Shouldn't Laetin A'Shera be a great TLT-killer?

By PaulTiberius, in X-Wing

Laetin A'Shera (18 points, PS6):

"After you defend against an attack,

if the attack did not hit, you

may assign 1 evade token

to your ship."

It only just occurred to me this morning that this seems ideal for a ship with the single purpose of being a Y-Wing or K-Wing TLT hunter. There are no other ships/upgrade combos that I can think of that appear to be so directly suited to surviving a one-on-one end-game situation with a TLT carrier.

Obviously, the negatives of flying a Scyk have been amply described in this forum.

But could this ship be in some way a good go-to filler if you expect heavy TLT representation in your local meta?

With Stealth Device Only: 21 points.

If all you plan to do is hold back with this ship and wait for advantageous one-on-one situations vs. a Y or K, you don't really need to beef up its offense. A 2-dice primary with Target Lock should be just fine against a 1-agility ship, and if you're hunting down a Y-wing, you face no increased danger by getting into R1 of it (out of its arc, of course) for the 3-dice attack.

With Stealth and Mangler: 27 points.

Seems like it should do okay against TLTs, especially since Laetin will probably want to usually Evade for an action during the early game. But you're getting expensive... And the downside of the weapon you're paying for is that it only has effect if the opponent's shields are down, and Ys and Ks have lots of shields.

With Stealth and HLC: 30 points.

Now you're into the meat of your squad point allotment. At this cost, you can't afford to let Laetin hang back and wait for good opportunities. The plus side is that you can increase your damage output in the early phase of the game.

With Stealth and Flechette: 25 points.

I wonder if this is the better build. Not only is it cheaper, but it serves as a defensive assist in the intended end-game one-on-one with a Y or K, by making them either predictable or denied offensive actions.

So, is there a place for Laetin? Seems like you'd have to fly him very intentionally, and use the rest of your squad to maximize Laetin's inherent survivability against a TLT carrier by focus firing down all the other ships of the opponent's fleet first.

Also, am I missing any other defensive abilities in the game that so perfectly counter the TLT's strength?

Then Pair him with Serrissu....

Then Pair him with Serrissu....

I love Serissu.

I don't love putting half my squad cost into two Scyks!

There are no other ships/upgrade combos that I can think of that appear to be so directly suited to surviving a one-on-one end-game situation with a TLT carrier.

A Starviper (especially Guri) with Autothrusters and Sensor Jammer is much more TLT proof than Laeitn. Give Guri Predator and she can almost solo a 4xTLT Y-Wing squad.

Edited by WWHSD

Problem is, nobody is going to say "Hey lets go for Laetin first!". They go after your threats first, and can easily save a 2-dice ship for last. It's better to lead up with an HLC to make Laetin an actual threat if you want them to attack her first.

A Starviper (especially Guri) with Autothrusters and Sensor Jammer is much more TLT proof than Laeitn.

Just off the top of my head ... isn't a Starviper the only ship in the game that can take both Autothrusters and Sensor Jammer? I like this idea.

Problem is, nobody is going to say "Hey lets go for Laetin first!". They go after your threats first, and can easily save a 2-dice ship for last. It's better to lead up with an HLC to make Laetin an actual threat if you want them to attack her first.

Except the point is to have them NOT attack Laetin first, so that Laetin's inherent ability in a 1-on-1 matchup with a TLT can be effective.

In fact, could Laetin be a credible threat to single-handedly take down 2 TLT's in an endgame scenario? Hmm.

Brobots can. I hate fighting Brobots.

Then Pair him with Serrissu....

I made a list based on this pair:

Laetin A'shera — M3-A Interceptor 18 "Mangler" Cannon 4 Stealth Device 3 "Heavy Scyk" Interceptor (Cannon) 2 Ship Total: 27
Serissu — M3-A Interceptor 20 Crack Shot 1 "Mangler" Cannon 4 Stealth Device 3 "Heavy Scyk" Interceptor (Cannon) 2 Ship Total: 30
Guri — StarViper 30 Bodyguard 2 Advanced Proton Torpedoes 6 Fire-Control System 2 Glitterstim 2 Virago 1 Ship Total: 43
Haven't flown as I only have one scyk. Thought it might be alot of fun though.
Edited by McFoy

I fought a list with those two and Guri with Bodyguard when I was testing the X1.

I literally HAD to kill Guri First, then Serrisu then Laetin.

The problem that I've always had with Laetin is that his ability is so dice dependent and his low health doesn't give much leeway for failure and you need to stack some points on him to make him something that your opponent wants to shoot first.

It should also be said that in that game I did kill Guri, Serrisu and Laetin. I did lose Vessery though, so there is that.

I was flying Vader with all the trimmings, vessery and a tempest if I recall.

Laetin w/ HLC is a lot of points to risk on the dice. You will probably want to use someone else to boost his defensive ability (like Guri w/ Bodyguard mentioned above). Laetin might actually be a threat early, though, which isn't a bad thing. Four green dice with just a Focus might work, but might not. If he doesn't dodge the first hit, then he could be in trouble.

Laetin w/ Stealth and Mangler is better for a "less of a threat" kind of approach. He won't do as much damage, but if he's ignored for a bit, he can start to stack up.

If you know you are going against a lot of TLT's, then it's not a bad build. It's not that great for other things, though. Just flub that dice in one attack and you are toast. That's why the HLC version almost demands some sort of other protection from another pilot.

Then Pair him with Serrissu....

