Tried Horton with TLT's thursday night

By Audio Weasel, in X-Wing

His damage is fairly consistent, but honestly not sure if it's enough damage per turn. Flew him alongside Dash+ Lone Wolf +HLC +Outsider Engine Upgrade. Maybe I need more ships alongside him. He had TLT +Engine Upgrade +R2 Astromech. the donuts also became an issue against a Soontir list. I eventually took him out with Dash after getting enough distance to make certain he couldn't get in range one.

Flew the same Horton setup yesterday except I ran with Miranda and a Gold Y-wing all of which were equipped with TLTs. He did some good damage and took down Keyan before going down himself from HLC shots. I kinda like him like that so far but I'll need to play more games to be really sure how effective he is. He really does need to be among friends who can draw attention away from him. With your list Horton gets easily isolated and even with EU he doesn't have the speed to get himself out of trouble against high PS arc dodgers.

The biggest drawback I see is the 1 green for Y Wings...2 if you can hang at R3. But your damage output is not much more than your defensive survivability. You just start taking more damage than your dealing out. Especially against high volume of fire ships that are tanks or a ton of agility (B-Wings, Phantoms, etc).

TLTs can also bone you on the other end...3 hits on a TIE. He rolls blanks on green...instead of a dead TIE he takes 1 damage. At best your doing 1 more damage on your second shot...assuming he whiffs on his dice again. Now another ship needs to use its shots to finish off that pesky TIE (Q: if the 2nd ship kills the TIE on his 1st shot...does he get a 2nd shot at a different target like the BTL title?). At that rate (2 ships to kill 1 TIE) a Swarm will chew through a Y-Wing each turn. Especially on turn 3 when any decent TIE pilot should have you at R1 and likely outside your arc.

And god help you if an Ion control build gets in R1 and pops you. The only question at that point is if he has enough time to escort you off the board before time expires.

I personally don't think TLTs on Y-Wings is the way to go, unless you're running them in numbers. If your opponent can get within range 1 and stay out of arc, you've no ability to attack. If you're running a few of them, then perhaps one or two will still have a shot, but is the damage output going to be greater than, say Soontir attacking at range 1? He'll also likely equipped with Autothursters so he'll be rolling 4 defence dice against your 3 dice attack.

I think Ion Cannons are still the best fit out for Y-Wings, and save the TLTs for your K-Wings, given that if your opponent gets within range 1, you've still got your turret primary.

K-wings are laughably inefficient TLTs (as they are laughably inefficient anything that isn't SLAMing and JAMing)

apart from Miranda (dat ability), the K-wing is almost 100% bomber. Anything else apart from int agent shenanigans should really be considered as more of an afterthought.

Note, I have run two TLT Ks (Miranda and a Warden) to some great success along little Y-wing (also TLT), but I'd be lying if I said the Warden got to shoot even half as much as the Gold :P

so anyway, TLT K-wing: great on Miranda, not so great on anyone else but if the whole list has TLTs you don't want an oddman in your squad

I flew Horton with TLT and it was awesome. I'm thinking of putting Marksmanship on him next time.

Flew him with Miranda fully loaded for fun against Vader, Maarak and Alozen. 1 shotted Vader with Homing Missiles after spending a shield to roll 5 dice, was so worth it. but then dropped to Maarak and Alozen but then Horton the star that he is got Maarak down to 1 hull and dropped a proxy in front of him witch he flew through and went bang. all that was left was Alozen on 1 hull but sadly Alozen's last attack gave Horton Munitions Failure and he dropped on the next round :(

ill be using Horton with TLT next time I play just need to find what else works out goes well with

I flew a list that was heavy bomber Miranda with no turret, Airen Cracken, and Horton with TLT, EU and expert handling.

It was a lot of fun. Went 3/0 that night of friendly play. All pilot skill eight helped a lot. Also Cracken giving Horton an extra BR or Boost during combat was very handy. There was never a turn where Horton wasn't able to use his turret and I almost always connected with both shots.

Miranda was no slouch either, Connor Nets are amazing, especially on the K.

I feel if you're going to give Horton Marksmanship he needs the title... and then someone to cover his butt really well.

I feel if you're going to give Horton Marksmanship he needs the title... and then someone to cover his butt really well.

I'm not sure the BTL-A4 title mixes very gracefully with TLT. Your primary attack isn't going to be very effective at Range 3, and at Range 1 the TLT can't be used. And you lack the dial and actions to really keep a target at Range 2. I think I'd rather keep the other 270 degrees of arc than get an extra attack that won't do much.

Edited by Vorpal Sword

If you are going to use Marksmanship, why not just take a focus token? The point of marksmanship (for me) is that you are going to do all the damage that you have now rolled. TLT just negates that.

