The Best/Worst TLT Fortress

By gamblertuba, in X-Wing

So my first thought was Quad Scum HWK's. K4 makes this list pretty accurate.

Spice Runner (16)
Twin Laser Turret (6)
K4 Security Droid (3)
Spice Runner (16) x2
Twin Laser Turret (6)
K4 Security Droid (3)
Feedback Array (2)
Spice Runner (16)
Autoblaster Turret (2)
K4 Security Droid (3)
Total: 100
Deploy like so:
hwkfort.png
Put the autoblaster in the top right with the feedback arrays in the top left and bottom right. Just keep taking 1 straight and use target lock one attack. If someone dives in, autoblaster and two feedback arrays will really hurt. Hard 2's will keep the HWK's facing the board edge on if you decide to break fortress. Ions don't really bother you. Assault missiles aren't good but otherwise... Ugh. I hate this list. Someone tell me why it won't work please.

It won't works because someone just need to bump into this fortress to not get hit by the TLT nor AT and then it is just your little 1 red dice and double feedback array.

Edited by Wildhorn

It's pretty easy to be in range 1 of all of those in the fortressing. Deathrain will just run up and drop a bomb and laugh.

Also, you'll have TL for 1 attack of two on each of your ships. It's okay, I guess, but not great. And nothing to help on defense.

With rerolls (only the initial roll gets all crits turned to hits), Dash can one-shot each HWK, potentially. With support, they're nearly guaranteed to pull one off a turn. Especially if we're talking Dash+Corran. Soontir+RAC can have very similar results. Feeback array Zs just rush you and burn both sides down (with torkil, they'll even keep one of your ships from shooting).

The donut is an issue. You will get rushed in at range 1 and you will lose ships easily.

OK, hide the autoblaster in the back. Bum rushing not going to work too well. And maybe even a worse list

Warden Squadron Pilot (23)
Twin Laser Turret (6)
R2-D2 (Crew) (4)
Warden Squadron Pilot (23)
Twin Laser Turret (6)
C-3PO (3)
Miranda Doni (29)
Twin Laser Turret (6)
Total: 100
Fortress or not, this list is annoying as turds.

Ships with Autothrusters that play smart, ant make "passes" so they don't get to Range 1 will eat this fortress for breakfast. Dual HLC Aggressors can easily pop a HWK every turn, especially if they have no defensive actions. B-Wings will come crashing into it like a meteor from hell, laughing at Autoblasters (since they'd take everything anyway) and Feedback Array (since they have more hitpoints).

It won't works because someone just need to bump into this fortress to not get hit by the TLT nor AT and then it is just your little 1 red dice and double feedback array.

Would be a couple 2-dice attacks at range 1. Next turn break your fortress and the opponent is probably flying off the board.

Someone tell me why it won't work please.

If a HWK with no focus token is targeted by a single proton torpedo, with no other support, the most likely result (also approximately the average result) is a hit and a crit. Add a reroll or two and the most likely result jumps up to two hits and a crit. Assault Missiles are a nightmare. Basically, any two torpedoes or missiles will account for one HWK. So one reason this won't work is that any squad with an ordnance-powered alpha strike is going to skin you alive.

And ditto HLCs, actually. Even with just a single focus or target lock token to modify the attack, two HLC shots stand a 50/50 chance of popping a HWK--almost certainly one of the TLTs, because why not?

But it turns out that you don't even need any upgrades at all. A 7-ship TIE swarm stands an excellent chance of killing a Spice Runner on the first round of engagement, before it can attack. You're not moving, so it's trivial for me to set up that first round at Range 2. The return fire is from two TLTs, which will need a bit of luck to kill even one Headhunter. Then I'll probably kill one or two more HWKs on the second round, possibly taking no attacks at all in return.

The problem with a fortress build made of fragile ships is that... it's made of fragile ships.

Edited by Vorpal Sword

Would become an interesting bluffing game as this list has the option of breaking anytime and possibly wrecking the incoming Tie's plan. Brobots and ordinance are concerns but who knows how common ordinance will be and TLT's won't scare brobots very much no matter what you try.

I fail to see how it's better than just flying in circles or flying normally.

Would become an interesting bluffing game as this list has the option of breaking anytime and possibly wrecking the incoming Tie's plan.

Not really, since your fortress deploys first and moves first. Also not really, since a TIE swarm isn't all that afraid of three TLTs.

Brobots and ordinance are concerns but who knows how common ordinance will be...

Probably not very prominent in Wave 7, but if I saw fortresses start to pop up, I personally would start running Jonus/Cutlass/Cutlass in a heartbeat. Honestly I might start running them anyway, because at least early in this wave I'm going to catch a lot of Large turrets before they start to adapt.

...and TLT's won't scare brobots very much no matter what you try.

I didn't say brobots, I said dual HLCs. And again, they aren't very common except for brobots, but if I knew I was going to be dealing with a lot of TLT HWKs, I might spend some points making sure I can outgun them at Range 3.

Edited by Vorpal Sword

Just curious, what is the benefit of fortressing with these ships as opposed to just flying in formation?

It won't work because if you play it then soon you won't have any friends and nobody will play X-wing with you and whenever you walk into your FLGS conversations will stop and people will look at you awkwardly and you'll know deep down inside that they were talking about you and you'll be sad and lonely.

Makes it more difficult for high PS ships to close to range 1 and stay there.

It won't work because if you play it then soon you won't have any friends and nobody will play X-wing with you and whenever you walk into your FLGS conversations will stop and people will look at you awkwardly and you'll know deep down inside that they were talking about you and you'll be sad and lonely.

Agreed, I just hope we don't see something similar showing up in top 16 of tourneys.

