Tuesday, August 26, 2025

2025 UTAH CUP (by Semperlooney)

Welcome our new guest writer, Semperlooney!

2025 UTAH CUP

ARC 2025 Tournament Series

NuMothma

Full Disclosure, I was an ARC playtester. That said, I was relatively limited in my participation (especially early on) and had/have no control over the design process. I provided feedback and played some test games that didn’t include her. Getting my business off the ground and having a child in travel sports makes my time limited. 

With that in mind, I was somewhat worried about NuMothma’s ECM effect on Evades. Especially fleet-wide. “Agate for evades” was my concern. I have had some success running Rebel MSU before (MR. BLUE DICE!), and she is tailor made to work with that exact style fleet, so I thought I’d give her a go in the wild. A few things came to mind when choosing her. “Why not Cracken?” being the biggest. Theoretically, it is better to not be attacked at all and not even spend defense tokens. He’s very helpful against Mar Tuk, Ackbar, TF-1726, and any other dice-add admiral. The difference maker to me –aside from acc tech), was the fear of NuScreed. I wanted to cancel any HIE crits that might come my way at medium range. The second issue was the temptation to slow down to speed 2. I have a personal rule guideline (Particularly with Rebel MSU) that going below speed 3 will kill you. I didn’t want my ships getting trapped!

With this in mind, I set off for the Utah Cup, which is the rebranded tournament I won in 2022 with one of my favorite lists: Mr Blue Dice (RIP). I’ll include both lists for comparison. I feel like this is important for putting NuMothma’s performance into context. The Cracken version fell victim to nerfs, but it was at 400 points prior to the H8ers nerfing it. Without further ado, for the very first time as a couple, I give you… Mr. and Mrs. Blue Dice!

Name: Mr. Blue Dice

Faction: Rebels

Commander: General Cracken Version: AMG

Assault: Most Wanted

Defense: Asteroid Tactics

Navigation: Infested Fields

MC30c Torpedo Frigate (63)

General Cracken (26)

Expert Shield Tech (5)

Ordnance Experts (4)

External Racks (4)

H9 Turbolasers (8)

Foresight (10)= 120 Points

CR90 Corvette B (39)

Captain Rex (5)

Ion Cannon Batteries (5)

Jaina's Light (5)= 54 Points

CR90 Corvette B (39) • Dodonna's Pride (4) = 43 Points

GR-75 Medium Transports (18)

Toryn Farr (7)= 25 Points

GR-75 Medium Transports (18)

Adar Tallon (10)

Boosted Comms (4)= 32 Points

Squadrons:

"Dutch" Vander (16)

Lando Calrissian (24)

Rogue Squadron (14)

Shara Bey (17)

A-Wing Squadron (11)

3 x YT-2400 (48)= 130 Points

Total Points: 404


Name: Mrs. Blue Dice

Faction: Rebels

Commander: Mon Mothma Version: ARC01

Assault: Most Wanted

Defense: Asteroid Tactics

Navigation: Infested Fields

MC30c Torpedo Frigate (63)

Mon Mothma (27)

Expert Shield Tech (5)

Ordnance Experts (4)

External Racks (4)

H9 Turbolasers (8)

Foresight (10)= 121 Points

CR90 Corvette B (39)

Captain Rex (5)

Ion Cannon Batteries (5)

Jaina's Light (5)= 54 Points

CR90 Corvette B (39) • Dodonna's Pride (4) = 43 Points

GR-75 Medium Transports (18)

Toryn Farr (7)= 25 Points

GR-75 Medium Transports (18)

Adar Tallon (10)

Boosted Comms (4)= 32 Points

Squadrons:

"Dutch" Vander (16)

Lando Calrissian (24)

Rogue Squadron (14)

Shara Bey (17)

2 x A-Wing Squadron (22)

2 x YT-2400 (32)= 125 Points

Total Points: 400


Game 1. Grudge Match

Some of you will remember the online worlds 2025 stream where Joeseph M. rolled 6 accuracies from Pats Fist and sent me Sloane-ing into day 3 (Thanks Joeseph!). Well, we had our grudge match to open day 1. Joeseph tried a new style list for him and brought Ozzel Demo with APT, 2 Arqs, and lots of Rogues. 

