Horton Salm, TLT, BTL-A4, R2-D6, and Marksmanship was fun in a casual epic game the other day. Especially when you reference his wiki potrait
http://img3.wikia.nocookie.net/__cb20150817225102/starwars/images/7/7f/Salm_headshot.jpg
Horton Salm, TLT, BTL-A4, R2-D6, and Marksmanship was fun in a casual epic game the other day. Especially when you reference his wiki potrait
http://img3.wikia.nocookie.net/__cb20150817225102/starwars/images/7/7f/Salm_headshot.jpg
4.) Against Dash, it's again all about his ability. Your tlt versus his 3 greens (possibly focus) pale compared to his HLC versus your 2 greens. If dash is allowing himself to get swissed, then that's on the player. Ks, ys, and hwks aren't terribly maneuverable and without mods tlt is anything but reliable.
Wait, am I missing something? Why would Dash get 3 greens against TLT? And why would you get 2 greens (unless your flying HWKs) against his HLC...?
SWTs don't allow range bonus; don't say **** about not getting obstructed
Ah. You were stating he received those bonuses due to the obstacles, hence your mention of his ability. Very well. Carry on and forgive my confusion.
For "thug life"
"joust" 2 ship builds with TLT (you're superior i.t.o dice)
run like a ***** against anything stronger. Range 3 is your friend.
then again, not terribly certain about the "joust." My double K + Y build had a Warden with conners, so my "joust" was really more of a trip to the fish market before I could net an arc-dodger. "Jousting" is the only way to break thrusters, though, so if you can force a head-on collision with an interceptor you might have a chance of smashing through him
Edited by ficklegreendiceWell I just had my first game against TLT build
Seemed pretty strong.
Granted I wasn't a Competitive build, and was my first time it, but it sure did the job
He was running
Torkil
3x spice runner
All had tlt and feedback array.
He set up every far bottom and all pointed left with about a base and half- two base apart
Basically flew them in circles.
Takes couple of turns to set up but once he was in position he was going around In circles and I had no choice but come at him (playing on vassal)
I wasn't able to finish the game as I had to go but he destroyed Maarek pretty easily once I got with his range.
Not to mention I had a bad asteroids placement that worked out very well for him
Knowing what I know now I'd definitely put the asteroids out differently.
I can honestly say I didn't see that move coming
Of coarse I'd also set up my ships differently
Anyway seemed to work well
Edited by Krynn007Just have to get in and knife fight at range one. Right now dual pancakes are a huge problem since TLT will have a hard time shooting through that much hull and they move after so can exploit range one. But they are strong overall.
TLTs are going to change the metagame for sure. So stop running current metagame lists against them, and start experimenting.
I can't wait to see how the triple A procket build works against four TLTs. It'll be exciting, at least!
TLT's are harmless, I wouldn't worry much about them. Just build your lists as if they don't exist.....trust me ![]()
Like any other build currently, it's all in how you fly it.I firmly believe that, the current items out including wave seven, depend on the person controlling them.
You could run 4 Lambda shuttles with Mangler Cannons, hah!
40 hitpoints to chew through.
Just don't end up letting them chase you around because turning is going to suck. Just aim your shuttles at eachother so they never move.
Edited by VulfNow if I could just get a goddamn TIE Aggressor to put them on!
Horton Salm, TLT, BTL-A4, R2-D6, and Marksmanship was fun in a casual epic game the other day. Especially when you reference his wiki potrait
http://img3.wikia.nocookie.net/__cb20150817225102/starwars/images/7/7f/Salm_headshot.jpg
Man, if you could get just Horton with three GSPs, all flying TLTs...that'd be pretty irritating to your enemy.
Sadly, 103 pts. Maybe swap one of the GSPs for an Ion, but...eh...loses some of that...annoyance.
When Tlts are mentioned I always read >TILT!s<. Funny...!
Wait, what?-Unless you get the perfect approach and/or the opponent messes up you're not going to close that R1 gap in one round with 99% of the lists out there, meaning you're taking that TLT punishment. This leaves very little room for error while the other guy basically has to fly 1forward or 2hard in the direction that is facing away from you (simplified, but these 4TLT lists arent exactly hard to fly).
5 bases of movement covers two range bands. Even assuming the Ys don't move forward at all anything with 4-forward plus a boost can get from comfortably outside R3 to inside R1 in a single move. It's even easier for large ships.
