Just curious, would four TLT Y-wings be a good investment in Epic games?
How potent are 4 TLT Y-wings in Epic?
TLTs should tear apart Epics, almost certainly doing the full 2 damage per ship even against a Reinforced section.
Depends want they are for as epic does play like a tournament game a high pilot skill swarm would tear it to shreds. Y wings are more of a bomber in epic. I use them to break up formations of tie so my corvette does not have to fight them off in mass. I prefer a triple ion set up ion turrets, ion torpedoes, and ion bombs. Epic is much more of a strategic battle versus normal play. Things need to be supported and escorted or you will wind up with six tie interceptors blowing up your important stuff. Torpedoes like ions and missles like assault missles are must haves if you are playing agaisnt a lot of fighters. If insist on bringing this setup you will need six at least to make it work.
Against epic ships, they destroy them..... Against other Small/Large base ships - as usual in a normal match. That is to say, you average a damage a turn with one.
Y-wings are 1 agility ships so an Epic can pulverise them from afar.
Also remember quantity beats quality in epic I would rather have six generics over one ace. One ace only gets one maybe two shots a turn. With sometimes twenty activations a turn you can see what happens.
Y-wings are 1 agility ships so an Epic can pulverise them from afar.
12 TLT(8 Ys, 4 HWKs) is probably the optimal epic setup if you're not counterpicking anything.
Edited by PanzehAlso remember quantity beats quality in epic I would rather have six generics over one ace. One ace only gets one maybe two shots a turn. With sometimes twenty activations a turn you can see what happens.
This is not entirely true. I've played quite a few epic games and since the board is so large, you tend to see the development of Theatres (not really seen in most Standard play) where a part of one list is fighting a part of the other, then a space between, then a second conflict. Many games tend to swing violently when one side suddenly gains the upper hand in one of these sections and can send fighters to the other one. In this way, Aces show their importance in two ways:
1) they create those theatres of war. As both generics and aces line up against each other, people start to prioritize their targets and send their fighters against them. But you can't send your whole list against 2 important guys because that's too many ships in one area. So just by nature of existing on the battlefield, they shape the way the game plays.
2) they tend to dictate the actions of the lower skill swarms: In a move/countermove scenario, people tend to plan their movement according to range and arc so that they can keep their more important ships out of first round firing. This planning takes on a new life in Epic mode thanks to the increased size of the field, the reduced utility of the Rule of 11, the quantity of asteroids, and ability for Huge ships to run smaller craft over.
I've found that's its a good idea to have about 3-4 generics per ace, with some slight skew for Imperials as they have many cheap named pilots (especially TIE Fighters) where the extra 2-3 points here or there doesn't really prevent you from fielding what you want to field.
Anyway OP, another thing to keep in mind is that Ion Weapons (as mentioned earlier) are significantly more impactful in Epic. As such, having too many low agility ships can be a liability. Though admittedly, not having to plan half your dials might be nice once in a while, having too many ships that can easily be ioned and crushed is never a good thing. Also, that whole "many more shots" thing goes both ways: your TLT carriers can be focused down like never before if you're playing a list that brought a lot of fodder, something most TLT lists aren't actually built to tolerate. When one Raider can fire 5-7 times in a turn at range 4-5 (with at least one of those being from an Ion weapon if they brought Ion Cannon Batteries) a list with too many TLT carriers might find itself in a position it won't usually face in Standard: losing 1.5 ships per round.
So it's possible that having 4 Y-Wings, two with TLT and two with Ion Cannon Turret, might be a great way to help keep them in the fight longer. The TLTs dish out the reliable damage, while the Ion Cannons keep enemy fighters from being able to doggedly pursue the formation.
Man.... now I just really want to play Epic again... it's been so long.
all these posts and no one answered correctly
the correct answer is "not as potent as 12"
I'm trying to envision the setup of a bunch of TLT's. They need to be close enough for overlapping acs to focud fire, but loose enough formation that a ship can't be in range one of half your force at one time.
I usually include some TIE interceptors w/o Autothrusters when I play epic, so mass TLT's scare me. If this kind of squad ever became mainstream, I think I'd buy another Decimator and Imperial Veterans to field 4 TIE/D Glaives (or named pilots) with Ion Cannon and Ruthlessness to really put the hurt on those turrets.
But the OP asked about 4 TLT ships, and I think that would make an excellent addition to many Epic squads. You'll still have to be careful about getting PS killed, but hopefully the rest of your 300 points can help out in that regard.
EDITED for horrible autocorrect. Sorry!
Edited by ParakitorI destroyed an epic list consisting of 4 IG and 4 YWings, those YWings can put the hurt on .. ONE thing at a time really, then they lost a lot of firepower as they are super easy to down with your own epic arsenal.
I much prefer a strong alpha anyway for epic - if you can cripple that Epic ship's important weaponry section in one round, its pretty GG after that. And such an alpha can also destroy 2 Ywings very easily.
Now of course if you go full awful with 12 TLTs you might put a hole in someone's list... but I believe it won't go the Y-Wings way as much as you think, considering the space the opponent has to deploy elsewhere and just choose how to engage those 12 stingers
I've only tried TLT-Y-wings a couple of times and, at the time, I only had 2. They weren't as effective as I expected because they only do 2 damage each.