He chose my Asteroid Tactics. Probably mistake number one. We jockeyed for positions, and he moved forward into the death zone. I forgot he didn’t have ET on his demo, so I played it extra safe with my MC30. My plan was to ram the Demolisher flag with my cheap CR90Bs and then “catch” it with Lando, the YTs, and Rogue after ship engagement. My plan worked and I traded a Jaina’s Light and some squads for a nice 7-4 start to the day. 

Mothma in this game didn’t play a big role. The anti ship shots were limited, and demo only had one solid attack run that didn’t result in any hit/crits. For this game, I felt the result for me would have been the same if not better if I had used Cracken. 

Game 2. PDICs BE DAMNED

Game 2 I played Chris E. He drove in from Idaho and is always a great opponent. He flew a nasty TF list that had a lot of firepower with great access to raids. I chose his Most Wanted. He placed the token on my flag and on his Gozanti. 

My plan for this game was simple. Ignore the murder Prov (With Jedi Hostage) and set up a last/first to nuke his flag ship. I was able to Lando kill his MW Gozanti which set up optimal positioning and engagement for me. I left my Dodonna’s Pride back to catch the Providence and hopefully cripple it with a lucky crit. Well, lucky me I got 2x DD Pride Crits which drew a comms noise and set the Prov to speed 0. It was an opportunity I couldn’t miss! So I sent my MC30 on the hunt. I tried my best to soften it up with rogues but immediately felt the pain of PDICs. He was then able to use Reinforced Blast Doors to get rid of some face down damage. My MC30 opened the round with a double arc shot. I needed 12 damage to kill the beast. Unfortunately, I didn’t roll super hot with the double arc (including Ex-Rax). He PDICd away the only hit/crits in each attack pool and only took 4 hull damage. He used Wat Tambor to super repair but got stuck again at speed 0. I got to work chewing on him with squads with limited success. The PDICs kept on working. It saved 9 damage during our match and exposed my squads to loads of flak. I had to finish off the Prov with a ram from a CR90B, but lost Rogue and another squad, which took me from an 8 to another 7. Chris got to hear my PDIC rant (which wasn’t aimed at him. It’s too busted not to take). He also took down Dodonna’s Pride with a nasty TF double arc. 

NuMothma again was useful but not game changing beyond what Cracken would have done for me.  The biggest factor in my ship’s survival was arc dodging and staying far away from close range. 

Game 3. GARquetins Buffet

This game I played against Justin R. He’s a great member of the Southern Utah Armada community and has offered up some sweet prize support for our tournaments in the past. You may have played him at LVO or worlds!

He wanted to give the new GARquetins a try and actually put the most damage on my ships of anyone. He took my Asteroid Tactics (yay!). My plan was pretty straight forward. Eat the flag Ven1 (With Tarkin and SPHA-Ts). I figured I could tank the medium range SPHA-T shot with my flag easily enough (regardless of NuMothma), so I parked my MC30 in front and forced him to shoot her with ignition. I let my squads get to work on the Ven and chipped away at it with CR90s and Lando with the Adar/Lando Asteroid Tactics combo. 

NuMothma was very helpful in this game. Canceling dice at medium saved me SPHA-T damage on the 3 and kept it healthy for Arquetins hunting post flagship death. The biggest NuMothma winner was my Adar Flotilla. Justin had Clone Gunners, and took two rounds of multiple shots to take me down. I was able to keep the flotilla on the table for an extra round because my defense tokens were able to be utilized with max efficiency. That flotilla happened to be the only really good target for those Arqs, which is somewhat of a symptom of Arquetins having trash nav charts. This was a bad match for Justin. He and I both agreed that NuMothma makes Rebel flotillas very tanky. He did manage to burn every defense token and shield on my MC30, but I was able to slip away round 6 with 3 hull left. We ended with an 8-3 in my favor. 

