Rebel Y-Wings are the best platform for TLT right?
or do you think scum Y-Wings are superior?
If you were running a list of just Y-Wings, whats the best build?
What about a list with 3 Y-Wings and something else?
Rebel Y-Wings are the best platform for TLT right?
or do you think scum Y-Wings are superior?
If you were running a list of just Y-Wings, whats the best build?
What about a list with 3 Y-Wings and something else?
I think Scum with Unhinged astro is best platform. Imagine fast Y-wing ![]()
Between Scum-wings and (Rebel) Y-wings they are the same with the exception of the unique pilots and the (salvaged) astromech slot. So what makes Scum or Y-wings better with TLT depends on the unique pilots and upgrades.
For Rebels they have Horton as the Unique pilot however with the exception of the R3-A2 astromech most of the upgrades are defensive and does not affect TLT what so ever.
For Scum they have Kavil which gives extra dice when out of arc. Now it might not be as good as Horton's reroll ability still it works well. however for their salvaged astromechs they have more of an effect on Astromech with upgrades like R4 Agromech which allows for a focus to be used on any ship and gaining a target lock after the focus that could be spent on the second attack, and R4-B11 which can use a target lock to modify defenders defense dice so they can't evade it as well. So Scum-wings still have their use with the TLT.
However for the HWK-290s the Scum-hawks take the trophy over the Rebels. Rebel HWK-290s are more support so they don't' have any means of enhancing the TLT attacks while Scum-Hawks have ways of targeting enemy ships with nerfs such as less pilot skill or taking action tokens. Also the thing is that Scum have access to illicit slots which they can use to fill the range 1 hole with upgrades like Hot-shot blaster or even Deadman's switch. For the rebels they have to fill their crew slot with saboteur which the Scum does not have that problem.
However while the Rebels get the short end when it comes to HWK-290s they have 1 more platform than S&V for turret weapons and that is the K-wing. Still sense the K-wing already is a turret and it starts at 23 points so any additional investment may seem inefficient.
y wing with TLT is great ....
Should also be noted that you can put tacticians on Hwks/Ks as well... a bit more situational than stressbot, but still not a terrible choice.
Bah, running a whole squad with TLT's, why bother play the game? That said, scum Y's with umhinged seems a dangerous nobrainer.
4x Syndicate Thugs + TLT + Unhinged are scary as hell. I think I prefer the Scum version to the Rebel.
I would definitely say that Scum have better options for this, with their Salvaged Astromechs and their HWK pilots.
K-Wings are best ... no range 1 trouble ![]()
K-Wings are best ... no range 1 trouble
But you can only get three, versus quad spam those are likely to lose.
I would say Scum as well, just because the ability to three turn without consequences is huge for someone who likes a fair bit of distance to his opponents.
The Rebels have one saving grace, though: R3-A2. R2 Astros are pretty worthless for a TLT carrier, so you can drop them for upgrading someone to a Gray Squadron Pilot with R3-A2 (or keep him Gold and spend those points elsewhere). Give him the title and double stress people at range 3. I might actually want to use that in tournaments, looks like the strongest TLT list, since it has massive controll to give those dodgy people headaches.
I guess I just changed my mind within my post. Rebels have the uber-option. But Scum is still pretty good, better than any non R3-A2 quad TLT Rebels.
Edit: Nevermind, those 2 points are Roark Garnet with TLT and Nien Nunb! Stress someone at range 3 and PS 12!
Edited by Admiral Deathrain
K-Wings are best ... no range 1 trouble
But you can only get three, versus quad spam those are likely to lose.
I would say Scum as well, just because the ability to three turn without consequences is huge for someone who likes a fair bit of distance to his opponents.
The Rebels have one saving grace, though: R3-A2. R2 Astros are pretty worthless for a TLT carrier, so you can drop them for upgrading someone to a Gray Squadron Pilot with R3-A2 (or keep him Gold and spend those points elsewhere). Give him the title and double stress people at range 3. I might actually want to use that in tournaments, looks like the strongest TLT list, since it has massive controll to give those dodgy people headaches.
I guess I just changed my mind within my post. Rebels have the uber-option. But Scum is still pretty good, better than any non R3-A2 quad TLT Rebels.
Edit: Nevermind, those 2 points are Roark Garnet with TLT and Nien Nunb! Stress someone at range 3 and PS 12!
haha, the leveler does seem to be rebels stress droid. 3 Ys with TLT, one with stress droid and Jake seems like a decent mix.
