ELI5 - Twin Laser Turret

By Explosive Ewok, in X-Wing

Is the T/Interceptor dead again? :unsure:

Please. Interceptors will laugh at this thing. If they turtle up then the turret will need a full roll and the Interceptor needs to blank everything for it to hit. And that's assuming the turret even gets to fire; jumping inside range 1 is kind of the Interceptors forte.

Edited by DR4CO

Missile spam will kill TLT spam. TLT may be accurate, but it's actual damage output is rather slow.

There's already been some success with a Z95 swarm armed with concussion missiles. 2 TL+Focus missiles (Airen Cracken+Squad leader) and a third missile will take out the stresshog- the 4th missile and the ion missile can sofen up the second one to be finished off in short order. Halving the TLT fire gives the advantage to the swarm.

The problem here is missiles.

Sure, against a squad of Y-Wing, they could be useful but now you built a squad to counter a particular squad.

Against most other builds you will probably just end up with the usual missile/Torpedo problems.

Missile/torpedo problems can be built around. Squad Leader, Airen Cracken, Lando, Kyle KAtarn, Dutch Vander, PTL... all these things and more can "fix" ordinance within a list.

Missile spam will kill TLT spam. TLT may be accurate, but it's actual damage output is rather slow.

There's already been some success with a Z95 swarm armed with concussion missiles. 2 TL+Focus missiles (Airen Cracken+Squad leader) and a third missile will take out the stresshog- the 4th missile and the ion missile can sofen up the second one to be finished off in short order. Halving the TLT fire gives the advantage to the swarm.

The problem here is missiles.

Sure, against a squad of Y-Wing, they could be useful but now you built a squad to counter a particular squad.

Against most other builds you will probably just end up with the usual missile/Torpedo problems.

Missile/torpedo problems can be built around. Squad Leader, Airen Cracken, Lando, Kyle KAtarn, Dutch Vander, PTL... all these things and more can "fix" ordinance within a list.

... this makes no sense. Ordnance is terrible, and the solution is to build your whole squad around these terrible cards? How does that not just exacerbate the problem?

It does beg the question: what will beat 4 TWT Golds?

Arc Dodgers. But it'll tear up turrets.

Because range 1? Seems like they could get hit pretty often..

Horton Salm, BTL-A4, Marksmanship, twin laser seems pretty good. Mercenary copilot and Calculation are two other upgrades that would combo well with this to make crits.

twin-laser-turret.png

Alright, Explain Like I'm 5.

Why is everyone losing it over this card? It's 3 dice at range 2-3, which is good.

It allows you to attack twice, which is awesome.

...but then it says that your opponent takes one damage, and to cancel the rest of your dice.

1 damage.

No ion, no stress, no guarantees, potential for 2 whole damage at the cost of 6-points.

My first thought was that this is a complete waste of a card, yet everyone is all excited about it.

What am I not seeing?

Horton Salm, BTL-A4, Marksmanship, twin laser seems pretty good. Mercenary copilot and Calculation are two other upgrades that would combo well with this to make crits.

Making crits is pointless, as this weapon cancels all the dice results. Marksmanship is sort of okay because you're getting a pseudo-Focus on both attacks, but it also requires spending 4 points and eating up the Astromech slot. I'm not sure that's worth it.

Missile spam will kill TLT spam. TLT may be accurate, but it's actual damage output is rather slow.

There's already been some success with a Z95 swarm armed with concussion missiles. 2 TL+Focus missiles (Airen Cracken+Squad leader) and a third missile will take out the stresshog- the 4th missile and the ion missile can sofen up the second one to be finished off in short order. Halving the TLT fire gives the advantage to the swarm.

The problem here is missiles.

Sure, against a squad of Y-Wing, they could be useful but now you built a squad to counter a particular squad.

Against most other builds you will probably just end up with the usual missile/Torpedo problems.

Missile/torpedo problems can be built around. Squad Leader, Airen Cracken, Lando, Kyle KAtarn, Dutch Vander, PTL... all these things and more can "fix" ordinance within a list.

... this makes no sense. Ordnance is terrible, and the solution is to build your whole squad around these terrible cards? How does that not just exacerbate the problem?

Because Ornance isn't all terrible and has uses on the right ships at the right time. Cluster missiles on Accuraccy Corrector Tempests for instance, Concussion Missiles on Z95s for a huge alpha, Proton Rockets on Awings for similar purposes. It's not as utilitarian as a HLC or something you'd strap on any ship, but ordnance has a time and place, especially with new carriers and ordnace coming in the next wave.

It does beg the question: what will beat 4 TWT Golds?

Arc Dodgers. But it'll tear up turrets.

Because range 1? Seems like they could get hit pretty often..

If you mean TWT range 1, yes, that's where the interceptor wants to be. Because actually the opposite is true, it would never be hit at range 1, since TWT can't fire at that range :)

TWT?

I'm heawing Twin Waser Tuwwet in my brain.

Wascally wabbit.

Is the T/Interceptor dead again? :unsure:

no because thrusters

yes because conner net

TWT?

I'm heawing Twin Waser Tuwwet in my brain.

Wascally wabbit.

1929703567.jpg

It does beg the question: what will beat 4 TWT Golds?

Arc Dodgers. But it'll tear up turrets.

Because range 1? Seems like they could get hit pretty often..

Because high PS dodgers love low PS swarms, especially when they don't have mobility actions. Not impossible, but definitely an uphill battle. You're likely to lose a ship if you make a mistake.