NuMothma was excellent in this game. I’m not sure if the outcome would be different with Cracken, but I definitely got great use from her effects. 

Game 4. Mar-K Tuk 

My last game of the day was against Mark S (Ston3Twig). He likes to run Mar Tuk gun lines and (Barf) PDICs. You may have faced his “You Hurt Me, I Hurt You” list online or at LVO or worlds. He knows how I feel about Marty and PDICs. 

For clarity, the big red ship on the right is the new Quarren Prototype. He built his with EST/ECM/ and you guessed it, PDIC.

This was a game where I would have LOVED Cracken. I had several occasions where Mark’s shots would have been canceled by obstruction and saved me a lot of worry. In the bottom right corner, you can see him derp the Quarren ship into all my squads and escape with one damage and no discarded defense tokens because of…. PDIC. After that round I just decided to leave it alone. It was an 88 point pillow fist that couldn’t put out any damage. Suck it PDIC users! His double arc on my CR90B didn’t hit very hard and I flew that ship into the sunset (And off the table later). For the record I told all of this to Mark’s face along with my very informative PDIC rant. 

The short version of this is I had to spend way too many turns to kill a hardcell. He got a YT-2400 and my self inflicted CR90B. It was a narrow 6-5 to me. Mark won swiss but couldn’t attend day 2.

NuMothma was useful of course, but again, I’d take Cracken in this matchup any day. Marty suffered a lot from his no shields drawback as well. Suck it Mar Tuk. 

Day 2 Game 1: Asteroids Tactics Can Strike Twice

Sunday started with a fun game against James E. I had the pleasure of playing James last year during the Utah Cup and he’s always been a great opponent. 

This was another great matchup for me, and I chose his Asteroid Tactics. He was squadless and didn’t have a lot of anti squad power on the ships. He had a Luminara build which worried me because I have built my list for chip damage. My plan was to kill a Charger to gain activation advantage. Then I’d try to get at least one more and then pounce on Luminara who was on the Implacable. I had no intention of shooting the Venator. All went according to plan, and I was able to kill a charger very early because he lead with them instead of the Venator and Acclamator. I chipped away at Lumi with super powered Lando on Asteroid Tactics. I did lose Toryn and some A Wings, but otherwise I got out unscathed. He lost everything except for the Venator, but could have salvaged his last Charger if he had Brave Sir Robin’d out of there. 

I didn’t feel like NuMothma was a big factor in this match. I was able to keep my ships out of harm’s way and my squads did most of the heavy lifting.

Day 2 Game 2: Hungry Hippogorths

I played Ryan K (Who has awesome 3D prints!) for game two day 2. He also drove 13 hours from Canada with his super cool son Marcus who also played day 1.

Ryan took 1st and chose my Asteroid Tactics. The way he deployed all of his squads prevented my from engaging, so I was mentally prepared for a very boring 6-5. I set myself up to force him into the hungry exogorths if he wanted to engage. He got up to the edge and I used Adar/Lando to snipe DBS404. Ryan didn’t like that and sent his vultures into Lando to take him out. I returned the favor by throwing Shara and A Wings into his vultures along with an Exogorth. The escalation of violence continued and before I knew it we were exchanging deadly blows. This became a very fun game and I managed to barely fly my CR90B off the table. Again. You could say I need to git gud and I would agree with you. In the end I traded some A Wings, Lando, and my poor CR90B for his 134 in squads and a flotilla and earned a 7. 

NuMothma was really nice in the match. She made me feel a lot better about my MC30 sitting in front of his Prov, but I think Cracken or any other Foresight build would have been ok where I put it. This fight came down to squads, exogorths, and ship positioning more than anything. 

