Really whats the biig deal with it deals max 1 damge for two shots
why all this fear over tlt
Because it's very likely to deal that two damage. It rips through the damage mitigation combos that are the foundation of the current metagame.
Think of it as a bit like a Range 2-3 two dice Autoblaster Turret.
Edited by Blue FiveBut you still can block it. people talk like u will get 2damage easy i don't think so.
It reliably deals up to two damage a round. A squad with 4 TLTs can melt a B-Wing every round. Somebody that is mathier than me could probably provided actual numbers, but against anything but a low agility target a normal three dice attack isn't lilely to push through much more than single point of damage.
Having to deal with two 3 dice attacks in a round will drain ships of defensive tokens and increase the chance that a bad roll defensive roll will happen. Unmodifed red dice beat the same number of unmodified green dice and the TLT capitalizes on that fact.
Really whats the biig deal with it deals max 1 damge for two shots
Because you can fire off 8 of those attacks. 8 turreted attacks.
Also, I don't fear the TLT meta, I welcome it.
How does it reliably do 2damage a turn you still got to roll to hit it not like your give 2damage with out shooting and the still get to roll defense dice. This u auto get 2hits is not true
Really whats the biig deal with it deals max 1 damge for two shots
Because you can fire off 8 of those attacks. 8 turreted attacks.
Also, I don't fear the TLT meta, I welcome it.
Had someone go undefeated in a tourney with it. Any ideas how to counter? I still think Brobots, but I haven't crunched numbers.
The conversation is going on here: https://community.fantasyflightgames.com/topic/185879-twin-laser-turrets-why-theyre-scary-and-how-you-can-fight-back/
No need for extra threads.
It's not 8 damage even against 1 agility ships. But you can just dump 4-5-6 hits on things turn after turn after turn.
Big fear because we always need to be afraid of something
Esp over here in america ![]()
But you still can block it. people talk like u will get 2damage easy i don't think so.
Ever faced one? Ever faced four at once?
You have to take zero damage from two three die attacks to be completely undamaged. For a Fat Falcon that relies on once-per-round mitigation, TLTs are murder. For 3 agility ships where you're only likely to get one die through the agility anyway, TLTs are like a double three dice attack. Against four of the things? To take no damage, it's got to completely dodge eight three dice attacks in a row.
Yes, you can dodge it. But you're much less likely to dodge it than a two dice attack. Their chance to hit is quite high.
Because if the sky does not fall once a week we lose our nerd cards.
To tell you the real fear over it , it is basically an HLC that can shoot out of arc. Well sort-of.
Here is what the TLT will do.
- Remove range 3 defense bonus
- grant the largest attack area upgrade with no negative-side effects.
- Allow ships to fire out of arc.
- be able to strip or overpower defensive tokens with ease.
- be able to roll more dice than hard damage mitigation like autothrusters or C-3PO can negate.
So with these new found abilities the meta is going to shift. Ironically while Wave 7 was supposed to be the wave that fixed missile/torpedo secondary weapons and bombs, I think Wave 7 has just became the wave of the turrets bringing turret secondary weapons up to the power level that cannon secondary weapons now hold.
As for missiles/torpedo secondary weapons and bombs? Just keep not using them. (FFG has a strange definition of the word fix
)
Really whats the biig deal with it deals max 1 damge for two shots
Because you can fire off 8 of those attacks. 8 turreted attacks.
Also, I don't fear the TLT meta, I welcome it.
Had someone go undefeated in a tourney with it. Any ideas how to counter? I still think Brobots, but I haven't crunched numbers.
35 point Soontir and 3 AC Tempests. That seems almost like an autowin against TLTs. I can imagine Soontir with double focus and evade with SD and autothrusters lasting a while, and I can imagine AC Tempests lasting a while also.
Really any bid to PS 3+. Storm Squadron, 7x Obsidian, etc. At least until people start running Roark swarm tactics chain builds, hah. Even a Sigma Squadron with ACD cloaks before PS 2 gets to fire.
BTL-A4 Y-Wings. Getting things in arc with the sh*tty Y-Wing dial isn't an issue when you're shooting at ships that also have to use the sh*tty Y-Wing dial.
Builds like double Lambda, 4 TIE Fighters. Yeah, TLT pounds 1 agility ships but if they waste a turn putting 5 damage on a Lambda you can just tank it and put the hurt on.
Large ship boost and also intentionally bumping your own ships in order to stay in range 1 of as many TLTs as possible.
3x TLT K-Wing counters quad Y-Wing TLT builds. Y-Wings don't have a shot without an arc at range one, K-Wings still have their PWT at a very respectable 3 dice at range one.
