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Duskwalker

Rest of wave 2 spoiled

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Its probably for ships that realistically are going to have targets in one firing arc, but either don't want to or can't take Gunnery teams. It makes the most out of those kinds of ships.

 

Looking over the cards, I'm impressed with the breadth of options we're getting with this wave. Anyone complaining that the game doesn't have "enough" to be fun had a tenuous excuse before, but they'll have none after this.

 

The MC80 paint scheme though, is hideous. I've been thinking about doing my MonCals in Zeppelin and Blimp theme colors for paint, seems like my first MC80 is gonna be a good candidate to call the Macon after some repainting.

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It's the only way to increase the (already respectable) frontal firepower of a Nebulon - and after you zoom right past that VSD, you can still zap it with 3 dice + CF out of your rear arc. And it's much cheaper than Enhanced Armaments, if your plan is to kite with an AF2.

 

Is that worth the loss of flexibility? Depends.

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I really don't understand slaved turrets. "You cannot attack more than once per round. While attacking add a red dice to you attack pool" ... I have better to do with 6 points...

Slaved turrets would be worth it at 3-4 points. 6 points is making you pay over half the cost of Enhanced Armaments, and while you do get to use it on the front or rear arcs, you're still paying a MASSIVE cost in denying you a 2nd attack. Garbage card. Geez, its also a Modification, thus hamstringing the rest of your list building. So pretty much you'll only ever see this on Nebulon's, and even then there's better options to spend 6 points on.

Independence is also complete rubbish. 8 points for that effect? No thank you.

 

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I really don't understand slaved turrets. "You cannot attack more than once per round. While attacking add a red dice to you attack pool" ... I have better to do with 6 points...

I think i can be pretty good with Salvation, or on a VSD. 

 

But speaking of overpriced, the Independence seems just terrible. I can see some value in moving B-Wings at speed 4, but not 8 Points worth of value.

Edited by Duskwalker

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Wow .... Independence + Signal Boosters + Raymus + 5 YT-1300   ....

 

A-Wing   - 11pts / Hull 4 / Speed 5 / Attack 3 / Counter 2

YT-1300 - 13pts / Hull 7 / Speed 2 / Attack 3 / Counter 1 / Escort

 

I now have speed 4 YT-1300 to tie you up for days and ample points to play the bomber game, or I could make one of them the Solo + Tallon for extra AA.

 

OR

 

Speed 4 Keyan with Tallon.... + long range commands

Edited by F0RGED

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Slaved turrets is superb on MC80's under Ackbar. Odds are you're ALREADY only attacking once anyway (no slot for Gunnery Team), so now you have your side guns, plus 2 red from Ackbar, plus a dice from Slaved Turrets, plus probably a dice from Concentrated Fire, for almost half the cost of Enhanced Armaments.

 

Best card ever? No. But it's a lot better than some that are in the game (Cluster Bombs, Point Defence Re-route...). At least it has one situation where it's legitimately pretty good. Good enough to not take XI-7's or HTTs? Eh....we'll see. Then again neither is Enhanced Armaments, so...yeah.

Edited by Extropia

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Also Interesting is ...

Nebulon Support {51}[3RED] + Salvation {7}[Crit=2] + Turbolaser Reroute {7}[Auto Crit] or Slaved Turrets {6} +1RED] + Raymus {7}[+1RED+1RR]  with HomeOne ....  did you have a brace ? ... so 5 Red with RR and Auto Acc   OR   4 Red with RR Auto Acc and Auto Crit.

 

Rebels just got there version of ACM + Screed + Demolisher ..... and its at long range

Edited by F0RGED

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I also agree that 6 points just prices it out of Neb B range. Just. It doesn't compare favorably to Salivation for example.

Assuming CF, it's a 25% increase in firepower for a 12.5% cost increase. That's fairly costed but it does have a draw back.

This is quibbling over a few points though... Priced at 4 points I would have snapped your arm off!

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Except due to it being a modification, it means you can NEVER make more than one attack with that ship. No Gunnery teams, no dual arcs, no Ackbar slash, no anti-squadron fire from another arc. Advanced Gunnery is now a dead objective for any ship packing that upgrade. That's a massive drawback for a point cost that's in line with other competing upgrades.
Imperials won't mount it due to needing Gunnery Teams to maximize the value of their front arcs of their VSD's and ISD's.

MC80's will be in serious trouble if they ever get flanked, same problem with Assault Frigates. MC30 wants to double arc if it can get it. Im really just seeing Nebulons as the only viable mount for this.

This isn't like Ackbar where you can decide whether to fire from just the sides and get extra dice, you're just plain stuck at one attack at +1 red die. You really think that's worth 6 points AND losing second attacks?

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I also agree that 6 points just prices it out of Neb B range. Just. It doesn't compare favorably to Salivation for example.

I can't quite agree.

Salvation boosts your (pre-CF) expected damage output out of your front hull zone from 3x 0.75 to 3x 1.0, for a total of 3.0 (4.0 with CF).

The boost from Slaved Turrets is to 4x 0.75, also 3.0 (3.75 with CF), but with higher probability of rolling at least one accuracy, lower probability of rolling blanks only, and less susceptibility to Evade tokens. So if anything, the numbers are actually better than salvation, not worse.

