Is it time for reverse-TLTs?

By Mockerre, in X-Wing

SOunds like it would overcomplicate and add analysis paralysis in whether or not to spend tokens etc.

Though, of many possible solutions for TLTs specifically, the idea of pooling both defence rolls against the TLT attacks is potentially interesting - i.e. they roll both attacks, you roll all your defence dice and if you can cancel all of 1 attack, you take 1 damage, or all of both, you take no damage.

There's little more frustrating against TLTs than rolling 8 defence dice with soontir or similar and getting 4 evades on one and none on the other when a total of four between them distributed more evenly would have saved a hit - especially when you end up in the situation where your Evade token cannot help you even though you took the action to get it..

That was the entire point of tlts. To be able to put SOME dmg through to token stacking aces. The problem is that tlt is also deadly to everything else. Tlt should have been limited to a max of 2 per squad. Limit the amount of tlts, don't change the defence die.

Ddogwood, on 17 Mar 2016 - 6:07 PM, said:

I could imagine a couple of ways to do this without making things overly complex. It would probably be an EPT, but the System, Crew, or Tech slots could also work. Assuming an EPT, here are some possibilities:

Bob & Weave - after defending against an attack, if you suffer no damage, receive 1 evade token if you do not have one

Jink - after you suffer 1 or more damage, receive 1 evade token if you do not already have one

Flip Out - if you do not have any stress tokens, you may receive 1 stress token to receive 1 evade token

I like the Jink one, as it would work especially well against TLTs. Also, by choosing which slot it could take, you could choose the category of ships that could take it (and the upgrades it could compete with for that slot).

SOunds like it would overcomplicate and add analysis paralysis in whether or not to spend tokens etc.

Though, of many possible solutions for TLTs specifically, the idea of pooling both defence rolls against the TLT attacks is potentially interesting - i.e. they roll both attacks, you roll all your defence dice and if you can cancel all of 1 attack, you take 1 damage, or all of both, you take no damage.

There's little more frustrating against TLTs than rolling 8 defence dice with soontir or similar and getting 4 evades on one and none on the other when a total of four between them distributed more evenly would have saved a hit - especially when you end up in the situation where your Evade token cannot help you even though you took the action to get it..

That was the entire point of tlts. To be able to put SOME dmg through to token stacking aces. The problem is that tlt is also deadly to everything else. Tlt should have been limited to a max of 2 per squad. Limit the amount of tlts, don't change the defence die.

This would be a really unelegant 'brute force' solution, that would just narrow the pool of viable builds. Isn't it better to make counters, so a tlt list is viable but not good against everything (as it is now)?

I want a good defensive EPT, like predator good. Currently there pretty much aren't any.

We "might" see a dramatic rule change in the future regarding TLTs, but the folks at FFG who have spoken publicly about solving imbalances in X-wing have said they prefer to add new upgrades to solve problems if they can rather than change what has already been released.

I know the changes to cloaking rules for the Tie Phantom were an obvious example of FFG changing the rules to restore balance, but it's clear FFG doesn't want to do something like that again if they can help it.

Autothrusters helps "a little" but not enough against multi-TLT lists and the new Boba Fett crew upgrade on the scum side will let you deal with one TLT but not right away. That's why I think we're going to see more upgrades that fit into two categories to help players deal with multi-TLT lists:

1) Low-cost upgrades that help your odds of dealing high burst damage (alpha strike damage) for a single attack ... allowing you to nuke those TLT ships with high hull and shield values quickly before multiple TLT hits destroy your list. Guidance chips are an obvious example of this, but that only helps lists that run multiple inexpensive ships all armed with missiles or torps to defeat lists with multiple TLTs.

2) An upgrade that "guarantees" you won't take damage from more than one ship with a double attack per round. Imagine an upgrade that still lets a single ship with a TLT, cluster missile, or any ship that deals "two separate attacks" to hit you during a single turn, but after you've been attacked by a ship that deals two separate attacks you can't be attacked by any other ship that deals two attacks that same turn. A defensive upgrade like that would not only prevent multi-TLT lists from pilling damage on a single ship each round but it would prevent a swarm of cheap missile boats with cluster missiles from ganging up on a ship, and potentially solve future problems like a group of three Tie Defenders that can all fire twice at the same target each turn. You can still take damage from a single ship that makes two separate attacks, and multiple ships can still perform "single attacks" against you, but if you have this imaginary upgrade you won't have to worry about multiple ships hitting you with multiple attacks each turn.

I don't have any insider knowledge and I could be way off base, but I suspect FFG is more likely to add the types of upgrades I described above than issue new rules that stop players from running 3-4 TLTs in their lists.