Just general flying ability and tactics. If the TLT player keeps his ships close then you can get in multiple doughnut holes, and if he spreads them out you can isolate 1 and jump on it. As with the Fat Turretwing meta, sometimes it's best to peel of and not chase a turret and re-engage later.
I mean ****, even 3x Oynx Squadron, 3x TIE MK II doesn't sound half bad.
Other HWK's/Y-Wings with other weapons, like ion turrets. Once you ionize a TLT ship you can hug at range 1.
The maximum damage output of hlc makes it far more terrifying than tlt
Also, as had to be pointed out a few times, wave 7 does very little for ordnance. We got munis, stims, and redline. That's it. Wave 8 is more an ord fix with inq tie + pogostick packs giving us hilarious ordnance buffs and the means to use them
Wave 7 is the bomb wace, giving us the k, death rain, munis, ions, and the game changing conners
Edited by ficklegreendiceHere the scenerio
4 ywing all with tlt
You have fel.
Fel gets in range 3 of them
Decided to turtle up, he focus, evade, and gains another focuz with pilot ability
First attack
I roll three hits
You roll evade focus focus
You focus
Take no dmg
Second round
Attack, hit, hit, focus
You roll blank, blank evade.
Spend your evade.
Now left with one focus and I still have three ships left to attack.
Next ywing
Rolls hit miss miss
You get lucky evade
Next attack
Hit focus hit.
Focus for three hits
You roll evade focus blank.
Well no sense spending your last focus because your taking a dmg anyway
You see how it goes?
Here's another situation that happened to me.
I flew two tie advanced and firespray.
Vs
4 spice runner All with tlt.
Once Maarek got within range three of them this is what happened
He attack
I evaded. No dmg
Second attack I took 1 dmg
Next ship
Attack
I evaded
Second attack, I took another dmg
Shields are down
Third ship
Attack
I took another dmg
Second attack
Another dmg
Third ship
Attack
I took dmg
Ship destroyed
Also look at it this way.
The red dice unmodified have 4 hit total. That's including the crit.
So red dice unmodified have a 50% chance to hit
Green dice have 3 evades unmodified
That's about 33.9% chance to evade.
The dice odds favor thered dice
Bombs and missles have always been effective on the right ships and/or with the right action economy
Actually the odds don't always favor tlts
First case is thrusters
2nd case is range 1 (poor hwks
)
The 2nd case means there's not a lot of overlap for the first
Remember these are tlts not pwts ![]()
End of the day you can only modify one of the two tlt attacks and even then you may get all blanks.
Will they hurt yes right up to the point three autoceptors lists start to appear and dive into range one and tear you a new one.
End of the day you can only modify one of the two tlt attacks and even then you may get all blanks.
Yeah, but this assumes you're just running one TLT for some reason.
Most of the lists using it seem to be running 4...
End of the day you can only modify one of the two tlt attacks and even then you may get all blanks.
Yeah, but this assumes you're just running one TLT for some reason.
Most of the lists using it seem to be running 4...
protecting against **** dice with many rolls is something everything that rolls dice in the game does. it is not TLT unique
what is TLT unique is all the ships that can take it are **** at range 1
this is significant, given that juggler's finding places a TLT goldie's jousting value has high but still well beyond the BSP and tie. given that value and doughnut-hole hey will lose in a straight dice-off. They will win if you let them maintain optimal range and concentrate fire better than you can. Basically, if they outplay you you lose...what a shock
Edited by ficklegreendiceIt tears apart low agility ships but does start having a problem against ships that role 3 green dice or more
Not scared at all. Soontir, carnor, and the palp mobile with sensor hammer eats them for breakfast. Multiple tlt ships are generally poor handling ships. Unmodded three dice have little effect against turtled soontir with autothrusters, even if it's 8 attacks.
Anything with autothrusters and a higher ps than 2 will tear them up one round at a time. At least, that's been my experience so far. They aren't the game changers everyone is making them out to be.
Not scared at all. Soontir, carnor, and the palp mobile with sensor hammer eats them for breakfast. Multiple tlt ships are generally poor handling ships. Unmodded three dice have little effect against turtled soontir with autothrusters, even if it's 8 attacks.
Anything with autothrusters and a higher ps than 2 will tear them up one round at a time. At least, that's been my experience so far. They aren't the game changers everyone is making them out to be.
What are your upgrades on the squints in that list? Do you drop SD or AT?
Well, think of it like this. The the TIE swarm is still considered to be a viable play style based on the fact that it brings 8 shots to the table.
In the same price, you can bring 4 syndicate thugs with TLT to the table which also get 8 shots, each of which has more survivability than 2 TIE fighters, and more importantly, doesn't have to worry about firing arcs.