Yes, it needs some skill and judgement to get right, but it's nowhere near the impossible task you're making it out to be.
What incentive do these Ys have to move towards you?Very little, unless you're a very specific ship.
Usually they will/should be facing away and be moving away, taking advantage of that R3 turret range. Yeah you can do it with a large ship+boost under optimal conditions, but its nowhere as easy as you're making it out to be. See what i did there...
All of that takes skill, obviously. As does counter-manoeuvring the Ys to try and avoid it happening. I'm with FGD. What makes multiple TLT less obnoxious than fat turrets is that they're a challenge you can overcome with manoeuvring rather than by just having to throw a wall of red dice at them.
Horton Salm, TLT, BTL-A4, R2-D6, and Marksmanship was fun in a casual epic game the other day. Especially when you reference his wiki potraithttp://img3.wikia.nocookie.net/__cb20150817225102/starwars/images/7/7f/Salm_headshot.jpg
Man, if you could get just Horton with three GSPs, all flying TLTs...that'd be pretty irritating to your enemy.
Sadly, 103 pts. Maybe swap one of the GSPs for an Ion, but...eh...loses some of that...annoyance.
Horton with 3x Rebel Operatives works. Leaves you with 3 spare points for an Astromech or 2-point EPT too (Determination? Swarm Tactics?). Keeping them all together will be fun and games, though.
Okay so what are they.
Well they are a double attack so tokens only work for one attack and that includes attack and defense. So they can chew threw focus and evade tokens fairly easy but also can burn your target lock and focus tokens too. So re-occurring reroll abilities such as predator would be what increase their chance.
They cap out at 2 damage. So the high health point tanks such as B-wings and Defenders can come at them fairly unscathed. Ships that depend on hard damage mitigation (autothrusters, C-3PO) which is prevalent throughout the meta will be affected. C-3P0 will have more trouble than autothrusters as autothrusters can trigger each attack while C-3PO is once per turn.
So what are the loser for Wave 7 Twin Laser Turret bound meta.
Once per turn abilities and upgrades, and single tokens. Arc Dodgers at range 3. TLT just burns through all of it and ignores the bonus.
The Winners from this shift.
Once per attack abilities and high hull+shield point ships.
High health, low agi DETEST tlts
Han and cheri are just screwed (and it's glorious!)
Sadly bs also suffer (and they're too slow to rush into range 1. They do pack enough dice to frighten tlt ships, though. Victory comes down to how well you can concentrate fire on one target.
Edited by ficklegreendiceEdited by LegionThreeHigh health, low agi DETEST tlts
Han and cheri are just screwed (and it's glorious!)
Sadly bs also suffer (and they're too slow to rush into range 1. They do pack enough dice to frighten tlt ships, though. Victory comes down to how well you can concentrate fire on one target.
Can't wait to blow away Dash with these.
What counters arc dodgers? Turrets. What are the best arc dodgers? Turrets (with Engine Upgrade). Just out turret your opponent. XD
I have a feeling that this will do nothing to the meta though. If anything people will just pair two of them with a Super Corran. >_>
An engine upgraded Han will go from out of range to range one in a single turn and avoid a lot of TLT madness. Hell still take some hits but not nearly as many as you might think.High health, low agi DETEST tlts
Han and cheri are just screwed (and it's glorious!)
Sadly bs also suffer (and they're too slow to rush into range 1. They do pack enough dice to frighten tlt ships, though. Victory comes down to how well you can concentrate fire on one target.
You can't get 4 TLT's into range one unless they're flying tight. None will and engine or not Han just melts. Try it out on the table. It's almost sad.
Looks like my son's favorite ships might become deadly!
Which ship is that?
Y is one of my favorites.
Feedback array is a good way to protect that range 1 bubble.
It's still 1 guaranteed dmg
It's about time Rebel Y-wings got a competitive option that isn't a unique astromech droid.
TLT on a Y reminds me of the CW era BTL-B with that huge bubble turret. Kinda like putting the K-wing turret on a Y, literally.
Totally awesome, it's great to hear all the love for Y-wings, easily one of my favorite ships in SW and this game.
Edited by GrimmyVWhich ship is that?Looks like my son's favorite ships might become deadly!
Y is one of my favorites.
Ys and HWKs! He was disappointed last night when he realized we only have TWO HWKs, he thought we had three! I see another HWK being purchased soon! I could see him running three of each!
I wonder who is statistically better, Kavil or Tim Horton?