So, is this ship going to be anything more than an Imperial pickup truck with a gun mounted in the bed?
Edited by Darth MeanieTIE/AG sans TLT
Depends on dial and pilot abilities. If it has a better dial than the Bomber, it might be the primary user of Unguided Rockets.
Just now, SabineKey said:Depends on dial and pilot abilities. If it has a better dial than the Bomber, it might be the primary user of Unguided Rockets.
Well, I can only assume it will have a better dial than the Bomber. OTOH, will Unguided Rockets make it better than a loaded TAP?
Just now, SabineKey said:Depends on dial and pilot abilities. If it has a better dial than the Bomber, it might be the primary user of Unguided Rockets.
Four with Rockets + ABT and a 16 pt filler could be decent.
4 minutes ago, Darth Meanie said:Well, I can only assume it will have a better dial than the Bomber. OTOH, will Unguided Rockets make it better than a loaded TAP?
As long as we are comparing generics, then I'd say probably. The Unguided Rockets provide a higher damage ceiling than the TAP's primary, and will last longer than any missiles the TAP can bring. Plus, it is tougher, which is a factor currently.
9 minutes ago, defkhan1 said:Four with Rockets + ABT and a 16 pt filler could be decent.
Agreed. Depending on price and ability, it might be interesting to see what kind of shannaigans the top pilot with say VI and a ABT could do with that barrel roll.
behold: the RL (sort a) TIE/AG
(apologies on the pic, it looks fine on my PC but annoying huge on my phone)
Well it really depends on how the dial functions. now at the starting point cost of 17 points that only leaves room for 4 turret armed ships unless you want to try a 5 autoblaster turret. But I don't think the 5 imperial autoblasters would be any more changing than the TLT. It won't have the hit points of a Y-wing but will likely have a better dial and more greens. However it does serve a vital function to the imperial faction and that is giving them access to the <turret> upgrades which for the longest time was unavailable to them. And with a meta defining upgrade such as TLT that is an upgrade card poll that should not be denied to Imperials for much longer. Just like how VT-49 decimator gave Imperials their own PWT but in a way that acts differently from the default YT-1300, this would be different from an unhinged tlt scumwing or tlt stress hog for the rebels.
9 hours ago, Lobokai said:
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behold: the RL (sort a) TIE/AG
(apologies on the pic, it looks fine on my PC but annoying huge on my phone)
LOL, the door armor almost looks like TIE/AG solar panels. . .
So tempted now to model one with a little tiny helmeted figure
manning
desperately clinging for dear life to the turret.
10 hours ago, SabineKey said:Depends on dial and pilot abilities.
There's no point even asking the question until we know this.
Depending on the price of the named pilots/other generic and EPT access, i'd probably be running them with the Unguided Missiles and ABTs.
Cheap, moderately durable, and deadly enough to draw attention with an anti arcdodge perk.
I suspect that built in Barrel Roll will make them a lot more interesting to build with than the other factions' turret carriers.
The problem being that Barrel Roll is a REAL boon for TLTs, probably more so than other turrets.
Honestly it might be a bigger deal that imperials are getting access to ion cannon turret, it gives them an element of ion control they've never realistically had and it buffs tie /d by allowing a cheap way to stick a second ion token on things. Tlt is clearly the elephant in the room but there's reasonable thought that the turrets not named dorsal or blaster might be interesting enough on that chassis.
personally i refuse to use TLTs and not because theyre a problem card: i just have obscenely bad luck with them. Even using Kavil w/ Expertise i somehow miss more than half of my shots.....fml
38 minutes ago, nigeltastic said:Honestly it might be a bigger deal that imperials are getting access to ion cannon turret, it gives them an element of ion control they've never realistically had and it buffs tie /d by allowing a cheap way to stick a second ion token on things. Tlt is clearly the elephant in the room but there's reasonable thought that the turrets not named dorsal or blaster might be interesting enough on that chassis.
I hadn't considered this. Ion Cannon turret TIE Aggressors and TIE/D Defenders could be nasty.
1 hour ago, Johen Dood said:I hadn't considered this. Ion Cannon turret TIE Aggressors and TIE/D Defenders could be nasty.
If "Intensity" is what i expect it to be Tie Aggressors with Ion Cannon and Unguided Rockets will be a thing. I believe it will add an effect to dices changed by a focus token. A bit like fanatical devotion works.
i actually suspect Intensity to be an every other turn +1 red die when attacking, requiring an "action" to get it back.
4 hours ago, Stay On The Leader said:There's no point even asking the question until we know this.
Yup, just look at the punisher for make or breaks
4 hours ago, Stay On The Leader said:There's no point even asking the question until we know this.
You're so right. I should have added "Nerf the" to the title to give this conversation some real gravitas.
I was seriously wondering, OTOH. It seemed like a one-hit-wonder* to me. There are some good ideas, here, however.
*Technically, TLT makes it a two-hit-wonder.
Edited by Darth Meanie