Day 2 Game 3: The Final Countdown

For my last match I played Ed H. Ed is a long time Armada local and has helped me prep for worlds! I have had the pleasure of playing him several times in local tournaments as well.

This was a bad matchup for Ed’s list. I had deployment advantage, lots of squads, and slippery ships. He had Motti and Targeting scramblers. I knew I only needed an 8 to secure the win for the tournament, and his Onager was exactly 140 points. I decided to hunt the onager and hope I didn’t take any losses. If I took one loss I would have to go for his flag Interdictor. I had no intention of engaging the Venator. It had LTT, ExRax, and Ordnance Experts.

Ed charged in with the onager in an attempt to nuke a CR90B. He hit it hard and got 4 damage through at extreme range with medium ignition. I elected to keep my evade and canceled 2 dice. Unfortunately his Beck raids kept him from slowing down and he landed the Onager in all of my squads, the MC30 double arc, Dodonna’s Pride double arc, and Jaina’s front arc. He was also on 6 unactivated squads –Including full power Adar/Lando.  I was able to remove the Onager and at that point I decided to take my win and go. This was mostly due to the tournament. If this was a casual match I would have gone for the interdictor as well. Jaina’s had a narrow escape. The NuMothma reroll changed a crit into a hit and left me with one hull. Had that gone down I would have had to chew on the Interdictor for the rest of the game. 

NuMothma worked well in this game, but I felt the biggest contributing factor for my success was squad flexibility, and flying my ships in a way that they weren’t in danger of being hit by a big shot. 

Final Thoughts on NuMothma

She is very strong. She is absolutely worth taking and I would even say she can edge out Cracken. If you can nav her ships well, she will keep your ships on the table. That said, when facing any rebel MSU, you have to focus down the ships and burn their defense tokens. I think she has promise with AFMKII builds and Heath A. had some success with a Mothma Hawk and Prov (Though I didn’t get to talk with him about how it went). I think she will struggle against NuPalpatine, NuScreed (at close range), large dice pools like Pats Fist, and Sloane. Who can forget Boarding Troopers, too!? But she will require some getting used to, and you might have a hard time tabling her. I might recommend the time-honored tradition of ramming MC30s to death!

I think I had a lot of really good matchups for my list in this tournament. I think a larger pool of players and fewer ship-only matches would have been really tough. We also had a lot of folks flying new styles and new upgrades. I am excited to see NuMothma (and other ARC content!) in Endor to really stress test the changes ARC has made. 

The Powerpoint Slide of 3 Rings

I wanted to touch a bit on how I see Armada. I have three major things that I think contribute to the tactical side of the game and make it a fun puzzle to solve. Keep in mind this is for tournament style competitive play which I find to be the most fun. This won’t be groundbreaking information, but this is how I think of the game.

1. Activation Order/Control/Advantage

1. I know a lot of folks lament the last/first days, but activation control is 100% necessary to win. The deadliest blows are given when you have perfect information for your heavy hitters to act on. 

2. When I’m planning a way to win, this is my most important question. How do I get you to lose an activation?

3. This ties into point 2 and 3. 

2. Extreme Range

1. I think a good list can threaten your ships at extreme range in at least one way. A great list has two. Whether it be squads, and onager, or Demo. Imperials have a major advantage with this category. 

2. Rebels must rely on maneuverability and staying out of nasty arcs to accomplish this.

3. CIS can navigate this with pass tokens and punish with Pat’s Fist. Sorry GAR, you’re up a creek.

3. Defense Tokens

1. You have to have a way to either overheat defense tokens or ignore them entirely. Fortunately most factions have lots of tools for this. 

2. Defense tokens keep ships on the table and are one of the biggest reasons a ship or squad is competitive or not. If your chosen ships have a bad suite, it’s going to be an issue.