I made a list based on this pair:

Laetin A'shera — M3-A Interceptor 18 "Mangler" Cannon 4 Stealth Device 3 "Heavy Scyk" Interceptor (Cannon) 2 Ship Total: 27
Serissu — M3-A Interceptor 20 Crack Shot 1 "Mangler" Cannon 4 Stealth Device 3 "Heavy Scyk" Interceptor (Cannon) 2 Ship Total: 30
Guri — StarViper 30 Bodyguard 2 Advanced Proton Torpedoes 6 Fire-Control System 2 Glitterstim 2 Virago 1 Ship Total: 43
Haven't flown as I only have one scyk. Thought it might be alot of fun though.

I think that this is going to be similar to the list that you posted but end up being more durable and harder hitting. You could easily switch the hull out for a stealth device on Laetin but with his ability and the reroll from Serissu, I think I prefer the guarantee from the Hull Upgrade.
I don't really like Bodyguard on Guri because you are leashing her to range one of your Scyks. I also think she's your best end-game piece and should have upgrades that allow her to fill that role. If you wanted to switch back to Bodyguard, I'd probably give her Inertial Dampeners or upgrade Laetin's Hull to a Shield.
Laetin A'shera (18)
Heavy Laser Cannon (7)
Hull Upgrade (3)
"Heavy Scyk" Interceptor (Cannon) (2)
Serissu (20)
Crack Shot (1)
"Mangler" Cannon (4)
Stealth Device (3)
"Heavy Scyk" Interceptor (Cannon) (2)
Guri (30)
Predator (3)
Sensor Jammer (4)
Autothrusters (2)
Virago (1)
Total: 100

Laetin really needed an EPT of some sort, as relying on three green dice with only one token on the initial attack is hugely risky.

Laetin really needed an EPT of some sort, as relying on three green dice with only one token on the initial attack is hugely risky.

To top it off, without an EPT Laetin will almost always be throwing unmodified attack dice. Lone Wolf would be a sweet EPT on Laetin.

If lone wolf then no Serrisu...

Still, if running Laetin as a flanker, yeah that sounds really good.

Edited by DariusAPB

If lone wolf then no Serrisu...

Still, if running Laetin as a flanker, yeah that sounds really good.

Yeah, you wouldn't want Serissu around if you could do that. You'd have a 30-ish point Laetin (little over with HLC, little under with Mangler) that can stand on it's own without requiring another 20+ points to be spent on other ships to support him.

A Starviper (especially Guri) with Autothrusters and Sensor Jammer is much more TLT proof than Laeitn.

Just off the top of my head ... isn't a Starviper the only ship in the game that can take both Autothrusters and Sensor Jammer? I like this idea.

Aggressor can do it too, and I can confirm that it is a very good combo, especially against TLTs and turrets with gunner.

https://community.fantasyflightgames.com/topic/201169-yv-666-build/

I've run him a few times for fun against TLTs, but the main issue is that he lacks a way to gain multiple actions, so he constantly has to chose between rolling naked dice on the attack or on the defense. Once he has spent his token, his ability to dodge the first shot against him drops dramatically, even with a stealth device. So you have to chose to either fly him very conservatively, dropping your damage output, or risk dying very suddenly when your luck runs out.

Here's the list I used - I call it "Stop Trying to Make Bodyguard Happen"

32 Palob Godalhi w/ Bodyguard, Recon Specialist, Blaster Turret, Moldy Crow
27 Laetin A'shera w/ HSI title, Mangler Cannon, Stealth Device
25 Graz the Hunter
16 Kaa'to Leeachos w/ Veteran Instincts

Brobots can. I hate fighting Brobots.

My first tournament I fought 2 sets of Brobots, with Soontir and a mini Tie-Swarm. not fun. the first game was really close though.

The only problem with Laetin (and scyk's in general right now) is the popularity of Wampa. He can make extremely short work of 2 hull ships. I haven't seen Corran in a LONG time, nor any E-Wing in general. Z-95's are so cheap it doesn't matter, and built A-wings still deliver their prockets before dying to Wampa. Scyk's are the riskiest in terms of points investment if there's the threat of Wampa.

Edit: I totally forgot phantoms, but usually a phantom would be paired with Palp, and if that's the case then Wampa is target number one and most likely dead before he fires. Even at range 3 with HLC a scyk would have a harder time.

Edited by jonnyd

The only problem with Laetin (and scyk's in general right now) is the popularity of Wampa.

I'm pretty sure that the poor performance of Scyk's for the two wave's prior to Wampa's appearance is a sign that this isn't true.

He can make extremely short work of 2 hull ships. I haven't seen Corran in a LONG time, nor any E-Wing in general. Z-95's are so cheap it doesn't matter, and built A-wings still deliver their prockets before dying to Wampa. Scyk's are the riskiest in terms of points investment if there's the threat of Wampa.

All of the ships that you named, other than the Scyk and the Z-95, usually have a fat stack of tokens that can be problematic to push damage through. Corran adds in regen that normally needs to be defeated. Wampa being able to threaten an unblockable point of damage is a great value for his 14 points.

The Scyk's have low enough hit points and aren't really known for stacking damage mitigation so while Wampa might get a point of damage through when he normally wouldn't he's not probably going to be the only thing doing damage to a Scyk. At PS4 he shoots after all but the cheapest of Scyk's and may very well be removed from play before he does any damage.

HLC's and 3 attack ships with Crackshot are probably a much larger (and more common) threat to Scyks since there is a very real possibility of getting the Scyk one-shotted.

What is popular is going to vary based on where you play. Locally, it seems like I am just as likely to see Corran as I am Wampa.

Edited by WWHSD

Green dice

Look at the green dice

Rolling the green dice

Nothing but blanks!

When your two greens roll 2 evades, it's a thing of true beauty. It's the very favour of the gods.