YJ Dealing with turrets

Discussion in 'Yu Jing' started by Space Ranger, Jan 13, 2025.

  1. Space Ranger

    Space Ranger Well-Known Member

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    I’m now thinking of how important it’s going to be, for a while, to take the Kunai sniper in ISS or WB. They are ideal for getting rid of turrets. Most turrets are going to start in deployment with shorti-ish range weapons, with BS10. With surprise they will put many of them into -12.

    Also good are mim -3 long range shooters. Lunah, Daoying, Hundun, Hac Tao. There’s even a use for Guilang sniper but still I have better things for a Guilang to do.
     
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  2. wes-o-matic

    wes-o-matic Meme List Addict

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    Any camo marker or cybermask hacker can just walk right past them, they can't Discover.

    Getting rid of them is part of why I'm liking the Daoying Sniper LT in IA.
     
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  3. Urobros

    Urobros Well-Known Member

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    I think its apply for any army, since any mimetism+covert+bad range, will do the trick, since that will make a -12, turrets will automatically fail. That if you want to F2F. Remember deactivator can be used against deployable weapons in Control Zone, without the need of LdT.
     
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  4. Space Ranger

    Space Ranger Well-Known Member

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    Another thing to use against them is Crazy Koalas. I don’t know about Madtraps. Turrets have no PH at all. It can’t dodge but also it can’t make a PH -6 roll either. I think this needs to be asked. Unfortunately the only CK’s we have is on the Hulang.
     
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  5. iKon

    iKon Not Very Well-Known Member

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    I believe if you have no PH value you auto fail your PH save.
     
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  6. Space Ranger

    Space Ranger Well-Known Member

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    Well I guess it won't work since the Turret is not a trooper. It's a Deployable Weapon and Boost does not activate to those. I would guess that means it can even be deployed right next to an enemy mine it it won't set it off.
     
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  7. iKon

    iKon Not Very Well-Known Member

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    If an Armed Turret doesn’t count as a trooper then why does it have Total Reaction? That only works for troopers.
     
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  8. Space Ranger

    Space Ranger Well-Known Member

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    I ask the same. But as of now it isn't and just need to come up with tactics for it.
     
  9. archon

    archon Well-Known Member

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    CB has to clarify a lot in N5. Maybe we need a "interaktiv game elements" category. The intent is clear. But they need rulings for the interaction with other "interativ game elements" like deployables etc.
     
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  10. Mahtamori

    Mahtamori Well-Known Member

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    Use anything with high quality, high-burst, shooting, or start using the No LOF feature on Deactivator. Also remember that Deactivator in FTF with a turret tends to be better than shooting it, even for competent shooters like Krit, especially since turrets have pretty respectable ARM.

    Adil is our new bae, basically

    Total Reaction says "user" not "trooper", unless you mean the text outside the box, which technically doesn't exclude Tokens from having it.

    It's called "Tokens" or "Deployable Weapon or Equipment", but yeah, very under-developed. E.g. they could seriously clarify that deployables like turrets or mines don't have AROs and can't f.ex. delay, considering how often those questions come up.
     
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  11. Space Ranger

    Space Ranger Well-Known Member

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    they are not that hard to take down. It's mostly the fact they can't be ignored many times. Mines and some others you could go around or even just tank it. But you can't trust that you'd take three shots. And you can tank an ADHL turret. At last they can't discover.
     
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