I don't think the TIE/Z filler is harder to use because of TLT, I think it's harder to use because of the likes of Super Corran and Poe and Soontir. Aces present a real problem for a ship with only 2 attack dice.I think it did make the tala-type filler a lot harder to use, the TLT meta.
There was an earlier comment about the Bossk+Gunner combo on a YV, and it is extremely potent(I used it with a tactician for that double stress action), with 5 Z-95s as an escort. The trouble is, the YV is really easy to burn down, and is an absolute MoV pinata. It's also not amazing in terms of damage output vs beef for what it costs. It's great against green dice though.
I do think the meta is headed toward beef with TLTs in the meta, though I think there's more room for YT-1300s than people think. It's just that C3P0 isn't the amazing defense he used to be. He's still great, just not so much in the TLT meta. 3 points for a free 5/8+ evade is great.
TLT didn't really create these aces, just trimmed away the 60 point fat turret they were/would have been attached to. The current meta is like Fat Turretwing, minus the fat turrets lol.
I actually agree vehemently here
TLTs absolutely prey upon high value ships, especially ye ole two ships which got away with trivially boosting out of arc and using mindless PWTs to dice you into oblivion. Well, now two can play at that game, except you get more TLTs
Apart from thrusters, TLTs really get around defensive tech (defense tokens, c3po) by splitting the damage between two attacks that allow no range 3 bonus. Furthermore, the fact that they aren't arc-locked makes it far more difficult for an ace to just broll/boost out of a shot.
Now, a normal TLT isn't enough to crack your corrans/poes/soontirs unless you have some incredible luck, which I most certainly do not (quite the opposite in fact
). But then, I tried out the TLT R4 Thug. Holy **** this thing'll pop holes through a regenerating, thruster Poe!
For rebels, well they don't even need dice. Tactician K-wings and the BTL-a4 r3-a2, god of stess, will neuter your aces without sh*tty green dice intervening
When it comes to considering matchups, the TLT Y is a flexible addition that doesn't have nearly as many problems as the typical B-wing does when it comes to chasing down hyper-mobile ships. Of course, this doesn't mean it's even close to as easy to use as a fat high PS PWT or pre-errata whisper, because it's still low PS without re-positioning capabilities and an easily exploited doughnut-hole which can make planning out formations far more complex than it seems.
I've personally been finding the old PS 1-2 generics to be more and more useless. Although they'll plaster opposing TLTs, they just suffer against aces. After planning and outplaying the opponent, your Z-95 swarm isn't putting **** through the guaranteed defensive tech of your typical ace. They're simply far too unreliable, and you have the dice to blame for that. The TLTs have far better chances of success and are far easier to apply.
There is, however, a silver-lining in the generic EPT. Crackshot and Juke Ties have been performing in a similar vein to TLTs, finally resulting in generics that can reliably damage aces after going through the trouble of trapping them. Even better, they devour TLTs with their excellent dials and higher PS of 4.
But yeah, a bunch of PS 1-2 fillers really blows. I've flown a ~40 point APT Nera with 4-5 Z's before and Nera will kill one or two ships and die and then your 60 points of Z's end up doing absolutely nothing.
Edited by ParaGoomba Slayer