https://www.fantasyflightgames.com/en/news/2019/9/18/in-the-captains-chair/
Four bonus attack ?! Turbolaser look scary too !
https://www.fantasyflightgames.com/en/news/2019/9/18/in-the-captains-chair/
Four bonus attack ?! Turbolaser look scary too !
I like how TurboLasers basically explode many of the StarFighters in the game if they hit it.
So in theory you can perform 5 attacks with an Epic ship. I wonder if there is a cap?
13 minutes ago, Jo Jo said:I like how TurboLasers basically explode many of the StarFighters in the game if they hit it.
So in theory you can perform 5 attacks with an Epic ship. I wonder if there is a cap?
I think you energy reserves are your cap as every bonus attack seems to require to spend energy to make.
I'm confused about the Turbolasers.
I know that the article text is often wrong about certain details, but it says "Alternatively, a Turbolaser Battery can pack quite a punch, adding three regular damage results if the initial volley hits its target."
However, the card text would suggest you can perform an attack with turbolasers as a special weapon as your normal attack, then perform a bonus attack with the same weapon so long as you have a lock on the defender and spend 3 energy. Then, if that attack hits, you add three hit results.
The article text suggests to me that the bonus attack part of the card just adds 3 damage onto the original attack if it hit, you have a lock and spend 3 energy. Maybe I'm focusing on that 'initial volley' phrasing too much.
Thing is, it seems strange that the turbolaser is more powerful as a bonus attack than a regular one, so I'm wondering if I'm reading the card right. Thoughts?
Also, that seems extremely powerful at first glance. 3 attack dice is nothing to sneer at if you're a 1 agility B-Wing, even before you add 3 more damage on a hit.
But something has occurred to me. Do we know the rules for attacks beyond range 3 yet?
Are we maybe going to get additional agility dice for each range band beyond 3? If so, that could be the balance here. It means the turbolaser range 3 band is still really dangerous, but that a B-Wing could be rolling as many as 4 greens at range 5? Or maybe there's some other rule like you double your agility at range 4 or 5?
Lot of intersting stuff here to unpick.
Point Defence Battery especially feels themey. I like the idea of putting that on something like a Gozanti.
Love that ships all have their own arc layouts now. Feels very Armada, and it's going to mean that they all play so differently even without upgrades. Put some turret arcs on them, and the balance between ships is going to get even more interesting.
I wonder what the text on Ordnance Tubes is. You must do something involving the equipped torpedo or missile's arc, but will that be ignore or obey? Does it grant you a reload action? My guesses would be it's a turret arc upgrade, and you have to ignore the original arc restriction, and that it does indeed grant reload for all the missile spam the original upgrade in 1e gave you.
16 minutes ago, GuacCousteau said:I'm confused about the Turbolasers.
Thoughts?
Also, that seems extremely powerful at first glance. 3 attack dice is nothing to sneer at if you're a 1 agility B-Wing, even before you add 3 more damage on a hit.
This is what every one has wanted: a separation between Accuracy and Power.
It's a 6 die attack (with 3 guaranteed hits) that's only allowed to roll 3 dice to see if it hits.
High power, low accuracy.
Edited by Darth MeanieSince the Turbolaser doesn’t have a “regular” ATTACK: section on the card, you can only use it as a bonus attack.
Also, they mentioned in the demo live stream that range 3 has the customary +1 green die and ranges 4-5 have +2 green dice. In other words, range 5 is NOT +3 green dice.
They also said something about Ordnance Tubes during the live stream, but I cannot fully recall it. I thought it was something along the lines of locking the attack to the forward arc...
7 minutes ago, GuacCousteau said:I'm confused about the Turbolasers.
I know that the article text is often wrong about certain details, but it says "Alternatively, a Turbolaser Battery can pack quite a punch, adding three regular damage results if the initial volley hits its target."
However, the card text would suggest you can perform an attack with turbolasers as a special weapon as your normal attack, then perform a bonus attack with the same weapon so long as you have a lock on the defender and spend 3 energy. Then, if that attack hits, you add three hit results.
The article text suggests to me that the bonus attack part of the card just adds 3 damage onto the original attack if it hit, you have a lock and spend 3 energy. Maybe I'm focusing on that 'initial volley' phrasing too much.
Thing is, it seems strange that the turbolaser is more powerful as a bonus attack than a regular one, so I'm wondering if I'm reading the card right. Thoughts?
Also, that seems extremely powerful at first glance. 3 attack dice is nothing to sneer at if you're a 1 agility B-Wing, even before you add 3 more damage on a hit.
But something has occurred to me. Do we know the rules for attacks beyond range 3 yet?
Are we maybe going to get additional agility dice for each range band beyond 3? If so, that could be the balance here. It means the turbolaser range 3 band is still really dangerous, but that a B-Wing could be rolling as many as 4 greens at range 5? Or maybe there's some other rule like you double your agility at range 4 or 5?
Lot of intersting stuff here to unpick.
Point Defence Battery especially feels themey. I like the idea of putting that on something like a Gozanti.
Love that ships all have their own arc layouts now. Feels very Armada, and it's going to mean that they all play so differently even without upgrades. Put some turret arcs on them, and the balance between ships is going to get even more interesting.
I wonder what the text on Ordnance Tubes is. You must do something involving the equipped torpedo or missile's arc, but will that be ignore or obey? Does it grant you a reload action? My guesses would be it's a turret arc upgrade, and you have to ignore the original arc restriction, and that it does indeed grant reload for all the missile spam the original upgrade in 1e gave you.
The Turbolaser only has a 'Bonus Attack:' header, it doesn't have an 'Attack:' header so you can't use it in place of your primary attack like you can with most ordnance or even Snap Shot.
Range 4 and 5 give an additional green die (just one more). So a Decimator rolss 0 at R1-2, 1 at R3, 2 at R4-5, as per the FFGLive streamed huge ship Epic game.
Commanders are going to rock:

