teroch, but it’s workable). And that’s on top of not having to spend the token to fire, like Blaster turret, who is also vulnerable to most of the same things as Deadeye Synced, but also has to contend with the likes of Jax preventing shots.

For a point and an EPT slot, I actually think Deadeye SyncedTurret gives some good value. Not quite enough, but certainly enough to further grind the BT into the dirt.

Edited by SabineKey
3 hours ago, BlodVargarna said:

With FCS it’s a non issue. European players have been getting good mileage out of Synchrd turret and FCS Ghost builds.

Edit:

Also Maul/Ezra crew gives you rerolls for our of arc shots, leaving room for sensor jammer on your Ghost.

if you have a system slot and a turret slot isnt TLT+Accuracy Corrector for 8 points better than Synced+fcs for 6?

honestly id take dorsal turret, autoblaster turret or ion over synced in most builds even if tlt werent in the game, and then you can cater the system slot to the rest of your build

Edited by Vontoothskie
typo
20 minutes ago, SabineKey said:

I actually think Deadeye gives a double bonus for Synced Turret. As Deadeye is a “may” ability, the Synced Turret can be more flexibly used, even allowing for options to getaround TL strippers like Black One or focus strippers like Palob (still vulnerable to stuff like Wes and Old Teroch, but it’s workable). And that’s on top of not having to spend the token to fire, like Blaster turret, who is also vulnerable to most of the same things as Deadeye Synced, but also has to contend with the likes of Jax preventing shots.

For a point and an EPT slot, I actually think Deadeye SyncedTurret gives some good value. Not quite enough, but certainly enough to further grind the BT into the dirt.

But if you're paying 5 for deadeye synced just pay 6 for TLT.

TLT + AC is 9 points

3 hours ago, thespaceinvader said:

Obviously yes, it would see more use.

The attack: tl restriction plus rerolls in arc means that as long as you keep arc, you don't usually need to spend the TL, so you don't need to invest in getting it back. It's intended to give you a functional turret that actually still cares whether you have arc on the target.

Honestly, it only *doesn't* see use, IMO, because TLT is just way too good. If you can afford Synched, you can afford two points more for TLT, and if you think you can't you're wrong, because TLT is, like, 8 points better.

HWK will never take ST. Y wings and the like could be fun to build with it with the title.

22 minutes ago, thespaceinvader said:

But if you're paying 5 for deadeye synced just pay 6 for TLT.

Hence the “not quite enough” in my closing statement.

BT Kavil R4, I miss you so much. Taken from us far too soon by the cruel timing chart.

But thank the maker Kavil Deadeye Synced works!

I love the idea behind synced turret, it's obviously in TLT's shadow but its a solid turret and quite nice if you have the the dice mods to back it up.

TLT is always solid, and on a like for like basis TLT is definitely a stronger option, but sometimes you just want something that has the potential to dish out more than just 2 damage per attack. Coupled with certain abilities and other upgrades it can be quite good. I'm probably biased as I find it more satisfying using synced more than TLT because you need to be able to set it up to use it.

I personally really like Synced + FCS on the ghost as I like to use the primary weapon as much as possible and synced is a nice back up if I can't get arc. I think once Wave 14 drops and we have access to Magva Yarro* crew on a Ghost it will be particularly nice. Being able to take the lock after defending will be great for low PS ghost players, and will free up the systems slot too.

*(Its fairly safe to assume her ability is "After defending, you may acquire a target lock on the attacker")

I like it on BTL-A4 Y-wings for obvious reasons, and the Deadeye combo is solid as many have suggested. I particularly like it with Deadeye on Lt. Kestal as the aggressor is quite agile and utilises its front arc well, getting rerolls from ST and using its Deadeye focus for Kestal's ability. Palob can utilise it well, and a Scurrg with Outlaw Tech will always have a modded shot with a Deadeye Synced turret range permitting.

Edited by BVRCH
5 minutes ago, BVRCH said:

Magva Yarro

New phone who dis?