3. Any upgrade that removes defense tokens is –for meta purposes- superior to accuracy tech. There are niche situations where this is not true, but for tournament planning I will take defense token removal over accuracy in most situations. 


Monday, August 25, 2025

The Upgrade Files: Case 12 – Titles (Empire)

 

If upgrades are the spice of Armada, then titles are the seasoning. They give ships character, turn weak hulls into workhorses, and sometimes patch over glaring flaws in the chassis. For the Empire especially, titles are a defining part of listbuilding: a Gladiator without Demolisher? A Victory without Harrow? An SSD without Ravager? Not likely.

The catch is that Imperial titles are all over the place. Some are so strong that they’re basically stapled to the hull, others are clever fixes that reveal just how bad the base design really is, and others… well, they’re trash compactor tier.

Let’s head into the depths of the Second Death Star!


Arquitens

Centicore


Centicore is potentially very powerful, and has actually been used to great effect at the highest levels of competitive play. But it’s a niche card for a niche ship. It works best in lists that want to push non-Rogue Imperial squadrons in small packets, giving you what is effectively unlimited Relay. That’s where the design becomes a little problematic: unlimited Relay encourages disengagement and standoff play, which is against the spirit of Armada’s “line up and clash” design.

That said, the Arquitens is already awkward to fit, so Centicore isn’t breaking anything. If I were to “proof” the design, I’d add a restriction like “at distance 1–5” — just to prevent extreme abuse — but it’s not strictly necessary. 

Verdict: As it stands, it’s a clever, high-skill, forever niche tool.

Hand of Justice


The timing (spend a token when a nearby ship defends) forces you to plan ahead, but it’s only 2 points now, and the Arquitens itself is cheaper than it used to be. That combination makes HoJ a solid pickup. 

Verdict: The Arq remains clunky as a chassis, but if you’re flying one anyway, this title is well worth taking.


All Star Destroyers

7th Fleet Star Destroyer


Damage mitigation in Armada always needs careful handling. But 7th Fleet avoids being oppressive simply because you can’t spam Star Destroyers in 400 point fleets. To get real value you need at least three hulls, which means 15 points in titles and no other titles allowed. That’s a fair tradeoff.

My only gripe is that it feels more “Rebel” than “Imperial.” The Empire should be pushing offense, not shaving damage. 

Verdict: Fine where it is.


Gladiator Star Destroyer

Demolisher


Ah, Demo. The title that defined Armada from wave 1 and still lingers as one of the most famous upgrades in the game. Back then it was oppressive — shoot after moving was essentially cheating within Armada’s core ruleset. Today, after layers of nerfs and wider systemic changes, Demo is actually balanced.

The oddity is that without Demo, the Gladiator is pretty bad; with Demo, it’s damn good. That means you bring a Gladiator 95% of the time for this title. The only exceptions are weird niche builds, like Projection Experts + 7th Fleet combos. So while Demo itself is no longer a problem, the ship/title dependency isn’t ideal design.

Verdict: Title is fine, hull is not.

Insidious


Nope. Just no. For 3 points you get the ability to shoot black dice at medium range — but only into rear arcs. That’s way too narrow. Even at 2 points it wouldn’t see play, because if you’re running a Glad, you’re running Demo. 

Verdict: Insidious is just dead weight.


Gozanti

Suppressor


At 4 points this is expensive for a flotilla title, but it’s still a beast. Pressuring tokens is always powerful, and Suppressor does it cleanly. Sloane fleets love it, but it’s valuable in almost any Imperial list. The downside is cost: 23 for the Goz, 4 for this, plus upgrades, and suddenly your “cheap activation” is less cheap. 

Verdict: Well worth it.

Vector


More niche, but decent. At 2 points it helps squadrons do what squadrons want: go fast. The problem is that Suppressor exists, and the comparison makes Vector look weak. Still, if you’re leaning on speed-based squadron play, it does the job.

Verdict: Fine but it would not be wrong if it was 1 point, same as Quantum Storm.


