Talk:Old Teroch/@comment-100.13.120.186-20160726123749/@comment-454133-20161015161654

I don't think it's that simple. Autoblaster turret can only do up to 2 damage with a 37% chance per die (you won't have focus tokens to help; at best you have a lock). It'll take at least 2 rounds to finish Old Teroch, assuming amazing autoblaster rolls, and Kyle attacks second. In the mean time, Teroch is mobile. If Teroch's in range 1 in Kyle's arc (where he'd love to be) he will sometimes be facing Kyle, and if so he's going to do a lot of damage. A HWK has only 1 more shield than a protectorate starfighter, and it's a whole lot less maneuverable and defended.

Add to this that if Kyle is in the fleet, he's probably built as a focus token farm, with Recon Specialist and possibly Moldy Crow. He's designed for support, and Teroch is an assassin with an anti-support ability. You tend to not know your opponent ahead of time, and facing the wrong threat for your fleet is always a problem. Teroch wrecks his ability (weakening both Kyle and his allies who were counting on the tokens), pours damage on Kyle or his allies, and is probably not too concerned about any sans-focus counterattack Kyle manages. (not to mention Kyle might very well have a TLT instead, because TLTs).

Teroch is already good in general, but there are a few ships/fleets that always groan when facing him. If you think Teroch might show up, you don't put an autoblaster on Kyle. Instead you simply don't bring Kyle in the first place; bring something that won't be as disabled in that scenario.