Flying to counter TLT

By TylerTT, in X-Wing

TLT is an interesting thing to fight against and I was wondering if you guys had any good tactics when flying against it.

My freind gave me a bit of trouble by keeping his large based ship in range one of both of my TLT even when I was deliberately trying to keep my TLT apart he managed to dodge the doughnut. I imagine this is much harder for small based ships to pull off.

it's far easier to just bum rush and wreck them

you don't have to dodge a dead man

just find a stretch of table without obstacles and pile drive one of the slowest, least maneuverable ships in the game

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TLTs require careful flying and great obstacle use to succeed, because just about any mini-swarm will ruin their **** before they can fire (esp at PS > 2). Trying to get in range 1 of all the TLTs is just a perfectionist pipe dream, and taking a damage or two is really insignificant when you're killing a ship in return.

It's killing a ship a turn that's hard. With 8 HP per ship it's difficult, but not impossible, to take out a Y in one turn. True, swarms will ruin their day but it needs to be flown well.

I've personally not found anything in the game as frail as 1 agi, 8/9 hp (my poor K-wings :()

the only things that make Han/Miri and the like difficult to kill are guaranteed mitigation ala c3po + evade/regen

Y-wings are fragile buggers, doubly so because they've got 5 crittable hull to invite all sorts of RNG catastrophes

the above Redline + 4 tie mini-swarm scalpels out a Y per turn without issue, barring the most grievous and bull of dice failures. Other lists, such as BBBBZ and Palpie & friends, should also not have much trouble concentrating on a brick with wings

only 2-ship builds seem incapable of downing a Y per turn, instead downing them in two.

I still think Y-Wings with BTL-A4, Ion Cannon Turret and Unhinged Astromech is the way to go if you really must run four. TLTs are tempting, but without something to protect them or add some kind of control, they're just asking to be annihilated by faster, more manoeuvrable ships.

They want to spread a little to reduce the donut effect. Engage from a corner angle with your whole squad and focus on that corner Y. Even if you don't destroy it it should be the only ship returning g fire. Next turn dive for the hole and pick it apart.

Not necessarily as simple as it sounds buy while a challenge and a little annoying in the consistency of their damage output. I don't fear them. Just a healthy respect.

Oh and contrary to 'popular opinion' flying against it is t boring and according to those I've played against, using them well us t boring either as they try to keep you out of Range 1.

I still think Y-Wings with BTL-A4, Ion Cannon Turret and Unhinged Astromech is the way to go if you really must run four. TLTs are tempting, but without something to protect them or add some kind of control, they're just asking to be annihilated by faster, more manoeuvrable ships.

I've found that the BTL title can really hamper the effectiveness of 4 Ys. They're not the the most maneuverable of ships and after the first pass you're going to have problems. One of the reasons that 4 Y + TLT is hard to beat, IMHO, is that most players lack the patience to properly stalk that squad. I include myself in that assessment. As mentioned above, pick on a corner Y. Wait for a turn. If they're flying in a box formation a bank will string them out into a diamond then pounce on Tail End Charlie. Once the first one falls, their overlapping field of fire is weakened.

BroBots equipped defensively works very well against them. In the games that I played both with and against 4 Y+TLT that was the only build that beat them.

They want to spread a little to reduce the donut effect. Engage from a corner angle with your whole squad and focus on that corner Y. Even if you don't destroy it it should be the only ship returning g fire. Next turn dive for the hole and pick it apart.

Not necessarily as simple as it sounds buy while a challenge and a little annoying in the consistency of their damage output. I don't fear them. Just a healthy respect.

Oh and contrary to 'popular opinion' flying against it is t boring and according to those I've played against, using them well us t boring either as they try to keep you out of Range 1.

If the TLTs spread out, then that opens up the counter play where the opponent straddles R3 of 1 or 2 and the remaining TLTs are too far to shoot. Really, its the fact that y-wings (and HWKs) at PS2 cannot react to opponent positions through boost/BR and so can be picked a part once players realize that positioning is critical to defeating them. And its because positioning is so important that they are NOT boring to fly against. You really can outfly them with careful manoeuvre choices.

