A lot of QQ about how/why TLT made it through in its current form. Here are a couple reasons.
First, they really aren't that effective. In a straightforward slugging match they are adequate, but they have major weaknesses you can exploit to ensure that raw jousting is the last thing they are going to be able to do.
Second, the folks doing the play testing were for the most part truly veteran players. They have been around for quite a while, and didn't just read about some "old school" builds they also learned how to use and counter those lists. If you are relatively new (read, the last year and a half or so) then TLT may seem horribly OP. But if you are like me and have some solid "old meta" lists in your back pocket you can break out at a moments notice...
Here are some lists to start with that will give you at LEAST an 80/20 split over a quad TLT list if you fly them competently. I will put them in order of least challenging to fly effectively to most challenging to fly effectively.
4 Academy + 4 Obsidian -
Mob up in no particular formation, but with the AP in front and everyone close enough to help. Fly towards the enemy, clog up the board, and shoot the heck out of one Y-Wing at a time. Very, very difficult to mess up. Edit: The Rebel 4 x Bandit + 4 x Tala is even more effective vs. TLT, and flown the same way. Thank you ParaGoomba Slayer.
BBBBZ -
This list will murder quad TLT outright. Get in a pinwheel formation and fly straight at the TLTs. Shoot at the FURTHEST ship you can reach with all your guns if they are flying towards you, shoot at the CLOSEST ship if they are flying away from you.
If they close range, drop your whole formation at R1 of their lead ship/s so they can't shoot, finish off the one in back you have been shooting at, profit from the enormous swing in firepower. If they fly away, go SLOWLY, so that their lead elements take themselves out of range. If you need to have a round with nobody shooting to get the range set up do so. Then, just 1 straight as they 1 straight, trading fire with your whole squadron against the rear elements of theirs. Profit.
Howlrunner (PTL)+ 6 Obsidian -
Old, old school. There is a reason this list dominated the meta for 4 waves. Get in formation (my preferred is some variation of the pinwheel, but this list can use anything) fly towards the opponent, and shoot them. If they have someone with higher PS, send a wounded TIE out to block them from making a move that could avoid the swarm, and have the rest of the formation advance to R1.
Howlrunner (Swarm Tactics), Mauler (Swarm Tactics), Black Sq (DtF, Shield), Academy, Academy, Winged Gundark. -
A swarm variant I used successfully many, many times in a quite a few tournaments. The mix of PS lets you fly straight into the opponent and deny them actions (you are way below 100 pts to guarantee yourself the initiative), but the ST allows your entire list to be finished shooting by PS 4. If you aren't killing a Y-Wing a round, you are doing something wrong. For this list it is critical you are in a tight pinwheel formation (APs in front, Gundark and BS mid, Howl and Mauler in back) in order to maximize your concentrated firepower.
Whisper (Sensor Jammer, Lone Wolf, Advanced Cloak, Gunner) + 4 Obsidian -
Get the Obsidians in their face, have Whisper loiter on the outskirts and shoot one Y per turn.
Rebel Convoy (2 x Outer Rim Smugglers, 2 x Ion Warthogs) -
You have more firepower, more control, and more hitpoints. Block them and control their movement options by putting a fat ORS where they want to go, follow the ORS with your Warthogs. Once you get a block + Ion lock on a TLT, that ship is going to die without ever getting another action (and maybe not even another shot).
Royal Flush, Soontir (PtL, AT, Stealth), Carnor (PtL, AT, Shield), Turr Phennir (PtL, AT) -
Control range in order to concentrate fire on one Y-Wing at a time while denying one or two of their ships shots. You have the speed and maneuverability to ensure that you never, ever get shot without AT help, and to ensure that you can point guns at your preferred target. This takes a lot of finesse, but it is effective and something I have used repeatedly to drop 4 x TLT lists. Just make sure Turr is the one going in headfirst, as he is the least vulnerable to lost actions. Carnor + ATs make all of your Interceptors virtually immune to fire once he gets in close.
These are all solid lists in their own right, not just "anti-TLT" lists. Start from here, see what works, and build your own list to leverage the mechanism you are most adept at. Specifically, these work because they do one or more of the following..
1 - Throw a lot of red dice at a single target
2 - Control the TLT list to keep them in vulnerable positions through blocking and/or Ion
3 - Control Range and position through repositioning
4 - Bring more health to a fight where TLTs cannot inflict crits to even the odds.
I hope this helps.
Edited by KineticOperator