Is TLT REALLY worth it??

By cjk1975, in X-Wing

Seriously. How vital is it actually to shipsthat can take it? So many good options out there. I can see maybe 1 on a pertucular ship (K n Y wings) but how many of you guys use them? I've seen a few games on youtube n no one has been using them.

Just curious. I'm ready to be ripped to shreds lol

Yes

There are a number of things that makes the TLT a good turret choice. The first is that it's the first turret we have that can fire at range 3. a 2-3 range is a huge swath of the board. The second benefit of it is that while the damage output is low it's damage is consistent. It performs two attacks that max out at 1 damage a piece so it is useful in stripping tokens yet still pushing through damage.

The final reason people like it is that the ships that commonly equip it are the slow, lumbering ships that will never actually be able to chase down even a t-65. So you have huge range, consistent if low damage on a ship that has alot of hit points to chew through to kill it.

Turrets = good

Turrets that shoot twice = great

The one damage limit is almost meaningless. Against many targets, you are dealing 2 damage per round regardless, making it arguably the most potent weapon in the entire game.

Statistically it is one of the most viable and successful upgrades in competitive play.

Ok so it will at least make two shots for damage per turn...if you roll hits of course...

Scum Y Wing with TLT and Unhinged astromech is awesome. Can skirt the edge throwing out 2 damage a round all the while doing 3 speed green turns. As it has been said before it is also range 3, Ace can use tokens to stop the first shot, but then they have to do it all over again with the second shot. Ships with Stealth devices etc may find that a pain in the proverbial.

Every time I compare it to other options it always comes off better. So yeah, always worth it unless you have another synergy thing going on or if you really really REALLY can't spare the points. But it should be the last thing you sacrifice, generally.

To my knowledge it's one of few upgrades in the game that is very likely to be undercosted. Against ships with 0/1 agility you are close to guaranteed 2 damage a turn from range 2-3 which make a huge circle of suck for those ships. Against higher agility ships you're still somewhat likely to hurt them or at least make them spend a ton of modification to avoid just 1 damage.

It also is a huge boost to tactician hwk/kwings for a range 2 'danger zone' of double stress and it makes Stressbot a giant pain since that huge range 2-3 arc is hard to dodge.

Ok so it will at least make two shots for damage per turn...if you roll hits of course...

TLTs roll the dice better, over a larger area, and hit as hard if not harder (except corner cases, e.g. Kavil + Autoblaster Turret) than any other turret.

Edited by Sparklelord

Turrets = good

Turrets that shoot twice = great

And with the BTL title, that's 3 shots per round. Sure, you sacrifice the out of arc ability of the turret, but four Y-Wings popping something three times per round? I'll take having to keep the target in arc.

Is it good? Yes

Is it beatable? Yes

Is it a "must have"? No

Are other options good? Yes

Are people really learning how to play against them? Yes

Is it good? Yes

Is it beatable? Yes

Is it a "must have"? No

Are other options good? Yes

Are people really learning how to play against them? Yes

Hold on to this for when tractor beams are available.... :D

K-Wings as minelayers can work without it, Y-Wings have the option of going BTL-A4 with ICTs or cheap with ABTs, which help them create realy dangerous zones. HWKs are in a bad spot without it and only in fringe cases should take the ICT. Blaster Turret for the most part doesn't exist.

TLT is a really good option and always worth it. There is a reason that is has reshaped the meta so drasticaly! There are alternatives, though. The ships that use it are playable in other configurations and can pull their weight that way.

Also a yes, and agree with Manicmcgoo about stripping tokens I always try to attack with TLTs first before other ships. I like bring one to the battle with 3 other ships.

No upgrade has had a greater impact to the meta than TLT. Its pretty good.

No upgrade has had a greater impact to the meta than TLT. Its pretty good.

Engine Upgrade. While it only became appareant post wave 4, I'd say it had as least as much impact.

For its effectiveness Yes, for its ability to suck the fun out of the game no.

Consistency is far more important than punch.

No upgrade has had a greater impact to the meta than TLT. Its pretty good.

I think Crackshot might be slightly better, but it's a close argument.

Yes it's a very strong choice.

I played with a Blaster Turret on my HWK, but I think the TLT would have been a better choice in hindsight.

The new Dorsal Turret looks good, especially because it's cheap.

The TLT seems "great" because it is only competing with poor/marginal upgrades. Autoblaster Turret? Ok for 2 points, but difficult to use so it struggles to impact a game. Blaster Turret? Only useful on multi-action ships, and even then it's very questionable. ICT? Terrible for damage output, solid for control, limited range. Makes it a specific upgrade for a specific list but not generally useful.

So 2 turrets with very specific uses, and one turret that is just plain bad except on very specific ships where it manages to be marginal. Of course a decent upgrade looks powerful when that is its competition. It would be like saying Lone Wolf is super powerful, if we were limited to only 2 point EPTs. It isn't really that great, so much as the other 2 point EPTs are either specific use (Juke needs Evades) or just plain bad.

They are incredibly good for the points you pay, the double shots are a big thing too.

Look at the comparison between a standard Y-Wing with a TLT at 24 points. That's the same cost as 2 Academy Tie Fighters or Bandit Squadron Z95s, and frankly neither of those have a great chance against those 8 hit points. Even at that 24 point level you'd be relying on the donut hole to survive.

Likewise with the K-Wing, in both cases it's the combination of huge quantities of hit points as a carrier for it.

Rikk

I only play casually thus far. For fun, I like trying to build lists that, maybe, can beat some of the top meta build lists like Y-Wing TLTs. So far as yet it is really hard to go up against multiple TLTs without any at all. You have to fly really well. Where as the TLTs do not have to fly well. As it stands I am an average flyer at best. Making up challenges like that is fun for me, and it makes my kids feel good when they decimate me with turrets.