Just curious, what is the benefit of fortressing with these ships as opposed to just flying in formation?

Mostly, a lot of people hate fortress builds and are thus vigilant for any possibility that they might appear. Also, Fortress builds do have some advantage in avoiding Zugzwang* situations since not moving is actually an option, so they do have some advantages over formation flying.

*Zugzwang- A position in a game in which you are required to make a move even though not moving would be hypothetically superior. It's an important concept in Chess, but shows up in a lot of turn based games as well.

Edited by Squark

Hiding in a corner makes jumping into the donut hole potentially dangerous as you could be aimed directly off the board.

How about replacing the autoblaster with ion turret...

Just curious, what is the benefit of fortressing with these ships as opposed to just flying in formation?

This right here is the bigger point. When you fortress them, your opponent knows where all your bubbles are. No so much when you move them, even with the hwk dial

Throw Oicunn (with the Dauntless) in there? An autoblaster turret + 2 feedback array is definitely not the worst thing in the world for him.

I will use Y wings for my Tlt, better dial (yeah, I'm saing good things about Y-wing dial), and those lucky guys who get into range 1 still have to face 3 dice of primary

Put the autoblaster in the top right with the feedback arrays in the top left and bottom right. Just keep taking 1 straight and use target lock one attack. If someone dives in, autoblaster and two feedback arrays will really hurt. Hard 2's will keep the HWK's facing the board edge on if you decide to break fortress. Ions don't really bother you. Assault missiles aren't good but otherwise... Ugh. I hate this list. Someone tell me why it won't work please.

I am not going to debate the viability of specific list, but any fortress worth anything has a few points less than 100...because if you face off against a lower point list, they literally have to do nothing but fly around in circles and you will auto lose the game...unless I am missing something. If you are not bringing at LEAST 4 points of initiative bid, I would not even consider fortressing.

Put the autoblaster in the top right with the feedback arrays in the top left and bottom right. Just keep taking 1 straight and use target lock one attack. If someone dives in, autoblaster and two feedback arrays will really hurt. Hard 2's will keep the HWK's facing the board edge on if you decide to break fortress. Ions don't really bother you. Assault missiles aren't good but otherwise... Ugh. I hate this list. Someone tell me why it won't work please.

I am not going to debate the viability of specific list, but any fortress worth anything has a few points less than 100...because if you face off against a lower point list, they literally have to do nothing but fly around in circles and you will auto lose the game...unless I am missing something. If you are not bringing at LEAST 4 points of initiative bid, I would not even consider fortressing.

Very good point. How about 3 TLT Y-wings and an ion cannon Y-wing in the corner. 95 points, no way to modify dice but small base ships run a real risk of getting ioned off the board if they try to dive into bubble.

I am not going to debate the viability of specific list, but any fortress worth anything has a few points less than 100...because if you face off against a lower point list, they literally have to do nothing but fly around in circles and you will auto lose the game...unless I am missing something. If you are not bringing at LEAST 4 points of initiative bid, I would not even consider fortressing.

Wins and losses in tournament play are determined by points destroyed. If I spend 75 minutes flying in circles out of your range, each player has destroyed 0 points, and the game ends in a draw. This is true whether the fortress player brings a 100-point list or a 50-point list.

Edited by Vorpal Sword

I am not going to debate the viability of specific list, but any fortress worth anything has a few points less than 100...because if you face off against a lower point list, they literally have to do nothing but fly around in circles and you will auto lose the game...unless I am missing something. If you are not bringing at LEAST 4 points of initiative bid, I would not even consider fortressing.

Wins and losses in tournament play are determined by points destroyed. If I spend 75 minutes flying in circles out of your range, each player has destroyed 0 points, and the game ends in a draw. This is true whether the fortress player brings a 100-point list or a 50-point list.

Thanks for the clarification. I guess I was only basing this off of Worlds last year when Richard Hsu was playing against his friend and the commentator for the video said otherwise. It's interesting that it doesn't come down to initiative bid to break the draw or tie.

Put the autoblaster in the top right with the feedback arrays in the top left and bottom right. Just keep taking 1 straight and use target lock one attack. If someone dives in, autoblaster and two feedback arrays will really hurt. Hard 2's will keep the HWK's facing the board edge on if you decide to break fortress. Ions don't really bother you. Assault missiles aren't good but otherwise... Ugh. I hate this list. Someone tell me why it won't work please.

I am not going to debate the viability of specific list, but any fortress worth anything has a few points less than 100...because if you face off against a lower point list, they literally have to do nothing but fly around in circles and you will auto lose the game...unless I am missing something. If you are not bringing at LEAST 4 points of initiative bid, I would not even consider fortressing.

Very good point. How about 3 TLT Y-wings and an ion cannon Y-wing in the corner. 95 points, no way to modify dice but small base ships run a real risk of getting ioned off the board if they try to dive into bubble.

It seems I was mistaken for this. I thought this was a form of a tie breaker, but it is on destroyed points.

Turrets gain nothing from a fortress.

Fortressing allows one to put a damper on hyper mobility by forcing an engagement to happen on your terms, and to make your opponent commit to one approach. This is why the original fortresser who used a fortress to beat a pre-nerf phantom with an XXXZ build fortressed, in order to not have to deal with the phantom autowinning against him with hypermobility.

With a turret all you're doing is neutering your action economy and mobility in order to put a dumb opponent on tilt. Might be worth it for the troll factor but you're better off just doing laps around the whole map and pretending you out-skilled your opponent if you actually want a better chance at winning.

I agree with Goomba Slayer about the overall tactic of fortressing. You need to gain a distinct advantage from it. If it does not make your list better somehow, do not try it.