Imperial Star Destroyer

Avenger


Once the terror of the meta, Avenger was nerfed into the ground because of the Sloane + Boarding Troopers combo. The nerf killed the card entirely, while leaving its cost unchanged. That’s the worst of both worlds.

I’d like to see it reworked. Something to the effect of: “If the defender spends an exhausted token, it can only spend that one token.” That preserves the spirit of Avenger, keeps it strong, but prevents the old abuse case. At 5 points it would then be worth taking again. 

Verdict: Rework or trash compactor.

Chimaera


The default ISD title because it opens a Fleet Command slot. Very powerful, very thematic, and fairly balanced because you also have to buy the Fleet Command. This is a well-designed title, and not exactly an auto-include.

Verdict: Borderline slot-defining, but with sufficient exceptions to say: OK, fine.

Devastator


Potentially devastating, but the cost is steep: both in points (10!) and in defense tokens. Yes, it can wreck things, but it’s high-risk/high-reward and rarely worth it. 

Verdict: Drop it to 7-8 and it becomes viable.

Relentless


At 3 points this feels overpriced, especially when compared to Sovereign at 4 or Chimaera at 4. 

Verdict: Should be 2.

Sovereign


A great card at 4 points. The ability to move tokens around is incredibly useful. Ahsoka wishes she was this good. 

Verdict: Leave as is.


Interdictor

Interdictor


Appropriately named, appropriately costed, and appropriately useful. A great title that supports the Interdictor’s gimmick without being oppressive. 

Verdict: Perfect as is.


Onager Star Destroyer

Cataclysm


Fine at 5 points… sort of. The problem isn’t Cataclysm itself, it’s Cataclysm + Red Beam (+ Ozzel + Grav tech). That combo has flirted with NPE status more than once. Most players know how to play around it now, but it’s still too strong a package. 

Verdict: If Red Beam goes up in cost (as it should), Cataclysm should follow — maybe 6–8 points depending on the final math.

Rakehell


One of the most fun and thematic titles in the game. Turning at speed 0 is chef’s kiss. Great for skilled play, doesn’t break the game. 

Verdict: Leave as is.

Sunder


10 points is steep, but deleting Thermals or ECM from extreme range is absolutely worth it. 

Verdict: Balanced as is.


Quasar

Pursuant


Cheap insurance for 2 points. It smooths out command issues and makes the Quasar less brittle. 

Verdict: Great design.

Squall


Still one of the strongest squadron titles in the game. It allows game-warping plays. At 7 points it’s at least more fairly priced than the old 3-point absurdity.

Verdict: It's fine.

Stronghold


Still very niche. At 3 points it’s not terrible, but most players will take Pursuant instead. If Quasars could be made slightly more tanky, then maybe Stronghold could be thing. At least it’s an option now, which is more than could be said before.

Verdict: Niche, but fine.


Raider

Corvus


I dislike this one. Deployment tricks are fine, but lifeboating commanders is not. The fix is simple: add “cannot be a flagship.” Otherwise, 2 points is cheap and it remains useful without being abusive.

Verdict: Make non-flagship only.

Impetuous


Cool effect, but Raiders are already too expensive, and this adds 4 more points. On a Raider-II it’s just not worth it. 

Verdict: Drop it to 3 and it might see play.

Instigator


Locks down enemy squadrons, which is great. At 4 points it’s fair… if the Raider itself ever comes down a little in cost.

Verdict: Fine as is, but bring down Raiders a few points.


Super Star Destroyer

Ravager



Let’s start here, because it’s the yardstick for all other SSD titles. Ravager is fantastic: spend a CF token, add a die. Simple, effective, and well-priced at 4. If you take one title on an SSD, it’s this.

Verdict: Leave as is.

Annihilator


Rerolls on every squadron attack is strong, but it pushes you into a flak build with Gunnery Teams. Not bad, just niche. In theory it could be cheaper for standard 400, but in Sector Fleet it’s balanced.