Looking at K-wings sure you only get three, but each can have tactician and ion bombs to compensate. I wouldn't rule them out.
Kwings are stupid inefficient and expensive. The five points you pay are not worth 1 shield, PWT, and SLAM (+ worse dial)
As mine layers they are unparralled in the whole game. As turrets, they're possibly the worst option above only ORS
Except Miranda. Tlt Miranda will carry your ass to victory
Edited by ficklegreendiceHow do you build MIranda? Is she viable without 3PO?
Scum hawks and scum Ys take it in my opinion. although the stressbot is also good, but there are some good salvaged astro options and some outstanding hawk pilots / with crew
How do you build MIranda? Is she viable without 3PO?
Tlt + 3po (38 points) is all you need, add bombs (work well with her high PS) to taste
Edited by ficklegreendiceI like the scum droids better for y-wings. I think my favorite list might be 2 thugs with R4-Agro and 4 Banana Pirates.
Sorta on-topic, I think the integrated astro X-wing is almost the perfect candidate to kill TLT Y-wings. Can survive a few hits (unlike say Tie Interceptors) and has the speed to get into range one quickly (unlike say B-wings). Obviously T-70 with autothrusters may be the best option but even a lowly Rookie has a chance to mess up a Thugs day.
****, I don't want to buy a Tantive, but she looks like infinitely more fun than Fat Han, so this might justify the purchase. Maybe if there is a nice discount someday...
_3po is probably the most broken card in the game for defensive value. Never leave home without it if you can exploit it (and boy howdy can Miranda exploit it)How do you build MIranda? Is she viable without 3PO?
Tlt + 3po (38 points) is all you need, add bombs (work well with her high PS) to taste
Miranda with TLT is a great ship, who's probably best when she's being ignored in favor of the other threats in your list. So I'd think that C-3PO won't trigger that often on her if the opponent prioritizes your other ships.
On the other hand, if the opponent prioritizes Miranda, there's always PS8 SLAM to get out of arc/cause an overlap (which admittedly comes at the expense of Miranda shooting this round-- but then, your other threats should be able to put the hurt on the opponent for ignoring them).
The TLT Y wing really needs Unhinged for speed or R4 for accuracy. Both are Scum only.
Edited by Engine25Thug + Unhinged + TLT is the best build in my opinion
You want to run away and keep the enemy at range 2, preferably range 3.
Conversely, they want to get into range 1. The unhinged gives you turns your white straight 3 and 3 bank into green, but the real killer is the 3-turn from red to green. You can run away, arc dodge and still take an action.
4x Syndicate Thug with TLT and Unhinged just won the Polish Nationals ![]()
I've played against it and the green 3's are pretty brutal (especially since you want to disengage ASAP if someone gets close to you, and the 3 turn is normally red and changing it to green is a huge upside). Basically what jonboyjon1990 said ![]()
Kavil with predator and unhinged astro is very good too. He's really good at making sure you get the hits in against those high agility autothrusters ships.
I'd say that RecSpec works better for Miranda. For one thing, it shuts down Sensor Jammer (which appears to have been gaining popularity lately). For another, it makes both TLT attacks modifiable. If you're flying Miranda, you are probably flying a 2-3 ship list, so in my opinion you need offensive reliability more than you need to buff her already-impressive defensive capabilities.Miranda with TLT is a great ship, who's probably best when she's being ignored in favor of the other threats in your list. So I'd think that C-3PO won't trigger that often on her if the opponent prioritizes your other ships.On the other hand, if the opponent prioritizes Miranda, there's always PS8 SLAM to get out of arc/cause an overlap (which admittedly comes at the expense of Miranda shooting this round-- but then, your other threats should be able to put the hurt on the opponent for ignoring them)._3po is probably the most broken card in the game for defensive value. Never leave home without it if you can exploit it (and boy howdy can Miranda exploit it)Tlt + 3po (38 points) is all you need, add bombs (work well with her high PS) to tasteHow do you build MIranda? Is she viable without 3PO?
Recspec is fine if you don't have a patsy to borrow from, but c3po is broken (also works when you tl or SLAM)
Edited by ficklegreendiceEither you fly 4 scum ones with unhinged, or you fly a stress hog Y wing with 3 TLT R2 y's.
Scum is better if you're flying straight up 4 if them. If you want Biggs or a stressbot you're stuck with the otherwise inferior rebel variant.