1) It's fairly accurate. It has three attack dice. As a secondary weapon, it doesn't grant a range 3 bonus.

2) It provides multiple attacks. This is huge when fighting against things like Fat Han, or providing opportunities to strip focus tokens.

3) It stacks well with things like the BTL-A4 Y-Wing and the R3A2 astromech. Three attacks means three stress tokens to everyone's favorite Interceptor pilot.

4) It's long range. For Rebel HWKs who usually don't want to wade directly into the melee, it allows them to contribute at range 2-3 without exposing themselves to enemy attacks. It's probably less useful to the Scum HWKs, who typically need to be in R2 of their enemies anyway.

wrong,

you can only inflict stress if you have none, because you receive 1 stress for using the astro mech.

wrong,

you can only inflict stress if you have none, because you receive 1 stress for using the astro mech.

The astromech isn't an action.

R3-a2.png

Everyone is talking about Horton Salm with BTL-A4, but what about without the title, and adding the R7-T1 astromech? His ability still works, and anyone who gets into range 1 of him to get inside his turret will trigger a boost+TL which should put him back at range 2+ and possibly out of arc. Also great at keeping him at range 3 to maintain agility bonus on him.

Y-wings were never good at keeping enemies in their arc anyway.

Edited by quasistellar

Y-wings have a much easier time keeping arc on triple stressed things :P

not a big fan of the R7-t1 due to redundant TL on Salm and the fact that EU costs one more point.

I'm personally considering turning him into an HLC soak with R4-D6. Stress hardly matters (goodbye 3 hard :() and Horton modifies his own attacks to a very decent extent, which may make for acceptable loses when it takes brobots four shots to bring him down.

Edited by ficklegreendice

I do think that R7-T1 is a nifty trick on a TLT Y-Wing, but not on Salm. Dutch looks promising for this trick, as he would get the TL and grant a TL to an friendly at the same time.

Warden Squadron Pilot (23)

Extra Munitions (2)

C-3PO (3)

Conner Net (4)

Ion Bombs (2)

Advanced SLAM (2)

Horton Salm (25)

Twin Laser Turret (6)

R3-A2 (2)

BTL-A4 Y-Wing (0)

"Dutch" Vander (23)

Ion Cannon Turret (5)

R7-T1 (3)

BTL-A4 Y-Wing (0)

Total: 100

View in Yet Another Squad Builder

Remember those maneuver dials thingys? Yea, you didn't need to bring those to this match. No focus tokens either. CONTROL!!!!

Everyone is talking about Horton Salm with BTL-A4, but what about without the title, and adding the R7-T1 astromech? His ability still works, and anyone who gets into range 1 of him to get inside his turret will trigger a boost+TL which should put him back at range 2+ and possibly out of arc. Also great at keeping him at range 3 to maintain agility bonus on him.

Y-wings were never good at keeping enemies in their arc anyway.

Yeah, I'm most excited about Salm with just the Twin Laser Turret. I'm happy to use a couple of warthogs to back him up (and guard that Range 1 space), but with a hyper-accurate long-range attack, I think I want him selecting targets in a 360-degree arc, not just ~80 degrees.

Everyone is talking about Horton Salm with BTL-A4, but what about without the title, and adding the R7-T1 astromech? His ability still works, and anyone who gets into range 1 of him to get inside his turret will trigger a boost+TL which should put him back at range 2+ and possibly out of arc. Also great at keeping him at range 3 to maintain agility bonus on him.

Y-wings were never good at keeping enemies in their arc anyway.

Yeah, I'm most excited about Salm with just the Twin Laser Turret. I'm happy to use a couple of warthogs to back him up (and guard that Range 1 space), but with a hyper-accurate long-range attack, I think I want him selecting targets in a 360-degree arc, not just ~80 degrees.

Could also throw on R2-D6, VI, and EU. Would make him a great Fel hunter.

wrong,

you can only inflict stress if you have none, because you receive 1 stress for using the astro mech.

The astromech isn't an action.

R3-a2.png

That^

Also doesn't say you can't do it if you have stress, meaning you can do it on ANY attack in firing arc, including if you start stressed already, or if you use ordnance or a secondary, or if you have a blinded pilot. No dice, but can still take a stress to give a stress. . So put it on a ship that stress won't affect severely, like a PS2 Y-wing. Totally worth it with the title.

It's practically a Range 2-3 Autoblaster Turret.

That's why everyone a goin' crazeh.

Still 2 damage tho :( I'm thinking this is a good turret to have at least one in a squad on a higher skill pilot. Imagine higher skilled pilot strips tokens with its TLT then blaster turret Kavil or hlc dash comes in to finish the job. I dunno I like this turret but I just think it will fall into a token stripping niche which is fine. However I really don't think you'll want more than one or 2 in your squad. 2 damage for 2 attacks is just meh to me unless your using it to strip tokens. I mean gunner is cheaper and still forces a token strip and accomplishes something similar to this. I understand it's use but I don't think multiples of it in a list will do too well. Just my opinion at least. I think you'll def need a heavy hitter in there somewhere. 4 TLT ywings?....na I'll pass. 2 TLT ywings and an HLC outrider?...now we're talking!

I am normally the last guy to complain about fat lists but I am not looking forward to the resurgence of Jan + 1 lists. TLT is kind of made to boost blaster-Jan lists into competitive territory.

Well, I think Miranda + TLT + C3PO is on the absurd side of things. You get to regenerate a shield every round (for free), and get an evade token. Now that is a hard ship to take down.