Their forte is doing steady damage over time, but ships that do 3 damage for only 2 rounds before dying are more useful because that can remove enemies from the board.
So torpedoes and missiles for an alpha strike might be better, plus it's very thematic to use Y-Wings as bombers.
12 TLT(8 Ys, 4 HWKs) is probably the optimal epic setup if you're not counterpicking anything.
It's guaranteed to lose you friends too.
12 TLT(8 Ys, 4 HWKs) is probably the optimal epic setup if you're not counterpicking anything.
It's guaranteed to lose you friends too.
Well, it's not as bad as 9 X7 Defenders
in epic generic ships on mass come into their own. if someone sinks lots of points in to their aces you can easily out number them with lots and lots of generic ships like tlt y wings so my answer would be why shot at 4 if you have the points
Lots of great points going on. Biggest thing to keep in mind is, what is the mission for the squad. As ThatOneGuy said above, several smaller battles will take place during an epic. (Flanking really became a issue!) If your main threat is a Corvette or Raider, a squad of Ywing TLT is a small threat. That threat can be nearly eliminated if the opponent sends a squad of TIE bombers with assault misseles or B-wings with FCS and any secondary weapon. It really becomes a chess match.
Ask yourself; what is the roll of this squad? A) escort B) attack epic ship B) support C) just a cool squad to make chaos
Then ask; what would I do when this squad is taken out?
(Edit- verbiage)
Edited by Ccwebb(Edit- removed duplicate post)
Edited by CcwebbLots of great points going on. Biggest thing to keep in mind is, what is the mission for the squad. As ThatOneGuy said above, several smaller battles will take place during an epic. (Flanking really became a issue!) If your main threat is a Corvette or Raider, a squad of Ywing TLT is a small threat. That threat can be nearly eliminated if the opponent sends a squad of TIE bombers with assault misseles or B-wings with FCS and any secondary weapon. It really becomes a chess match.
Ask yourself; what is the roll of this squad? A) escort B) attack epic ship B) support C) just a cool squad to make chaos
Then ask; what would I do when this squad is taken out?
(Edit- verbiage)
You bring up a good point: squad purpose. I can see 2-4 TLT Y-Wings being an excellent escort choice for a Huge ship, since they could maneuver freely and safely around it while at the same time covering a huge swath of the board with their turrets. Also, they're fairly cheap in the scale of an Epic game. They're also slow enough to cover the CR-90's most glaring weakness: the blind spot in the aft section. They can just slowly bank, circle, or fishtail to keep from going too fast if they have to.
Are TLT Ywing still a better choice than TLT HWKS in Epic? The extra agility becomes more meaningful when turbolsers double your agiliity, and meanwhile they can double as support platofrms for other nearby ships with Inspiring Recruit or Operations Specialist
That's a good point. Fly Roark so the CR90 can shoot at PS12.
Are TLT Ywing still a better choice than TLT HWKS in Epic? The extra agility becomes more meaningful when turbolsers double your agiliity, and meanwhile they can double as support platofrms for other nearby ships with Inspiring Recruit or Operations Specialist
They may be better at weathering weapons fire, but in my experience they do worse against things that get through shields, like bombs or certain pilots or abilities that also tend to show up more in Epic (like Advanced Homing Missiles), but this is admittedly anecdotal.
12 TLT(8 Ys, 4 HWKs) is probably the optimal epic setup if you're not counterpicking anything.
I think you defeat the purpose of Epic Play by picking a list like this. To me, Epic play is all about the freedom to make a really thematic list, or a list that looks gorgeous on the table... Epic is about having fun and making something beautiful, more than it is about winning at all costs.
I think you defeat the purpose of Epic Play by picking a list like this. To me, Epic play is all about the freedom to make a really thematic list, or a list that looks gorgeous on the table... Epic is about having fun and making something beautiful, more than it is about winning at all costs.12 TLT(8 Ys, 4 HWKs) is probably the optimal epic setup if you're not counterpicking anything.
Agreed. When I play epic, we do NOT simply line ships up and roll dice. We make a theme: 1) escape- get the transport to jump cordiantes 2) invade- stop the incoming attack force 3) escort- protect the senator 4) or even scum- steal something.
That makes using 12 of any ship not worth it. Also, besides TIE fighter, who has more than 3-4 of any ship?
Agreed. When I play epic, we do NOT simply line ships up and roll dice. We make a theme: 1) escape- get the transport to jump cordiantes 2) invade- stop the incoming attack force 3) escort- protect the senator 4) or even scum- steal something.That makes using 12 of any ship not worth it. Also, besides TIE fighter, who has more than 3-4 of any ship?
the collective body of your local group ![]()
only played in team epic (and only twice), but for one of them I just lumped together the sum total of my and my teammate's Y-wings with Miranda and a Warden to form Dakka Squadron
in support of a TLT roark and a cr-90
don't remember if we won, only remember my interceptor loving opponent (Dubbed "the magic man" due to his mystical affinity for green dice) running Carnor Jax
and Carnor jax diving into the midst of Dakka squadron
and, after spending literally tens of minutes just rolling TLT dice,
never
*******
dying
Edited by ficklegreendice