So I was looking at giving a ship that situationally has 3 agility, under conditions that are fairly easy to maintan vs TLT Ys, a stealth device. My question is, how many TLT shots is a hypothetical 4 agility ship able to dodge before dropping to 3 agility? if it's less than half a single volley (so 2 TLTs, or 4 3-die shots with a single focus token) it might not be worth taking.
How long can 4 agility hold off TLT?
if you're talking about Interceptor pilots Jax/fel/Turr then for a while assuming you have tokens/AT active with normal dice rolls.
I just blew up Howlrunner+Stealth Device using Miranda+TLT on Saturday. This doesn't actually answer your question, though, since I boosted one of Miranda's attacks by spending a shield.
Actually, there's a mid PS scum pilot I'm thinking of, that I've only ever seen played once, that I'm running math for.
The correct answer us "never for as long as your good flying"
Just never rely on green dice; rely on evade thrusters Palp etc + proper positioning to limit the amount of fire as much as possible
Nevermind TLTs, my death rain was able to accuracy corrector his way through a focused cloak whisper
Edited by ficklegreendice0.71563720703125
Unmodified TLT vs unmodified 4 agility. (I think for both attacks taken)
Edited by CaineHoAActually, there's a mid PS scum pilot I'm thinking of, that I've only ever seen played once, that I'm running math for.
Graz the Hunter?
Has to be Graz the Hunter.
0.71563720703125
Unmodified TLT vs unmodified 4 agility. (I think for both attacks taken)
thanks. Is that expected hits, or attacks survived?
Actually, there's a mid PS scum pilot I'm thinking of, that I've only ever seen played once, that I'm running math for.
Graz the Hunter?
Has to be Graz the Hunter.
Who? ![]()
what ship is that? ive never heard of it either.
0.71563720703125
Unmodified TLT vs unmodified 4 agility. (I think for both attacks taken)
Ha I thought you were kidding!
Real math psh
I've flown Graz a few times, mostly casually, but with some "competitive" thought as well. Honestly, no, he won't stand up for too long to TLTs, not long enough to be a hard counter to TLTs. He simply doesn't have the dice modifiers that Fel or Guri have to make their green dice dance well enough to avoid a rain of TLT death. Best you can do with him is a pop some Glitterstim and try to tank em' for a round (though in my experience, folks will just shoot at someone else if they can if they have a choice other than Graz on drugs).
And hey, if you're really paranoid, it's something you could do: Graz with glitter, chimps in a couple days, and a missile, will be someone that can launch a devastating alpha strike and likely live to see the next turn. But that's also expensive, and Graz isn't worth investing a lot of points in. He's a nice little jouster that can outlive other Khiraxzes, but he has less-than-mediocre defensive ability and unlike the cheaper Black Sun Aces he has no EPT to boost his damage with. I'd say just slap Glitterstim or a Cloaking Device on him and call it a day if you want to run him.
The key to beating TLTs is stuff that will give you constant dice modifiers. Sure, Graz can (sorta) do that, but one extra defense dice is minor. Autothrusters and Sensor Jammers are your friends here, as they'll activate for each and every TLT attack and make it that much harder for them to punch a damage through. StarVipers with title and IG-88s can take both, making them the ultimate "F-U" to TLTs. Outside of that, PTL Interceptors with Autothrusters and Stealth Device can be tough to punch through, especially Jax and Fel (and Turd Ferguson can combat boost into those donuts!). Phantoms with ACD and Jammer can be tough for TLTs to lay a hand on, too.
If you want to dodge TLTs, those are the guys to go with.
Alternatively, you could take a page from my book: go for the big Alpha Strike! Bossk with EU and K4 flanked by a pair of Glitter-Crack Khiraxzes eats Y and K-Wings for breakfast. Really want to make TLT carriers scared? Load something with PS3+ with Cluster Missiles. Nothing melts Y-Wings faster than eating a double volley of Cluster Missiles to start the game.
If you're thinking of putting a Stealth Device on a Scyk you're wasting your time.
Depends. How good was your last sacrifice to the dice gods?
Luck often enough , will save a man, if his courage hold.
But seriously...
2 TLT's on whisper is often a damaged whisper.
I've rolled six blanks before there's no guarantee adding more dice will help you, the dice gods demand you sacrifice a twix in their honour!
If you're thinking of putting a Stealth Device on a Scyk you're wasting your time.
Good Sir, have you ever heard of our savior Lord Laetin? He will deliver us all from the menace that is TLT. He is the promised Scyk. Laetin A'shera; First of his name, King of the broken ships. Protector of the 3'X3' realm.
