What beats 4 TLT Y-Wings...

By Clutterbuck, in X-Wing

Does anyone else think that TLT should be the first double unique upgrade? FAQ two unique dots on there so no more than two TLTs can be played at a time. I don't mind it so much on one or two ships but spammed it is just boring.

Homing Bombers.....fun too!2BCD2C65-5189-47CE-893B-86880996EA5F.jpg

Homing missile for a AGI1, no Evade action Y-wing? I'd stay on proton torps, or even Cluster missiles.

And if you want something more fun than four bombers with ordnance, make one of them into a TIE Shuttle with systems officer and fleet officer. A bit more tricky to fly, but gives the three bombers with ordnance a focus and target lock each. It's really punchy.

Edited by Underachiever599

Homing Bombers.....fun too!2BCD2C65-5189-47CE-893B-86880996EA5F.jpg

Homing missile for a AGI1, no Evade action Y-wing? I'd stay on proton torps, or even Cluster missiles.
Thank you!! Seeing people suggest homing missiles here baffles me. Y-Wings have a ton if hull. Proton torpedoes are the way to go here.

And if you want something more fun than four bombers with ordnance, make one of them into a TIE Shuttle with systems officer and fleet officer. A bit more tricky to fly, but gives the three bombers with ordnance a focus and target lock each. It's really punchy.

Okay, the reason for Homing Missiles is simple, they have full mods. You can rely on them the best. Neither Clusters nor Proton Torps actually give you an advantage over them and they are easier to make work.

Edited by Admiral Deathrain

4 Assault Missiles ;)

Homing Bombers.....fun too!2BCD2C65-5189-47CE-893B-86880996EA5F.jpg

Homing missile for a AGI1, no Evade action Y-wing? I'd stay on proton torps, or even Cluster missiles.
Thank you!! Seeing people suggest homing missiles here baffles me. Y-Wings have a ton if hull. Proton torpedoes are the way to go here.

And if you want something more fun than four bombers with ordnance, make one of them into a TIE Shuttle with systems officer and fleet officer. A bit more tricky to fly, but gives the three bombers with ordnance a focus and target lock each. It's really punchy.

Okay, the reason for Homing Missiles is simple, they have full mods. You can rely on them the best. Neither Clusters nor Proton Torps actually give you an advantage over them and their easier to make work.

Homing missles are great, don't get me wrong. But they have a place, and that place isn't against Y-Wings, in my experience.

Well, in my experience they are superior to everything and its not worth to swap.

Well, in my experience they are superior to everything and its not worth to swap.

Agree to disagree, then. I guess I've just never been the kind of player to decide any upgrade is definitively better than another. I always try to find a place for things

Tie/D title with tractor Beam. Preferably on Vessery. First shot reduces agility, 2nd shot does all the damage, and you have a target lock for re-rolls.

Well, in my experience they are superior to everything and its not worth to swap.

Agree to disagree, then. I guess I've just never been the kind of player to decide any upgrade is definitively better than another. I always try to find a place for things

Point is it's a superior all-comers upgrade that doesn't really lose anything when used against TLT Ys. That's why you pay the extra point.

Homing (TL used to reroll) with Guidance still nets better hit chance than Proton or Concussion with Guidance. It also has utility against other lists. If you decide to take LRS and are able to Focus for the shot Homing still wins out in hit chance.

Brobots would just eat them up. So would any 6-7 TIE howlrunner swarm. 3 Aces with autothrusters would also do the trick (soontir + TIeinq + whoever you want for the last as long as it has autothrusters)

Edited by Duraham

Well, in my experience they are superior to everything and its not worth to swap.

Agree to disagree, then. I guess I've just never been the kind of player to decide any upgrade is definitively better than another. I always try to find a place for things

I tried a lot of things, but I always come back to Homing Missiles. I probably won't go for anything else unless something groundbreaking gets released. I will also continue to always recommend Homing MIssile as the munitions upgrade of choice. However thats a lot of my personal experiences speaking. If you find something that works for you definitly go for it! Just also consider that Homing Missiles are definitly good, too.

all you need is

Guri (30)

Lone Wolf (2)

Sensor Jammer (4)

Autothrusters (2)

Virago (1)

Total: 39

View in Yet Another Squad Builder

Half the time you wont even need to roll defences dice

If you feel you like you need more ships then fill in the 61 points with what ever you like Palob with Ion can be a good filler and can send your opponent nuts

I would throw a cloaking device on there, too. It might add another salty tear or two to the opponents eye.

all you need is

Guri (30)Lone Wolf (2)Sensor Jammer (4)Autothrusters (2)Virago (1)

Total: 39

View in Yet Another Squad Builder

Half the time you wont even need to roll defences dice

If you feel you like you need more ships then fill in the 61 points with what ever you like Palob with Ion can be a good filler and can send your opponent nuts

I would throw a cloaking device on there, too. It might add another salty tear or two to the opponents eye.

Interesting....pardon my ignorance, I've never flown Guri; why is this ship/build good against TLT-Ys?

all you need is

Guri (30)Lone Wolf (2)Sensor Jammer (4)Autothrusters (2)Virago (1)

Total: 39

View in Yet Another Squad Builder

Half the time you wont even need to roll defences dice

If you feel you like you need more ships then fill in the 61 points with what ever you like Palob with Ion can be a good filler and can send your opponent nuts

I would throw a cloaking device on there, too. It might add another salty tear or two to the opponents eye.

