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Strategy with Turbulence

Posted: 17 November 2024, 06:26
by Romain672
Hello,
Turbulence is a modificator where whenever you play a dice your reroll all your other dices.
Turbulence is extremely weird, so many things are different.

In average you will have better dices since you roll 10 of them. But your last dice will be much worst.

What's your usual strategy with it?
Where are you playing first?
How you manage your last dice?

Thanks :)

Re: Strategy with Turbulence

Posted: 17 November 2024, 06:29
by Romain672
So personnally, I got lots of problems with interns. It look like since your dices are much better that you have too much interns at the end.
And so I really think you should waste one or two interns early on (or let's say wait one turn, then use one per turn), to not have too much of them at the end.

The strategy look like to me in order of priority to:
- remove an important plane
- play 3- or 11+ on engines
- play on axis
- play 4~10 engines
- and end with planes and flaps if you got nothing better

Re: Strategy with Turbulence

Posted: 19 January 2025, 03:01
by raspberryoolong
I think depending on the scenario, there can be different dice every round that's restrictive, whether it's a critical plane to radio or an axis turn or movement on engine if it's required before turning/flaps. Benefit of turbulence is that we get essentially free reroll, so I'll generally play whatever is most needed that I have first. If none of the dice are the ones that are the restrictive ones, then I'll play mandatory (axis/engine) if possible. The last dice tends to be flexible to go on flaps/landing gear/coffee/intern

Agreed on interns, it's generally good to play them whenever we can. And if desirable, we can save one for the final round to make it easier to plan.