Verdict: Leave as is.

Eclipse


An SSD title that makes ramming slightly more painful for the enemy? That’s it? It doesn’t even trigger on your own rams. Lame. Even at 0 points it would be trash. 

Verdict: Needs a total redesign.

Executor


Not bad, just niche. Works best in builds that want to bank multiple tokens for multiple Fleet Commands. Better in Sector Fleet than 400. 

Verdict: Honestly, this title should probably be free.


Victory Star Destroyer

Harrow



The Ravager/Demolisher of the Vic. Fixes the yaw chart, adds a Support slot (hello Engine Techs), and costs only 3. That’s both brilliant design and an admission that the base Vic is broken. In practice, it means 95% of VSDs you’ll ever see are Harrow. 

Verdict:  The real fix would be to improve the base nav chart so Harrow is strong without being mandatory.

Corrupter


+1 speed for TIE Bombers. The problem: what bombers? Where? Not competitive. Firesprays could work, but then why are you commanding them with a Vic? The new 3-point cost helps, but Harrow overshadows it completely.

Verdict: Borderline trash tier; the Vic simply isn't good enough to take one to push bombers.

Dominator


Unique and powerful effect, but limited to close-medium range and saddled with the Vic chassis. At 7 points it’s fair, but why bother when Harrow exists?

Verdict: Harmed by the existence of Harrow. Fine in isolation.

Warlord


Unlimited use means it has to be costly, but the effect leans toward flak spam rather than interesting ship-to-ship play. If it were ship-only or exhaust, it could be cheaper and more viable. 

Verdict: As it is, not exactly binder fodder, but only seen in ultra niche builds. I'd like to see a rework.


Final Verdict – Empire Titles

Imperial titles are a study in extremes. Some are classics that still define fleets (Demolisher, Ravager, Cataclysm). Some are clever fixes that highlight underlying problems with the chassis (Harrow and Demolisher again). And some are so bad they should be erased or reworked (Eclipse, Avenger).

The overall design lesson is clear: FFG often used titles to patch ships instead of fixing the ships themselves. That created a handful of auto-includes and a whole pile of binder dust. With some targeted reworks the Empire’s title suite could be one of the richest in the game. Oh, and I hope Legacy will make a title for the Imperial Venator!

Next Up: Rebel titles.

Sunday, August 24, 2025

The Upgrade Files: Case 11 – Turbolaser

 

Turbolasers: the kings and queens of long-range pew-pew. The most iconic slot in Armada, and one of the most hotly contested. There are a lot of options here, but no single must-have like ExRacks in Ordnance or HIE in Ion. That makes it both one of the healthiest categories and one of the hardest to balance. So which turbolasers are worth your points, and which are just binder filler? Let’s find out.


DBY-827 Heavy Turbolaser

Excellent if you’re leaning into Salvo builds. Increases in value if you have two Salvos and Flak Guns. While some argue it’s undercosted, you really have to build around it to get full value. Still, I would not be opposed to making it 4 points.

Verdict: Leave as is or increase to 4.


Dual Turbolaser Turrets

The 1-point drop was too timid. At 4 points and a mod slot (how insane is LTT NOT being a mod by comparison?), they’re still not competing.

Verdict: Make them 3 points, and suddenly they’re the go-to for cheap rerolls.


Enhanced Armament

Still overpriced. Dropping it to 9 would make it more viable — though combos like Ackbar + Concentrate Fire + C&S complicate matters. But really, C&S should just cost more, which would free this up to be reasonably priced.

Verdict: Leave as is or decrease to 9.


H9 Turbolasers

Iconic, powerful, and fair at 8 points + modification. No complaints.

Verdict: Leave as is.


Heavy Fire Zone


Too niche to ever see widespread use (which is probably for the better since combining this with LTT can become problematic). Also, the Turbolaser slot is contested.

