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vyrago

What counters Quad TLTs?

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This should steal lunch money from TLT swarms on a regular basis.

 

IG-88C (36)

Predator (3)

Sensor Jammer (4)

"Mangler" Cannon (4)

Inertial Dampeners (1)

Autothrusters (2)

IG-2000 (0)

 

IG-88B (36)

Predator (3)

Sensor Jammer (4)

"Mangler" Cannon (4)

Inertial Dampeners (1)

Autothrusters (2)

IG-2000 (0)

 

Total: 100

 


 

 

IG-88A or D might be better than B against this particular match-up but makes the list weaker against a lot of other squads.

Edited by WWHSD

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Predator/Sensor Jammers Brobots have more than just a pretty good shot.  BBBBZ, while intuitively at a disadvantage because of its 1 agility is a pretty even matchup that comes down to who can focus his fire better. 3 Bounty Hunters have a hard time, but when they outmanouver the TLTs sometimes they look great.

 

Everything that can get in that hole, if you manage to outplay your opponent. That is a bit frustrating, because it demands way more skill from you than from him, but very statisfying when pulled of. Might not be the best idea to depend on that in a tournament, though.

 

Gah, ninjas everywhere!

Edited by Admiral Deathrain

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A pity now that you can't have 4 Sabers + PTL + AT at this point ...

 

But you can have 3 and Dark Curse

I've often thought that too...

 

High agility and AT counter TLT.  Y-wings are predictable dials, getting in that R 1 doughnut is not very hard.  Also, AT causes those R3 and out of arch shots to be just about worthless.

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A pity now that you can't have 4 Sabers + PTL + AT at this point ...

 

But you can have 3 and Dark Curse

I've often thought that too...

 

High agility and AT counter TLT.  Y-wings are predictable dials, getting in that R 1 doughnut is not very hard.  Also, AT causes those R3 and out of arch shots to be just about worthless.

 

I wouldn't having the selection of both 2 and 3 hard turns along with all banks predicable per se. When they are stressed or rebels lacking the 3 turn you have a point, though.

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I like high agility ships with autothrusters and outmaneuver, get behind him and follow him round the board firing 4 dice at his 0 agility while he fires 2x3 dice at your 4 agility (if you slip out of his dougnut hole and he gets to shoot at all)

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N'Dru with cluster missiles and Glitter stim can 1 shot a y-wing but generally it means 1 more shot and the y-wing is dead. Guri w/ Sensor jammer and Auto thrusters;Guri can dodge arcs and when you are rolling 3 evade dice with sensor jammer and Auto thrusters you generally don't care about TLT If you stay out of arc your blank is now an evade one of their hits tends not to hit or aleast it wont count the second time. As some one said earlier ion cannon turret warthogs. Predator lets you reroll two dice when attack the most common of the tlt carriers. Outmaneuver lets you land all your hits against y-wings and most of your hits against hwks. Lightning reflexes will help you stay in the range 1 bubble. Sensor jammer and Auto thrusters. Talonbane with Latts Razzi having a target lock on the target.

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The problem is that once you start getting into a donut, the Y-wings split up.  You just can't be in everyone's donut.

Nor do you need to be.  TLTs become dangerous when 3 or 4 of them are hitting the same ship.  If you can keep it to just one TLT being able to hit any given ship, they are not that effective against high agility ships.

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