Deployable Turrets

By NightAngel47, in Star Wars: Armada

What do you think about the idea of a series of upgrade cards that allowed a ship to deploy small stationary turrets during a battle?

I imagine something kind of like the laser or missile turrets you could build during space battles in Empire at War or the turrets you see floating around in Battlefront 2.

A possible way to do it is as an upgrade card along the lines of:

Auto Turret: After you deploy, claim a number of turrets (minis or tokens) equal to your squadron value. During your activation you may exhaust this card to place one of those turrets at distance 1 of you. Your squadron commands may only activate turrets.

These turrets would then have their own little squadron card or something listing their stats. The one I imagine would be an anti-fighter platform that rolled 2-3 blue against squadrons and 1 against ships. (Ranges treated as a ship) Then a measly 1 or 2 hitpoints and no tokens. Maybe counter 1.

They could be activated by any ship with a turrets upgrade within normal activating range or would activate during the squadron phase.

I'm not sure what type of upgrade they should be, but I like the idea of them being a fairly common one. I think it would be a good way for smaller ships that don't normally contribute to the squadron fight or take certain types of upgrades to still contribute in a small way. They wouldn't get as many turrets to deploy, but they also wouldn't be sacrificing as much.

A large ship might be able to deploy 4 turrets, but they can only do one a turn and can't activate any squadrons.

I'm also uncertain on the cost, but it should be limited. These could be easily avoided or destroyed with an otherwise unused attack, and ships sacrifice the ability to activate squadrons to use them.

Thoughts? Ideas? Comments? I'd love to hear ideas for other versions of these turrets. A missle platform that focuses on attacking ships or perhaps a long range red-dice sniping turret?

I like the idea. I think I'd go about it a little differently though.

Offensive Retrofit/Turbolaser dual slot

25 points

Turbolaser Emplacements

After placing obstacles you may choose a number of asteroids up to your command value and place a Turbolaser Emplacement token on each. Assign each token a matching Turbolaser Emplacement ship card.

When you reveal a dial you may discard your dial without spending it to cancel your two attacks, if you do, each Turbolaser Emplacement may perform an attack as if you are attacking.


Turret Stats:

5 hull
3 red 1 blue Anti ship
1 blue 1 black Anti squad

2 brace tokens

"If the ship that placed this Turbolaser Emplacement token is destroyed, this emplacement is activated in the squadron phase as if it were a squadron and cannot resolve effects from that ship's upgrades."

Each Turbolaser Emplacement is worth 25 points if destroyed.


Edited by Darth Sanguis

I’d rather just see a 1 health, 1 attack die, 1 black flak garbage turret. Something that makes large ships mad because they don’t want to piss away that shot to kill it. They also are then very susceptible to squadrons so you shouldn’t bring them without a screen of your own

Hmmm, I like the idea, but it seems risky to take. If you're giving up your own attacks, then the idea is probably to get extra attacks early on before the fleets collide. Therefore you'd place them on asteroids close to your opponent, so that they can get shots of round 1 or 2. However, if this is the case, your opponents won't have much else to do except blow those turrets and snag a relatively easy and potentially 75 points if I understood correctly.

Could be worth it though, those three attacks can pile up quickly if all three asteroids are in range of the same target, and it funnel your opponent into a certain deployment option.

I just don't love the idea of your opponent getting the chance to score a bonus 75 points.

33 minutes ago, NightAngel47 said:

Hmmm, I like the idea, but it seems risky to take. If you're giving up your own attacks, then the idea is probably to get extra attacks early on before the fleets collide. Therefore you'd place them on asteroids close to your opponent, so that they can get shots of round 1 or 2. However, if this is the case, your opponents won't have much else to do except blow those turrets and snag a relatively easy and potentially 75 points if I understood correctly.

Could be worth it though, those three attacks can pile up quickly if all three asteroids are in range of the same target, and it funnel your opponent into a certain deployment option.

I just don't love the idea of your opponent getting the chance to score a bonus 75 points.

Keep in mind that the turrets gain the effects of upgrades that would effect attacks from that ship. So, say it's an Mc80 it took this upgrade as well as leading shots and Akbar is the commander... that's a 5 red die shot with rerolls if at blue range...

So yes, very high risk, 25 fleet points on something that cannot move and has no means of recovery , that when destroyed gives the opponent bonus points at 25 each, but it could be very handy in delivering necessary shots to win a combat.




2 minutes ago, Darth Sanguis said:

Keep in mind that the turrets gain the effects of upgrades that would effect attacks from that ship. So, say it's an Mc80 it took this upgrade as well as leading shots and Akbar is the commander... that's a 5 red die shot with rerolls if at blue range...

Oh, I didn't realize that's what you meant. That's rather scary, and might be worth it.

What happens if both sides bring three of them? There are only tyree asteroids in a standard game.

Just now, NightAngel47 said:

What happens if both sides bring three of them? There are only tyree asteroids in a standard game.

Good point, it would have to be a unique card.

Both players bring them? Each asteroid (presuming on a command 3 ship) would have a turret from each side on it.

For fun I'd make it so if a turret shares an asteroid each would be unable to target the enemy turret. lol

I think turrets would better suit an objective.

Imperial Defence Satellite

maxresdefault.jpg

(If someone can tell me its name and/or find a clearer picture of the satellite that would be great.)

Make the Turret take up space in your Squadron compliment cost.

Rather than deploying within the rules of regular squadrons, they must deploy within/at range 1 of an obstacle.

They have the standard Anti-squad/ship dice pools, but have the Heavy keyword and a new keyword called Orbital .

This squadron cannot be engaged or move and attack in the same activation.

Orbital: When you are activate, you may either attack all squadrons within range 1 of you or perform a speed 1 move.

Edited by Indy_com
10 hours ago, NightAngel47 said:

What happens if both sides bring three of them? There are only tyree asteroids in a standard game.

Rapid Launch Bays and Squadrons......

12 hours ago, cynanbloodbane said:

Did you know that David Prowse never knew what Vader's lines were going to be?

In that scene Davids lines were "Haemorrhoids don't concern me Admiral I want to take a S@#$!"

LOL

11 hours ago, Ginkapo said:

Rapid Launch Bays and Squadrons......

Not sure what you're getting at.