It's true that it won't let you double arc (or shoot at squadrons, but you can't have Gunnery Teams anyway), but it does double as EA when flanked, and still lets you shoot three reds from your healthy rear arc after zipping past your target, in neither of which situations the more expensive Salvation can offer any help. The biggest drawback as far as I'm concerned is that it takes your XI7 / HTT slot.

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Wow .... Independence + Signal Boosters + Raymus + 5 YT-1300   ....

 

A-Wing   - 11pts / Hull 4 / Speed 5 / Attack 3 / Counter 2

YT-1300 - 13pts / Hull 7 / Speed 2 / Attack 3 / Counter 1 / Escort

 

I now have speed 4 YT-1300 to tie you up for days and ample points to play the bomber game, or I could make one of them the Solo + Tallon for extra AA.

 

OR

 

Speed 4 Keyan with Tallon.... + long range commands

Speed 4 Y-Wings and X-Wings

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Card has a huge cost in the fact that you do not have the choice of not using the card. I can imagine the situation in game where you would like to give up your extra die so you could make two attacks. This is huge and allows your opponent to exploit you. If you take slaved turret on your MC80 your opponent can just attack from multiple sides without getting attacked twice.

 

Babs out!

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It's an auto-include on Salvation for me. Reroute circuits are tempting, but I'm not a big fan of giving up the neb-b's evade token. Giving me an extra die on that front arc with no downside is great to me.

 

This was my immediate thought as well. Honestly, there are only two varieties* of Neb B I think should see play, and this strengthens one of them: Salvation. Basically, Neb B Support + Salvation + Slaved Turrets seems to make perfect sense, as you aren't frequently firing twice with a Neb B anyways (as that would mean you exposed the side), and Salvation is already making the front arc lethal. Adding more red dice to the front means you can potentially be rolling 5 reds with an expected value of 1 damage per die out the front for mid 60s points. That's actually a pretty good ship.

 

* Yavaris being the other.

 

Also, on the topic of the spoiled cards... how about that vanilla YT-2400? 16 points for a 4 speed, 4 blue dice, 1 black die, 6 hull, independently acting squadron? I think this may outdo the A-Wing as the single best all-around rebellion squadron, as it's not dependent on squadron commands to activate and leaves your ships free to do other things. I think it will be easy, and perhaps even common, to squeeze a couple of these into a fleet (if nothing else, as a screen that can be used to throw dice at ships if the other guy didn't take squadrons).

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I also agree that 6 points just prices it out of Neb B range. Just. It doesn't compare favorably to Salivation for example.

I can't quite agree.Salvation boosts your (pre-CF) expected damage output out of your front hull zone from 3x 0.75 to 3x 1.0, for a total of 3.0 (4.0 with CF).The boost from Slaved Turrets is to 4x 0.75, also 3.0 (3.75 with CF), but with higher probability of rolling at least one accuracy, lower probability of rolling blanks only, and less susceptibility to Evade tokens. So if anything, the numbers are actually better than salvation, not worse.It's true that it won't let you double arc (or shoot at squadrons, but you can't have Gunnery Teams anyway), but it does double as EA when flanked, and still lets you shoot three reds from your healthy rear arc after zipping past your target, in neither of which situations the more expensive Salvation can offer any help. The biggest drawback as far as I'm concerned is that it takes your XI7 / HTT slot.

A fair analysis. Perhaps 6 is the right number.

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I wouldn't really put slaved turrets onto a yavaris either. It has 2 blue anti squadron and I find that's extremely helpful for clearing a wing swarms.

I would however put it onto mc30s with ackbar. It's 4 points cheaper than ea and gives me a very strong side arc that I'm already trying to skirt around and only shoot out of. Mc80s I don't feel need this since they'll want HTT or Xi7 to make sure their already substantial dice pool connects well.

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I really don't understand slaved turrets. "You cannot attack more than once per round. While attacking add a red dice to you attack pool" ... I have better to do with 6 points...

Imagine a build that's trying to skirt the board edge and using Admiral Akbar to just scum some long range put shots while you try to get close enough to shoot back. Now they're already limiting themselves to one arc (because the other side arc is pointing off the board) now for six points they get another red die forever. This means you can run 5 MC-30s, each with four red die out the sides, and two of them get five red out the side. You still have five points left.

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Also, a Corvette with Slaved Turrets comes in at 50 points for 4 Red dice (and a Blue) out the side, or 3 Red and a Blue out the front under Ackbar. That's the same armament as an Assault Frigate with Enhanced Armaments and Gunnery Teams, for almost half the cost, with higher speed and more Evades. I'm imagining an Ackbar fleet of those and MC30s whipping around the edges of the board may be very happy with Slaved Turrets.

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Also, a Corvette with Slaved Turrets comes in at 50 points for 4 Red dice (and a Blue) out the side, or 3 Red and a Blue out the front under Ackbar. That's the same armament as an Assault Frigate with Enhanced Armaments and Gunnery Teams, for almost half the cost, with higher speed and more Evades. I'm imagining an Ackbar fleet of those and MC30s whipping around the edges of the board may be very happy with Slaved Turrets.

Add Akbar into that fleet and you have 5 from the side.

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