Easier to hit with a free action on your bar vs a 3 point one sort of sucks.

The point of marksmanship is you can use it for both attacks. A focus token can only be used on one of the two...

Yeah but as others above said, Horton + TLT doesn't work too well with the title. So you might as well spend the 3 points on predator instead, then at least most of the time you'll get 2/3 dice re-roll (plus focus if you took it) rather than aiming for that range 2 sweet spot (with not the best dial)

Horton with TLT is 31 (32 if you add an R2, which is probably smart). I want to like it but as has been mentioned previously the damage cap can be a tough pill to swallow at that cost. Yes it is great action economy and will give you consistent damage particularly to a fairly large swath of ships. The benefits you reap are largely match up dependant. It almost begs for some other mechanic to be used in conjunction...probably Stressbot at the expense of the better mobility, bringing your overall cost to 33. Bombs and Torpedoes, even with Extra Munitions just doesn't do a lot aside from balloon your cost even further.

EPT's I find to be an unnecessary points sink that won't help add any additional dsmage.

Interestingly this situation is extremely similar to what Kavil faces. Although their abilities are different all you really achieve with either pilot is an increased ability to generate a single damage as compared to the generics.

I don't believe Horton or Kavil are bad options with TLT's. The key is what else you choose to partner them with. To me it's a situation where you want to force your opponent into making tough choices: come at Horton (or Kavil) straight away to eliminate them or ignore them and let them keep plinking away at you.

This is just a hastily thrown together idea but a Stressbot + TLT Horton, a Blue Squadron B-Wing w/ E2 and Tactician along with a naked Chewbacca is 100 points. Would you go all in on eliminating Chewbacca right away or try eliminate the stress (and decent damage) dealing duo of Y and B?

Then again, is it better just to take the generic Y-Wing and buffer Chewbacca?

The advantage of TLTs, imo is that they don't require much modification and spending points on dice modding for them seems a bit wasted considering the damage cap.

I personally don't think TLTs on Y-Wings is the way to go, unless you're running them in numbers. If your opponent can get within range 1 and stay out of arc, you've no ability to attack. If you're running a few of them, then perhaps one or two will still have a shot, but is the damage output going to be greater than, say Soontir attacking at range 1? He'll also likely equipped with Autothursters so he'll be rolling 4 defence dice against your 3 dice attack.

I think Ion Cannons are still the best fit out for Y-Wings, and save the TLTs for your K-Wings, given that if your opponent gets within range 1, you've still got your turret primary.

Autothrusters don't let you add dice, they just let you change 1 blank to an evade. If all your dice come up focus Autothrusters won't help you. Stealth Device adds 1 extra defense die, until you get hit. They work pretty well together, but the twin laser turrets making two attacks does a good job of countering them, all results on both attacks have to be cancelled or the stealth device is lost.

There are also auto hit rebel pilots that will remove stealth device. That B-wing pilot with crits that can't be cancelled can get consistent damage with mangler cannon, and Blount will auto remove stealth device just for making a primary weapon attack, even if no damage is done. He can just fly around taking shots or ionize one Interceptor with an auto hit missile.

Interceptors of piloting skill 5 and above are able to take the title that lets them use 2 modifications.

Edited by Vulf

If you like to build Scum squads, try:

Kavil + Predator + TLT + Engine

That one hits VERY consistently, for similar points as Horton.

If you like to build Scum squads, try:

Kavil + Predator + TLT + Engine

That one hits VERY consistently, for similar points as Horton.

I like that. Sounds like a solid ship.

Flew Horton TLT again today and he made a good showing of himself against a Dash & Miranda list. Somehow he's wasn't getting melted by HLC and he dealt damage to Dash more than he got in return. He's not a great lone wolf pilot and neither does he hit hard and fast like some other unique pilots but ignore him and he'll cut you down to size faster than you realize.

I guess the point I'm trying to make is the longer he's alive the more returns he gives you. He doesn't need Marksmanship cuz he's already dealing consistent damage, instead spend the points on upgrades that can keep him alive longer like EU(my favorite) or a SU.

I would expect Horton with TLT to be a kind of 'supplemental' ship, that does that bit of extra damage that takes down the shields or destroys an enemy. I think he's also useful in the endgame.

With that in mind, R4-D6 might have found his niche, especially if you cannot spare a lot of points.

The nice thing with TLT on Kavil is you have the room to work in shots out of arc...giving you an extra dice on the attack. 4 dice on TLT gives you a much better chance of getting hits even on higher agility ships.

Drea is a poor man's Horton. TLT and R4-B11 is interesting - consistent damage and shred defenses. The single damage max helps with her ability. It allows you to know when to acquire a TL on another ship to avoid being rendered action-less by the pile of stress she generated by spending TL up to 3 times a round.

Edited by Rhoaran