And this is almost exactly how I would have envisioned DIYing them!! A really sweet ability usable a limited number of times per game.
I hope we get a lot more that are specific characters.
And, I have to say, CHARGES are the single best invention for the 2.0 version of the game. They make so many things possible in a way that feels thematic and balanced.
Edited by Darth Meanie8 minutes ago, Darth Meanie said:This is what every one has wanted: a separation between Accuracy and Power.
It's a 6 die attack (with 3 guaranteed hits) that's only allowed to roll 3 dice to see if it hits.
High power, low accuracy.
Exactly! Turbo lasers shouldn't hit all that often, but when they do hit, IT HURTS!!! 😁
This information has moved me from vaguely curious to actually interested in huge ships.
Also more ideal for shooting capital ships instead of snubfighters.
8 minutes ago, Darth Meanie said:This is what every one has wanted: a separation between Accuracy and Power.
It's a 6 die attack (with 3 guaranteed hits) that's only allowed to roll 3 dice to see if it hits.
High power, low accuracy.
Sort of.
3 attack dice isn't exactly what I'd call low accuracy. Not against 1 agility ships.
But there was some context I was definitely missing. Range 3-5 only is big, and extra defence dice at each of range 4 and 5 is even bigger. Basically means it still has the 'double the defender's agility' property the 1e equivalent had.
Also, I don't think separation of accuracy and power is exactly what people always wanted. That's exactly what TLT did, and it was the worst thing ever. Low accuracy, high damage is obviously a much better way round, but it still would have been sucky for a B-Wing to basically get nuked with a shot it stood very little chance of dodging. Now that I know about the extra greens, and that it's only one attack, I'm way happier.
11 minutes ago, J1mBob said:Since the Turbolaser doesn’t have a “regular” ATTACK: section on the card, you can only use it as a bonus attack.
Also, they mentioned in the demo live stream that range 3 has the customary +1 green die and ranges 4-5 have +2 green dice. In other words, range 5 is NOT +3 green dice.
They also said something about Ordnance Tubes during the live stream, but I cannot fully recall it. I thought it was something along the lines of locking the attack to the forward arc...
10 minutes ago, rawbean said:The Turbolaser only has a 'Bonus Attack:' header, it doesn't have an 'Attack:' header so you can't use it in place of your primary attack like you can with most ordnance or even Snap Shot.
Range 4 and 5 give an additional green die (just one more). So a Decimator rolss 0 at R1-2, 1 at R3, 2 at R4-5, as per the FFGLive streamed huge ship Epic game.
Thanks guys.
This is exactly why I asked. I forgot that all special weapons need some sort of Attack header to work, and that the arc and weapon symbol didn't automatically give it to you as an option.
I also hadn't really twigged that Bonus Attack was replacing Attack here.
And yeah, good to hear about the extra defence dice. That makes this seem way more balanced, even if there isn't a further one at 5. I'm sure I'm still in for some nervous moments with my bombers, but the energy cost and regen rate of most ships to take out just one means you should be fine with numbers, which I guess feels appropriate.
9 minutes ago, Darth Meanie said:I hope we get a lot more that are specific characters.
According to the conversion kit product page. So it looks like nothing at launch for any faction except the three originals. And most of the cards are going to Rebels.
I was hoping to see Toryn Farr, as she's listed as a crew card on the page, but I guess they're saving her for the GR-75 article (which I guess will be after the conversion kit drops anyway, at this stage).
I'm sure there'll be more named commanders for all factions down the line in another scenario box.
I am dying to know if the C-roc can equip turbolaser. I doubt it has 5 energy. Can anyone get a high def read on the C-roc spread in the original announcment? I'm thinking 3-4. Corsair refit appears to add 1 energy. Here's hoping to 4!
11 minutes ago, BrotherFett said:I am dying to know if the C-roc can equip turbolaser. I doubt it has 5 energy. Can anyone get a high def read on the C-roc spread in the original announcment? I'm thinking 3-4. Corsair refit appears to add 1 energy. Here's hoping to 4!
