My friend and I decided to see how TLTs work against the Imperial's newly buffed TIE Advanced and the former king of the hill the TIE Phantom. My friend is a staunch Rebel player to my Imperial. He couldn't run a 4 Y-Wing build as for some reason or LGS was suddenly bought out of K-Wings and Y-Wings (HMMMMM...). So he ran the following list:
Rebel Operative (16)
Twin Laser Turret (6)
Recon Specialist (3)
Miranda Doni (29)
Twin Laser Turret (6)
Plasma Torpedoes (3)
Conner Net (4)
Advanced SLAM (2)
Gray Squadron Pilot (20)
Twin Laser Turret (6)
Proton Torpedoes (4)
Total: 99
The obvious change here in my opinion would be to cut the warheads and Conner Net and invest in astromechs and crew for the Y and K instead. My friend however has PTSD from TIE Phantoms and wanted a high impact alpha strike to try to take it out as soon as it was in range.
For my part, I ran:
Darth Vader (29)
Squad Leader (2)
Advanced Targeting Computer (1)
Engine Upgrade (4)
TIE/x1 (0)
Tempest Squadron Pilot (21)
Advanced Targeting Computer (1)
Engine Upgrade (4)
TIE/x1 (0)
"Echo" (30)
Veteran Instincts (1)
Enhanced Scopes (1)
Intelligence Agent (1)
Advanced Cloaking Device (4)
Total: 99
For the Phantom, I was relying on using IA to see my opponent's move before decloaking in order to maximize my chances of keeping within range 1. I won the toss for initiative so even with Miranda having the same PS as me I could have ACD go off after my attack with two extra green dice to protect me. Vader and Tempest would focus on getting TLs to automatically negate the defenses of the Y and K during attacks with Vader spreading extra actions to Echo and Tempest as needed.
My friend placed his ships at range 2 of each other in a straight line to maximize overlap of fire (Y-Wing in the middle HWK and K-Wing on the edge). I placed my 2 advanceds on one side of the mat and my phantom on the other (across from his forces). First turn, sure enough, he pops a beeline towards the Phantom. Having assumed this, I took a sharp 1 towards the ADVs and BR forward. The ADVs go full throttle with 5 forward + curved boost with Vader doing an additional BR to set up for the turn.
Turn 2: seeing that my ADVs will be in range before he can get to my Phantom, reforms his line into a triangle in an attempt to maximize the chance that all three ships will be able to fire. I decide to focus fire on the Y-Wing as it is the closest, has a slightly better dial, and would be harder than the HWK to take down late game. I bring my ADVs in line to joust next turn while my Phantom hard turns back towards the enemy and BRs forward.
Turn 3: Phantom decloaks and moves forward 3. I take an evade. His ships move towards the Phantom, the Y-Wing just shy of Range 1. Both ADVs charge forward and take TLs on the Y. Vader is out of range to give the Echo a SL BR, so takes an evade as well. The Y-Wing and K-Wing both TL while the HWK focuses. First round of firing. Vader manages to take a shield off the Y. Echo manages to whiff her dice and only scores another. Tempest takes another shield off. All TLTs go towards the Phantom. Even with ACD active and an evade token, 6 rounds of attacking still take off both shield tokens. It should be noted that Echos decloak ability allowed be to get just out of arc of the Y-Wing and K-Wing so no warheads fired.
Turn 4: I play IA and decloak to maximum effect, trying to get within range 1 of the Y-Wing for some meaty 5 dice attacks. His ships shift away from the ADVs in order to maintain range. Due to them moving easy 2 instead of 1 like I expected, the Y-Wing is out of my arc and I'm at range 1 of the K-Wing. Echo takes another evade due to the imminent beating about to arrive. I'm in a bit of a maneuvering dilemma here with Vader and Tempest. An asteroid keeps me from turning my ADV straight towards his group with either easy or hard turns. I pull an easy 3 with tempest and try to BR into position to attack the Y-Wing. Doesn't work and Vader barely bumps into Tempest's base. No firing from the ADVs and no actions for Vader. Firing: Echo puts 5 dice into the K-Wing resulting in 3 shields lost. Only able to fire primary against a cloaked Echo, Miranda opts to use her ability to regain 1 shield. Green dice nearly fail me as I only roll 1 evade to counter her hit. Next comes the HWK and the Y-Wing. 4 TLT shots come in, 4 cruddy green dice rolls, 2 hull damage, and Echo fades from the board permanently.