So TL;DR----if TLTs fly in close formation, aim to be in R1 or even bumping (if they are heading straight at you) by the second turn of shooting. If they are spread out, pick them off one at a time at R3. More or less. Adjust your plan based on whether the opponent attempts to adapt or not.

Edited by blade_mercurial

I've gotten slaughtered trying to push into the Donut... it's exactly what good Y(4)TLT lists are expecting you to do.

When I have beaten Y(4)TLT, it was from sniping at Range 3 while catching 1--maybe 2--Y-wings out of range while all my shots were in range. Plus Concussion Missiles to eliminate +1 green dice (range 3).

Come to think of it... I have NOT beaten this list without Missiles. So there's that.

I've gotten slaughtered trying to push into the Donut... it's exactly what good Y(4)TLT lists are expecting you to do.

When I have beaten Y(4)TLT, it was from sniping at Range 3 while catching 1--maybe 2--Y-wings out of range while all my shots were in range. Plus Concussion Missiles to eliminate +1 green dice (range 3).

Come to think of it... I have NOT beaten this list without Missiles. So there's that.

It depends largely on what ships you're using. B-wings cannot 'push the donut' for example. So yeah, you have to use the strategy that suits the ships you're flying. PTL interceptors on the other hand can be R1 easily with the proper set up. And while a good TLT player can make it challenging to get R1, ultimately, the player with ships capable of boost/BR and higher PS has all of the advantages for winning the maneovring game. If you fly a ship without those actions though, then yes, a different strategy is in order. Sniping at R3 as you mentioned being a good one.

I find trying to get into the donuts of a fleet of TLTs is really not feasible, even with an ace.

What I have found very effective, is taking those more maneuverable ships and arranging to only be in range 3 of 1-2 of the TLTs (especially when they spread out to avoid being donut holed). Guys like Dash, Soontir, or even ties can barrel roll to keep from being focused fired. K-wings slam around until they move so that they are trading shots with 1-2 instead of 3-4. Once you've downed a TLT or two, getting into the donut hole now becomes way easier.

Any well balanced list should have no problems with a TLT heavy list. Slow moving, low agility lists are the only one that fear the TLT.

I enjoy flying ships that survive by their dial. These types of lists easily get into the R1 blind spot and rip apart Y-wings.

the doughnut-hole thing is a double-edged issue

issue 1.) the enemy clumps to concentrate fire, making it easy to go diving for doughnuts

issue 2.) the enemy spreads to avoid doughnut, making it easy to concentrate fire on a Y without getting concentrated fire in return

TLT Ys are not easy to fly; you need some great positioning to be able to concentrate TLTs on a target without exposing yourself to some easy range 1 engagements

Edited by ficklegreendice

Any well balanced list should have no problems with a TLT heavy list. Slow moving, low agility lists are the only one that fear the TLT.

I enjoy flying ships that survive by their dial. These types of lists easily get into the R1 blind spot and rip apart Y-wings.

Pretty much this. My TIE swarms and EU Firesprays terrorize Y-wings with their speed.

But like Fickle said, those Y-wings will inevitably split formation in which case you have to stick to your guns and focus on one Y at a time.

Don't split your own formation and chase - you'll always be in one of those TLT arcs anyway. Once you take down 1-2 Y-wings, I find it much easier to figure out how to stay in the donut holes.

I find trying to get into the donuts of a fleet of TLTs is really not feasible, even with an ace.

What I have found very effective, is taking those more maneuverable ships and arranging to only be in range 3 of 1-2 of the TLTs (especially when they spread out to avoid being donut holed). Guys like Dash, Soontir, or even ties can barrel roll to keep from being focused fired. K-wings slam around until they move so that they are trading shots with 1-2 instead of 3-4. Once you've downed a TLT or two, getting into the donut hole now becomes way easier.

That's pretty much it right there.

The thing about getting into the donut hole isn't that you are trying to avoid all the TLTs, but you are forcing the TLT player to divide their shots. The power of the TLT is concentrated firepower. Deny that, and the list can start having problems.