Not completely relevant, but fun to share.
At a store championship, my wife Oicun'd a Tie F/O to death, still with it's with Stealth Device because the bumping never counted as a successful attack!
IE, ways around a stealth device!
I too have been trying to find a steady defence against tlts. I ran an interceptor with AT and a phantom with SJ, Palp included. Barely lost to 3 k's when I whiffed the last defence roll against a 1hp warden >_< Anyway my new strategy is to use Guri with AT and SJ combined. My suggestion is don't use SD, unless using in conjunction with AT on an interceptor. With so many incoming attacks, chances are you will lose it very early on in the game. AT is more durable and cheaper. Just my opinion.
Brobots or Guri/Xizor sitting at range 3 with Sens Jam and AT will take a very long while to kill.
Multi-TLT lists are big in my local meta. So far I can't make a list of 4 or fewer high agilty ships with stealth device or autothrusters that survives (at least not reliably). The only strategy that seems to work against lists with multiple TLTs is, "hit them hard and hit them fast with as many red dice as possible in as few turns as possible."
Let's pretend you are flying 4 TIEs of some kind with 3 native agility and stealth device for a boost to 4 agility. Let's also assume that all 4 of your ships took focus or evade actions to help defend against TLT hits.
Now pretend I'm flying 4 Y-wings with TLTs. Maybe you maneuver well and get all 4 of your TIEs inside range 1 of one of my Y-wings, but I space my Y-wings apart just enough so that the other 3 Y-wings can still fire their TLTs.
That means I'm going to roll 18 attack dice at one ship in 6 attacks from 3 TLTs (3+3+3+3+3+3=18) sure, every time one of my attacks gets past your evades you only take 1 damage, but if 3 TLTs focus fire on a single ship then chances are good that the target will take 3-4 hits in one round of fire.
Red dice have a better chance of hitting compared to green dice rolling evades.
You might roll amazing results with your green dice and evade most of the hits, but sooner than later hits are going to get through ... and the rate at which the green dice fail increases after you lose stealth device and roll fewer green dice.
That is the beauty and danger of multi-TLT lists. Autothrusters help, but even autothrusters let the occassional TLT damage through when your green dice don't cooperate.
The reality is ships that can use TLTs don't have high agility, so even if they have a bunch of hit points they can't evade much damage. If you want to beat a multi-TLT list you have to hit hard and hit fast with multiple ships focused on a single target ... and make sure your attack rolls are backed up by dice modification and reroll abilities so you aren't helpless if you roll blanks with your red dice.
If you have four ships each rolling 3-6 red dice each round via primary weapons, secondary weapons or missiles/torps then you can murder TLTs before they destroy your entire list. If you're running a list with only 4 high agility ships that each roll only 2-3 red dice with little or no dice modification then you better pray you don't have to face multiple TLTs.
I think that once Chips arrive, Ordnance will be the counter to TLT-spam since most TLT carriers are only agility 1. An alpha strike of missiles or Torpedoes can probably take 1 down and once you have a numerical advantage, it is harder for them to mutually cover those Range 1 holes. Ordnance heavy lists will probably kill them even faster.
My guess is that we will see TLTs settle down as part of the meta with people including 1 or 2 in a list to cover against fat ships rather than spamming them.
Except most ordnance alpha lists hit at PS2 just like the TLTs so you're either taking a round of shooting first, or they shoot you back anyway.
For Scum I really like a loaded Guri against TLTs. Lone Wolf/Virago/Sensor Jammer/Glitterstim/Autothrusters(optionally, APTs, but 47 is a LOT of points, albeit APTs are a lot of punch) gives you a ship that's **** near immune to the bastards what with three to four (depending on whether you can donut one of them) native action-independent defensive dice modifications, and TLTs rarely have two focus so Sensor Jammer is going to kill a die for good roughly half the time.
Sadly, she can't weather other things quite as well and is suuuuper expensive for a small-base PS5.
Actually, there's a mid PS scum pilot I'm thinking of, that I've only ever seen played once, that I'm running math for.
Mid PS Scum ship? Three Agility?
Clearly IG88-C. With IG88-B as back up.
Good Sir, have you ever heard of our savior Lord Laetin? He will deliver us all from the menace that is TLT. He is the promised Scyk. Laetin A'shera; First of his name, King of the broken ships. Protector of the 3'X3' realm.
The King In The North of the Scum!
The King In The North of the Scum!
The King In The North of the Scum!
The King In The North of the Scum!