The C-roc comes with a Turbolaser, so chances are good.
27 minutes ago, BrotherFett said:I am dying to know if the C-roc can equip turbolaser. I doubt it has 5 energy. Can anyone get a high def read on the C-roc spread in the original announcment? I'm thinking 3-4. Corsair refit appears to add 1 energy. Here's hoping to 4!
15 minutes ago, Sithborg said:The C-roc comes with a Turbolaser, so chances are good.
I am guessing the Refit makes the support ship into something closer to a warship, so then the turbolaser can be added. If so, FFG was super smart by making the ship more customizable!
1 hour ago, C3gorach said:I think you energy reserves are your cap as every bonus attack seems to require to spend energy to make.
Yeah, looks like ships will be able to unload a massive volley if they want, but if the enemy survives, they may struggle in future turns.
1 hour ago, GuacCousteau said:3 attack dice isn't exactly what I'd call low accuracy.
Totally agree. Three dice + lock + focus... Focus is a great mistake on huge ships in my opinion.
Turbolaser Battery burns 3 energy to fire a single shot, which is more Energy than any ship we have seen so far generates in one turn. It also is shooting at targets that are rolling 1-2 additional green dice. If it's shooting another Epic ship, that ship likely has reinforce + focus/calculate. So while it is an attack that is likely to get through, it's most likely doing 4 damage, not 6. This is a really strong ability but it also is a a big resource commitment with a large opportunity cost.
The more I see, the more excited I get for this whole pack. Can’t wait for epic and huge ships and all of it.
5 hours ago, Darth Meanie said:This is what every one has wanted: a separation between Accuracy and Power.
It's a 6 die attack (with 3 guaranteed hits) that's only allowed to roll 3 dice to see if it hits.
High power, low accuracy.
Not meeeeee! I've been opposing this at every possible opportunity since 1st edition!
5 hours ago, GuacCousteau said:Also, I don't think separation of accuracy and power is exactly what people always wanted. That's exactly what TLT did, and it was the worst thing ever. Low accuracy, high damage is obviously a much better way round, but it still would have been sucky for a B-Wing to basically get nuked with a shot it stood very little chance of dodging. Now that I know about the extra greens, and that it's only one attack, I'm way happier
This is why. This is the first thing from 2nd edition that I unequivocally dislike.
Earlier poster was partly wrong about the extra greens: You get one green for R3, you get an additional green for R4-5. So a B-Wing is rolling 3 greens at R5, not 4.
I mean, that is a lot of green dice for a B-Wing, but I'd much rather leave it up to maneuvering skill than chance. Then again, we're talking epic, which is intended to dispense with some decision granularity in favor of faster gameplay, so I can't oppose it that strongly.
Time for a B-Wing Superlaser?
Edited by ClassicalMoserThis will also be pretty cool!

It will be cheaper to get your weapons back online and you can repair crits! I think this will be better on bigger ships that are going to get stuck into it, but not so much for the smaller Huge ships, like C-ROC (yo yo) or Gozatti (just for you @Biff)
Also, anyone catch this bit:

If you Co-ordinate or Jam, you can do a linked WHITE action that is a Calc. I mean, it's only a Calc, but....it's FREE!
Edited by heychadwick5 hours ago, Darth Meanie said:This is what every one has wanted: a separation between Accuracy and Power.

35 minutes ago, Koing907 said:
The problem with TLT was that Combo Wing made the damage output very consistent, for a range 2-3 attack with 360-degree coverage that ignored range penalties.
You could probably bring this card back into 2.0 and it wouldn't need many changes. Maybe limit it so that you only get the second attack if the first one misses, but otherwise the single arc, range penalty and adjustable points should keep it under control.
57 minutes ago, PhantomFO said:The problem with TLT ....
You could probably bring this card back into 2.0
NOOOOOOOO

3 hours ago, Rettere said:NOOOOOOOO
I mean, it could be fine with some changes. With a single arc, and only getting two attacks if the first one misses? I'm willing to take that.