This was more than a bit aggravating as I was hoping that the extra green dice + evade would give me a bit more resiliency against TLT attacks. No such luck as my 37 point Phantom only got to shoot twice.
Turn 5: Vader and Tempest both pull a K turn to get back into arc. I figured that forgoing actions would be a fair tradeoff compared to taking a round of TLT and falling further behind in the damage race. Turns out this gamble was a good one. Vader and Tempest manage to get 4 damage in on the Y with one crit being DH. The ship count is back to even. I did surprisingly well with the TLT barrage as he focused fire on Tempest instead of Vader (who was within range 1 of Miranda.) 6 rounds of TLT took out both of Tempest's shields.
Turn 6: I turn my forces and green move to range 1 of Miranda and 2 of the HWK. The HWK has knicked an asteroid and lost its only shield. Seeing Tempest TL the K, CN is dropped and double 3 SLAM takes him out of arc and into range 3. Not willing to let a chance like this slip, Vader TLs the HWK and focuses. Tempest and Vader do 3 damage to the HWK along with damaged cockpit. Much thanks damage deck! Miranda manages to get 1 hit on Tempest.
Turn 7: The crippled HWK takes a red 4 to try to get out of range. Miranda is trying to circle around and TLs Tempest. Not willing to let the prey slip, Tempest TLs the HWK while Vader focuses and gives Tempest an evade. The Hwk quickly evaporates but Miranda switches targets to Vader and strips off 2 shields.
Turn 8: With 2 shields and full hull, Miranda seems able to take the game. Not wanting to waste torps on Tempest, she maintains the TL and takes a focus. Vader and Tempest turn, achieve TLs, and Vader evades. Dice are exchanged, and Miranda gets Tempest down to 1 HP. Both ADVs manage to take out Tempests shields and do 1 hull damage.
Turn 9: Miranda attempts to SLAM to get out of range. Both Vader and Tempest have 5 forward and boost to keep at range 3. The extra evades don't serve Miranda well as Vader and Tempest take her down to 1 HP without her being able to respond. One of the crits is a Minor Explosion. An additional red die sees the game end.
Overview: I doubt I would have been able to win this game if this were a 4Y build. The extra 2 attacks would have accumulated too much damage for me to evade. The Ys would have increased team hit points by 2 as well. I think that the TIE ADV's dial makes it a poor candidate for keeping on the tail of ships due to the lack of a straight and hard 1. The lack of the hard 1 also means that if you overfly your target, you don't have an easy means of blocking or getting back in the arc unless you take the 4k. Despite using boost quite a bit during the match, I was on the fence as to whether TIE Mk II would have made the K turn more economical for dealing damage.
The Phantom is just too much of a glass cannon to make any difference against massed TLTs. One possible improvement is to replace the ES with SJ, but you'd be putting 3 more points into the ship and expecting your green dice to carry the day.
I will say that ATC was a huge boon for the ADVs. You cancel out the evade die of the TLT ships (minus the HWK) IF they roll it and any extra hits push that crit into auto-hit territory. This can be mitigated somewhat by R5 droids however.
If my friend can manage to shop around and slap together a 4 Y team, I think I'd like to try 4 Storm Squadron with ATC and Mk II. On its face, I don't think that the 4 ADVs will have enough damage output to counter the lower team hit points and the 4 TLTs. Still, I still want to see if there's some build besides TI or TF swarms that can effectively counter TLT.