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Moore1980

Squints: the 181st. Is Turr better?

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Looking at Turr and Fel in game, I tend to like Turr more than Fel . Turr's ability allows for a slightly weaker built in PtL, because let's be honest... if your not using PtL for Boost and barrel roll.. you're using Squints wrong. Yes, That focus is nice to have from Fel after stressing, but it's  not a sure thing. you can still roll blanks and be left with a token that is worthless, where as using both barrel roll and boost in MOST cases will see you are not in more than maybe one arc if done correctly. And with autothrusters on the way, pending on the range of the attack, it just became that much easier to dodge incoming fire.

 

Don't mis-understand me. I like Fel a lot, and all my squad builds include him, but I'm left wondering... is Turr is the better choice?  What do you all think?

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Turr is quite nice against lower PS ships- he can fire, then boost/roll out of the way, and then PTL to evade if he's still in arc of something that can fire at him.

He's not going to be great against Fat Han, but he ought to rip Han's Z-95 escorts apart.

Also: remember the Stealth Device + Autothruster combo. They just make one another so much better it's hilarious.

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I like Turr better because he can do something that Fel can't. He can move AFTER he shoots. With PTL and their respective abilities, you can manage boost, roll and focus/evade every turn. Turr gives you the option of moving after you fire, so...yeah.

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I use them both in my 9s list with Vader, but if I fly Turr in another list I use PtL and hull and stealth.. and I like him better than the Baron.

The ability to move after the attack I think trumps Fels ability. Especially if you just focus, then boost and BR after to completely arc dodge or move to an arc that has already fired.. haha.. a total.. "Richard" move.. hahahah

Edited by oneway

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Nooope. There's this nice thing called Targeting Computer that works great with Soontir. TL+F every shot? I think yes

That can be used on anyone and doesn't really make him special.. I understand where you're going here, I just dont think it's better than moving after you shoot.. it is a good build for him though..

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When people use ptl on turr, you do realize that his pilot ability is an action, right?

So the only way to get 3 actions is to ptl off of his post shooting boost/br, which I find much less useful than before the shooting phase.

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When people use ptl on turr, you do realize that his pilot ability is an action, right?

So the only way to get 3 actions is to ptl off of his post shooting boost/br, which I find much less useful than before the shooting phase.

Yup, and I find it very iseful, though admittedly, I have PtL in the action phase and not moved after, but I usually plan it that way..

also I have to admit I like getting in someone's face first .. shooting them and then using his ability to boost or barrel roll out of their arc

Edited by oneway

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I find that I can arc dodge quite often without needing a post shooting action, and adding a TL to the focus helps a lot, plus Fel is far more likely to get r1 shots and those be more accurate than Turr.

Not saying Turr is bad, but Fel is better.

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I planning on running a list post Wave 6 that is Turr and Soontir, escorting Vader. I call them ACTIONMASTERS!!

 

Both Ints have PTL, Stealth Device and Autothrusters, vader has i think Stealth Device and X1 + Accuracy Corrector for the points. Shame to not give him an Elite Talent but his ability is fancy enough already however i am thinking of giving him Outmaneuver and just risking with the 3 Green Dice/Evade/Focus a turn so he has at least some ability to hurt those 3P0 Falcons  ;)

I was gonna alter Turr to having VI so the whole list is PS9 but i dont wanna give up that Boost/Roll combo after shooting.

Edited by Sonikgav

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Try this variant:

Darth Vader — TIE Advanced 29

Wingman 2

Advanced Targeting Computer 1

TIE/x1 0

Soontir Fel — TIE Interceptor 27

Push the Limit 3

Stealth Device 3

Autothrusters 2

Royal Guard TIE 0

Turr Phennir — TIE Interceptor 25

Push the Limit 3

Stealth Device 3

Autothrusters 2

Royal Guard TIE 0

Wingman would let Darth take the stress off Turr after he PTLs, letting Turr take _4 actions per turn_.

Wait. Shucks. PTL is "once per turn". Drat. Well, it was a good idea ruined by reality.

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During my last tournament, I won by using both Fel with push the limit and Turr with veteran instinct (3 games, 0 points destroyed on my side, and I had to face other phantoms and a Fat Han).

 

The thing is that with such a configuration, both pilots compliment each other so well and I like them both for different reasons:

 

- Fel is the token machine, able to arc dodge and then strike with accuracy or take a volley from the Falcon and still evade it.

- Turr acts as Fel's wingman, absorbing the stress from rebel captive if needed and taking those hard 1 turns that Fel cannot while pushing the limit.  He can dodge and weave just as well, but must keep his distance against turrets.  The fact that he practically never stresses make it so that I can pilot him so that he never gets in Fel's way.

 

So yeah, I love both pilots a lot!  Don't pit them against each other, use them both to crush the rebellion!  ;)

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Nah like i said above, im not as much of a fan of the ATC. On the other named advanced its a no brainer but i just prefer accuracy correcter myself. Anyway, without risking this becoming ANOTHER X1 thread ill just re-iterate my interceptor use for that list.

 

Vader - Outmaneuver, X1, Accuracy Corrector

Soontir - PTL, Auto Thrusters, Stealth Device

Turr - PTL, Auto Thrusters, Stealth Device

- 100pts

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Ive never used PTL on Turr. Always prefered to be PS9 with VI and ensure that his ability works before getting shot at. Which means he's 4pt cheaper option for me depending what else im running. Thats how i look at both ships. Not that one is particularly greater than the other, but that one gives me a lil more room to fit whatever else im trying to run =) 

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Ive never used PTL on Turr. Always prefered to be PS9 with VI and ensure that his ability works before getting shot at. Which means he's 4pt cheaper option for me depending what else im running. Thats how i look at both ships. Not that one is particularly greater than the other, but that one gives me a lil more room to fit whatever else im trying to run =) 

 

Ill have to test it when i get all the parts.

I like the idea of being able to zoom in to R1 then Boost and Roll out of harms way but if as you guys are saying, PS9 helps him more then ill go with that which then at least frees up 2 more points for Vader, though there isnt really anything to give him. (Targeting Comp and Munitions are the only additional things he could afford and both are useless with Accuracy Corrector). 2 Points for Initiative over those Hans, Wedges and Whispers i guess.

Edited by Sonikgav

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PS9 is great, but PS 7 is not bad. Turr is not one of those pilots that _has_ to shoot first/move last. I mean, all things being equal, you'd prefer to. But I'd rather take PTL on him. Or, since he's one of the few pilots that gets 2 actions naturally, you could actually take Predator on him and negate the lack of Target Lock.

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AC on Vader is a waste of the new title, may as well run him naked. If ATC wasn't a thing, then it would be worth using, but.... ATC is a must have on Vader, or other named advanceds.. that and predator.. AC pales in comparison, and I will be testing it out this coming week.

My 9s list is undefeated and I will tweek it to include the title and ATC on Vader, I use VI on turr and PtL on Fel, the rest is standard, TC on Fel and hull, with Turr getting a hull upgrade as well.

May include Stele in it just to test him out with title and ATC.. crits will be nice to get with him finally.. lol

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