Interesting....pardon my ignorance, I've never flown Guri; why is this ship/build good against TLT-Ys?

That particular build? Rerolls on every defense if Lone Wolf is active, Autothrusters on almost every defense and then you have Sensor Jammer, that works on every attack so at worst you have to dodge one 3 hit and one 2 hit attack, which is doable considering they won't roll perfectly all the time. Guri can also have more than one focus token for defense through her ability and she is able to both barrel roll and boost into the TLT-free zone, where she even triggers her ability. Even better as a small base ship she can remain there if she entered it once with relatively little effort (unlike a large base ship, which would overshoot).

The advantage of Homing Missiles is double modification (be it GC + TL or F + TL) over single modification. The disadvantage is five points instead of four.

I hate to say "good flying" beats them as it's never that simple and requires a build that works, but there are other lists I'm much more concerned about facing. I have had a lot of success against TLT's with the Rebel squad in my signature but again, it requires being flown correctly.

between the Shadowcaster title, EU, a stupid fast dial and access to stims, I'd imagine a named Lancer could have a decent time of thingse

even without EU, you're fast enough to catch em

Sabine in particular has two rounds of nigh invincibility even against TLTs (Stim up!)

Edited by ficklegreendice

How would we know what you find enjoyable to play?

Do you prefer, or is your collection strongest in, a specific faction?

:lol: :lol: :lol:

between the Shadowcaster title, EU, a stupid fast dial and access to stims, I'd imagine a named Lancer could have a decent time of thingse

even without EU, you're fast enough to catch em

Sabine in particular has two rounds of nigh invincibility even against TLTs (Stim up!)

I've found this to be true in my experience. I've been playing the Paratanni list (Fen, Asajj, Manaroo) lately. Fen and Asajj can catch those Y-Wings by turn 2 - 3 and gun them down pretty **** quickly.

Anything that throws more attack dice. Ya wings only have 1 defense. That being said tie interceptor builds, snap Crackle pop a wings, anything in a swarm, corran horn, Norra Wexley at range 1, a Ghost, Wes in the humble x wing, double deci builds seasoned to your liking. Lots will shut them down it really comes down to your play style

Just thought of this, and I'm sure you guys already know, and FGD will give the specifics on the good and bad; but....it seems Y-Wing TLTs like to stay somewhat together so that ships cannot get inside their range 1 and outside their primary without having another Y to be beside or behind to take that shot. So, breaking them up is a great step 1.....what about slamming in a bomb to take their formation out quick and maybe one of them to boot?

ECFC2A33-8944-4609-9856-907C6294ED44.jpg

This pic shows a K-Wing that is far better looking than the stock one made by FFG....not an esthetic favorite of mine the K; either love 'em or hate 'em I guess.

Edited by clanofwolves

Being able to kill one before it even shoots is huge. I was able to do that in one of my wins at regionals yesterday.

I honestly think double tlts with a strong third ship(especially if it is some sort of turret as well) is harder to face. At least with the types of lists I run.

Depends on what you find "enjoyable." But what can beat Y-Wings? Autothrusters.

Consider this: Inquisitor+Title+PTL+Autothrusters. Add I something like a Cherios-Deci-Palp with Gunner+FCS

You move to R3 of just 1 or 2 Ys. T/L a Y-Wing. Get Evade Token for Title. PTL a Focus. Deci moves in and T/Ls.

Now you shoot at the R1. TL as required for more damage. Your likely get 2 hits with both going through. Then Cherios shoots with T/L and gunner reroll + Cherio you consistently run 3 hits with 1 being a crit. That will start putting Hull onto the Y...maybe even a decent Crit.

Then the Y-Wing shoots back. If he shoots Cherios you lose 2 shields. If he shoots the Inq he will likely TLT 2 hit/crits. You roll. Auto Thrusters take care of 1 with your evade or focus tokens taking care of the other if you don't roll evades. He shoot again. You do the same again. Each time with Palp as your backup if you roll poorly. The Inq can easily pull 3 evades twice between natural rolls, ATs, Token, Focus, and Palp Backup.

Slow roll in the next turn and repeat...killing that Y-Wing then hurting another.

The Ys only hope is to kill the Deci Palp before losing too many Y-Wings...and every time you drop a Y that's 2 less damage he will be doing that round.

If you can kill 2 Ys and damage a 3rd (or even kill it) before the Deci dies, then the Inq can easily mop up the remaining...likely with no damage. The key is to do the same game the Ys should be doing. Concentrate on 1 Y until it dies and then go for the next. The Deci should be shooting at whoever the Inq is shooting to take full advantage of T/Ls.

The only other thing the Ys can do is head strait to the Inq and get the single round of shooting at R2 in arc. Only then the TLTs may (MAY!!!) kill the Inq If that works the Ys have a chance with whatever is left over in a race between their 4 damage per turn and the Deci-Palp putting 2-3 into a Y every turn.

Edited by kellyj

Since there are already lists being posted..

I like to say that experience & the Will of not giving up (and better yourself) - is what you need to beat the Quad TLT.

Somebody said "a Ghost" could beat quad TLT. Isnt that quite a bit optimistic?

The Ghost has got 16 hp and it will probably lose half of it in the very first engagement. If you dont kill a y wing in the first round, the ghost dies in round 2 of the fight.