Not Understanding The Cymoon 1 Refit Turbolaser slots

By richarDISNEY, in Star Wars: Armada

I got a fast question that I think I know the answer to, but it's better to check.

I see on the Imperial Star Destroyer Cymoon 1 Refit, it has two slots for two turbolaser upgrades. Am I reading that right?

1) So I could choose any two turbolaser cards for those two slots?

2) Can I choose the same upgrade twice?

3) Or do they have to be different turbolaser upgrades?

4) Is there a limit on the type of turbolaser upgrades I can pick from ( assuming just not the same one twice)?

The reason I ask is the fleet builder app won't allow me to take a Cymoon 1 Refit which would have Enhanced Armament and Quad Battery Turrets at the same time.

This is true for both Ryan Kingston's and Armada Warlords....

Thanks for all of your help.

No repeat upgrades, one modification max, otherwise whichever two turbolasers you want.

And Spinal is much better than Enhanced Armament on a Cymoon.

Edited by The Jabbawookie

1. Yes except you cant equip two cards with the modification word

2. No

3. Yes

4. None other than those mentioned above.

Looks like i am already ninjaed. Good luck with your cymoon!

3 minutes ago, The Jabbawookie said:

No repeat upgrades, one modification max, otherwise whichever two turbolasers you want.

And Spinal is much better than Enhanced Armament on a Cymoon.

What is the reasoning behind that? Just curious. I still don't know the nuances of the game.

1 hour ago, richarDISNEY said:

What is the reasoning behind that? Just curious. I still don't know the nuances of the game.

The Cymoon shoots best out the front at long range. Given its huge threat radius, it’s often highly likely to have two targets in arc, meaning Gunnery Team is practically stapled to the ship card. Unless you have a double arc on a target you need to kill immediately, it’s best to take both shots with your strongest arc, the front. So that’s what should be boosted.

Here’s CYSGO’s turbolaser article, which has a general explanation of this principle:

https://cannotgetyourshipout.blogspot.com/2017/04/turbolaser-upgrades-or-knowing-is-half.html?m=1

Edited by The Jabbawookie
3 hours ago, The Jabbawookie said:

one modification max

Jabbawookie, what do you mean by that? Can I not take both Enhanced Armament and Quad Battery Turrets at the same time ?

Just now, richarDISNEY said:

Jabbawookie, what do you mean by that? Can I not take both Enhanced Armament and Quad Battery Turrets at the same time ?

Nope. And if you take either one, you can't take Tractor Beams, Dual Turbolaser Turrets or Expanded Hangar Bay.

Similarly, you can't take identical upgrades on the same ship. So no double Expanded Hangar Bays on an ISD-1 or Quasar-1 for squadrons 6, for example.

That's correct. The Modification keyword is just another balance tool; otherwise, those cards would be much more expensive.

Where is that written? In an FAQ? I cannot seem to find a rule on that....

And The Jabbawookie, THANK YOU for all of your help!

I am heading to my very first regionals tomorrow, and am a bit nervous.

It's in either the Learn-to-Play quick guide or the main rulebook. I don't have either in front of me, but it has been around for the entirety of the game.

3 minutes ago, GunNut said:

It's in either the Learn-to-Play quick guide or the main rulebook. I don't have either in front of me, but it has been around for the entirety of the game.

OOps... I've been screwing up all these months.

My bad.

6 minutes ago, richarDISNEY said:

Where is that written? In an FAQ? I cannot seem to find a rule on that....

And The Jabbawookie, THANK YOU for all of your help!

My pleasure. Page 13 of the RRG under "upgrades." Third bullet point.

5 minutes ago, richarDISNEY said:

I am heading to my very first regionals tomorrow, and am a bit nervous.

Keep a light heart and a friendly attitude and you'll do great. The first one is usually about learning and making new friends. If you've got a fleet planned, put it on the fleet build sub forum if you'd like some feedback. Heck, I'd be happy to make one if you let me know what you have.

Edited by The Jabbawookie
6 minutes ago, richarDISNEY said:

Where is that written? In an FAQ? I cannot seem to find a rule on that....

And The Jabbawookie, THANK YOU for all of your help!

Page 13 of rules reference under Upgrade cards

- Ninja’d -

Edited by GrandAdmiralCrunch

Whereas the no duplicate upgrades is part of the FAQ under errata, as it wasn’t possible until wave 2, so it wasn’t in the original rules.

Dont feel bad about the modification rule, there arent a lot in the game, youll seldom want more than one, and the rule is practically hidden. I played the game for a year before knowing that rule and only because the forums were talking about it.

6 hours ago, richarDISNEY said:

OOps... I've been screwing up all these months.

My bad.

The no doubling up with same upgrade is in the FAQ, but apparently also in newer versions of the rules since people here stated that they found it there?

Another thing only in the FAQ is the squadron limit, it's always 400/3 even if you only bring 395 points of ships. Many gotcha's there.

On 1/26/2019 at 5:39 AM, Xeletor said:

The no doubling up with same upgrade is in the FAQ, but apparently also in newer versions of the rules since people here stated that they found it there?

Another thing only in the FAQ is the squadron limit, it's always 400/3 even if you only bring 395 points of ships. Many gotcha's there.

Given, if you bring 395 points of ships you only have 5 points left for squadrons so the 1/3 limit shouldn't be an issue. you can almost fit a Z-95 in there with that remainder.

On 1/25/2019 at 8:54 PM, richarDISNEY said:

Jabbawookie, what do you mean by that? Can I not take both Enhanced Armament and Quad Battery Turrets at the same time ?

Modification cards typically directly or indirectly function as though they were increasing your ship stats directly. For example: Enhanced Armament, Spinal Armament, Rapid Reload, Expanded Launchers, and High Capacity Ion Batteries all increase the actual starting number of dice in your battery armament, so they all have the Modification keyword. Similarly, Expanded Hangar Bays outright increases your squadron value by 1.

Other cards get it so as to not stack with some of those other modifications. For example, Quad Turbolaser Batteries essentially adds an extra free die at any range for every attack against a faster target. Combined with Spinal or Enhanced Armament for example, this functions as though adding at least 3 dice to any double arc attack.