Verdict: Leave as is, bin it, I don't care.


Heavy Turbolaser Turrets

Used to be pretty awful. The cost drop makes them much more affordable.

The Brace + Evade (quite a few additional ships have this combo now) and Brace + Salvo (very useful if you're up against Salvo) interactions make them somewhat viable now. Useless against Thermal Shields, though, and does nothing if the defender has no brace.

Still not my favorite, but it has a role now, and the cost more accurately reflects the card's utility.

Verdict: Leave as is.


Linked Turbolaser Towers

Even post-rework, this card remains a design mistake. Unlimited rerolls, extra flak, no mod slot (laughable), cheap. 

The Bombard keyword kind of helps, but just leaves ships like Chargers and Hardcells in the dirt. I would go so far as to say that taking this card away from those two ships is a big mistake. Reductions of 3 and 2 points, respectively, cannot compensate.

And if ever Rebel and Empire ships get keywords... You can't give the ISD-II "bombard," which is just lol. 

LLT should never have existed in this form! After PDIC, this is THE worst card in the game. Yes, that includes Adv Transponder Net, bc that card is just useless, while this one harms the game's design space!

Verdict: I honestly don't know. The latest iteration has removed it from SOME ships, so a step in the right direction, but it's still a problematic card. Burn it?


Quad Battery Turrets

A shining example of balanced design. Situational, has counterplay, but shines when used correctly.

Verdict: Perfect as-is.


Quad Turbolaser Cannons

Thankfully, self-balanced by cost + mod restriction. Still a mistake conceptually: punishes the core mechanics of the game rather than adding depth.

Verdict: Leave as is, I guess. If other turbolaser costs are reduced like I suggest, this would be the most expensive card in the category, further reducing its attractiveness. But really, pretty bad design IMO.


Slaved Turrets

Not worth more than 5 points given the mod slot tax. If worried about Ackbar + C&S, fix C&S, not this.

Verdict: Reduce to 5 points.


Spinal Armament

If Enhanced Armament comes down to 9, this should come down to 8 to keep parity. Otherwise fine.

Verdict: Reduce to 8 if EA to 9.


Turbolaser Reroute Circuits (TRC)

Another problematic card. Yes, it makes CR90As sing — but even nerfed, the swing it offers warps list-building for small ships. It’s one of those upgrades that has defined and limited design space for a decade.

Verdict: Push it to 8, maybe rebalance CR90A down a point. That way, CR90A is 43+3=46 with DTT but still 51 with TRC. TRC is still the better option, but at least you're paying for it.


XI7 Turbolasers

Classic, elegant design. Doesn’t kill Redirect, but forces tough choices. No extra damage, no nonsense, just strong pressure. 6 points is quite cheap for what XI7 brings to the table. Should it be a mod? Maybe an exhaust? Increase cost to 7?

Verdict: Can be left as is, but it would not be wrong to consider a points change or minor adjustment.


XX-9 Turbolasers

Always niche, always “win more.” But at 2 points and ignoring Contain, it’s at least worth considering now. And I actually see it in a decent number of lists, so I think it's actually fine now.

Verdict: Leave as is.


Swivel-Mount Batteries

Limited to GAR/CIS, powerful but balanced by token costs and the mod slot. A case of FFG getting it right first try.

Verdict: Leave as is.


Final Verdict:

Turbolasers are in a better spot than most categories: diverse, thematic, and with no single auto-include. But a few standouts (TRC, Linked Turbos) still warp fleet-building, while cards like Enhanced Armament or Dual Turbos are deserving of point tweaks.

Next Up:

Titles. From the insanely powerful like Demolisher (even post-nerf) and Patriot Fist (6 points, really?), to the laughably tanky like Tranquility (even at 7 points), to the nerfed-to-death like Avenger, to the utterly useless like Eclipse (you seriously took an SSD to run THIS title!???) and Independednce (the worst card in the game?), we'll look at them all.