Something Different (But Still Twin Laser Turrets)

By Magnus Grendel, in X-Wing Squad Lists

Okay.....so.

4 ships with twin laser turrets. Simple and easy. You can have Syndicate Thug/Gold Squadron with a 1-point astromech (usually R2 or Unhinged), or Spice Runner/Rebel Operative with a 3 point crew (usually recon specialist)

How to tweak it, though? The classic problem with Twin Laser Turrets, rather than big primary turrets, is their low(ish) potential damage output and the problem of someone mugging their way into range 1. Obviously you can help the firepower by clustering up, but that makes the overlap of mutual blind spots worse, and vice-versa.

Plus, you have the problem that many unmodified 3 dice attacks still don't cut it against 4 defense dice with autothrusters, focus and evade, or similar. Plus, most importantly, mirror-matches all but descend to a dice-fest.

So; how to make something difference? Taking a better ship means taking one less ship. With only 3 turrets, not 4, you're instantly at a disadvantage against another TLT squad. Put simply, you can't afford to have an attack miss. You should be shooting first, but with only 6 damage possible, you can't take down a Y-wing in one salvo; provided you have the higher pilot skill, though, you should drop one before it can shoot a second time.

Random idea:

Kavil - Predator, Twin Laser Turret, "Genius", Extra Munitions, Bomb Loadout, Seismic Charges

Drea Renthal - Twin Laser Turret, R4-B11, Bomb Loadout, Seismic Charges

Hired Gun - Twin Laser Turret, R4 Agromech, Bomb Loadout, Seismic Charges

The idea is 6 really, really accurate TLT shots - the Hired Gun spends focus on the first and target lock on the second. Drea spams target locks until she has a pile of stress tokens higher than her ship on rerolling attack dice and making defenders reroll defence dice. Kavil is putting out 4 attack dice with a reroll on each shot, so doesn't really need his action.

The Bombs were an idea to try and protect the 'doughnut' - forwards isn't an issue, because if someone wants to park themselves in range 1 in arc of three ships, they should take a nice chunk out of him. Sideways....not sure what I can do. Back, however, can be covered by seismic charges, and with 8 hits to burn, I'll happily use "genius" to set off a bomb on my own ship(s) if it's going to take a chunk out of an interceptor in the process.

The other thoughts I had:

  • If Kavil uses his action via a focus token or target lock, his elite slot becomes free. Taking Wingman can help keep Drea's stress levels under control, in case she needs to shift target unexpectedly or K-turn
  • Taking 4 bombs (well, 3 and extra munitions) lets me do a scary "pattern drop", but if I'm worried about my ability to punch out a Y-wing in one spread, swapping two of them for Proton Torpedos for Drea gives me a high-damage punch that can help in the opening turn.

Kavil - Wingman, Twin Laser Turret, "Genius", Extra Munitions, Bomb Loadout, Seismic Charges

Drea Renthal - Twin Laser Turret, R4-B11, Bomb Loadout, Seismic Charges

Hired Gun - Twin Laser Turret, R4 Agromech, Bomb Loadout, Seismic Charges

just diversify instead of spamming

spamming is only ever going to emphasize the same strengths and weaknesses, and the Y-wing is a very versatile ship despite the rather hilarious overreaction the forums have had to TLTs

at 25 points, rebels can field R3-a2, god of stress, on a BTL-A4 ICT Y-wing to completely neuter opposing thruster aces.

Scum, meanwhile, can field R4 aggro BTL-A4 ICTs to completely neuter opposing low agility ships, especially opposing tlts who won't be going anywhere anytime soon at 1-foward a turn.

even playing all Ys, you can get a lot of diversity by just changing the turret upgrade on a ship or two

I guess it's a reflex. I normally play imperials and my brain rebels at mixing and matching different things; I like fairly uniform squads (except pilots). At the same time, with Scum, it fits much better.

I was actually tempted to try "one of each" just to see how it went.

  • Syndicate Thug - Blaster Turret, R4 Agromech
  • Syndicate Thug - Autoblaster Turret, Unhinged Astromech, Engine Upgrade
  • Syndicate Thug - Ion Cannon Turret, Salvaged Astromech, BTL-A4 Title
  • Syndicate Thug - Twin Laser Turret, Bomb Loadout, Seismic Charges, "Genius"

just diversify instead of spamming

spamming is only ever going to emphasize the same strengths and weaknesses, and the Y-wing is a very versatile ship despite the rather hilarious overreaction the forums have had to TLTs

at 25 points, rebels can field R3-a2, god of stress, on a BTL-A4 ICT Y-wing to completely neuter opposing thruster aces.

Scum, meanwhile, can field R4 aggro BTL-A4 ICTs to completely neuter opposing low agility ships, especially opposing tlts who won't be going anywhere anytime soon at 1-foward a turn.

even playing all Ys, you can get a lot of diversity by just changing the turret upgrade on a ship or two

I was thinking:

Gray Squadron w/BTL A-4 + R3-A2 + ICT + Extra Munitions + Bomb Loadout + Conner Net

Wedge Antilles w/BB-8 + PTL

Wes Janson w/R7-T1 + VI

PS10 Wes can strip tokens before most aces shoot, Wedge drops the hammer, Gray Squadron plays control...

You lose the crew and the Astromechs but you win the pilot skill war with this one. It has your TLTs firing at 12, 4, ,4 ,4 which can drop > PS3 ships before they get a chance to shoot. As long as Roark is still up you can move the PS12 to whichever ship looks like it might get taken out this round by a high PS ship so that it gets a chance to fire.


Roark Garnet (19)

Twin Laser Turret (6)


Rebel Operative (16)

Twin Laser Turret (6)


Gray Squadron Pilot (20)

Twin Laser Turret (6)


Gray Squadron Pilot (20)

Twin Laser Turret (6)


Total: 99