Torpedos vs Missiles

By Crabbok, in X-Wing

Which do you prefer?

And is it reasonable to assume that the opportunity cost for a torpedo is cheaper than that of a missile? given the A-Wing somewhat defines the missile slot cost as a "2", and the Slave-1 more loosely defines it as "0"?

Yes I realize that the Slave is a unique title, so the cost isn't the same as it would be if it were a free title available to every ship... but is this FFG's way of telling us that Missiles are generally more valuable than Torpedos?

Personally I prefer torpedoes.

Torpedoes are available on more ships and generally not as useful.

I would say the torpedoe slot is likely worth 1 point and a missile slot worth 2 if they had a hard value cost.

I think Missiles have a better array of game effects that makes them more generally useful. Torps have their place, but they tend to be niche (either on pilots that thrive on critting, or pilots that love being in Range 1).

Which do you prefer?

There are more missiles to choose from. So a missile slot is arguably more versatile than a torpedo slot.

At range 3 without focus proton torpedoes are better than any missile. The shot is probably not worth four points, though.

At range 3 with focus and TL most missiles are better than any torpedo.

APT is great. If you get a shot with both tokens. Which may not happen.

Overall missiles are better than torpedoes.

Another factor needs to be considered:

Imperial ships have more missile slots than torpedo slots. Rebels have lots of torpedo slots but struggle to find missile slots. The Z-95 may change this.

And is it reasonable to assume that the opportunity cost for a torpedo is cheaper than that of a missile?

There are more missile options than torpedo options. So yes.

given the A-Wing somewhat defines the missile slot cost as a "2", and the Slave-1 more loosely defines it as "0"?

You either use a missile or you don't. The A-Wing title does not change opportunity cost. It changes point cost.

Within the current gameplay, Missiles have an edge. Concussions basically guarantee at least one hit before Focusing. Regular Protons turn a hit into a crit, but less guarantee of a hit, and upgrading hits to Crits only matters when shields are down. They also tend to be less of a damage boost, as most of the ships that can equip them already roll three attack dice, and B-Wings/Firesprays are going to be better served by a Heavy Laser Cannon.

Advanced Torpedoes are good, especially against low Agility targets, but Cluster Missiles also excel against those same targets at a longer range.

I think ship selection is rough on both accounts because:

Ships with missiles tend to have 2 Att, so 4-5 dice once feels pretty good.

Ships with torpedoes tend to have 3 attack and 4 at range 1 so it doesn't feel like much of an "upgrade" for 4pts for one shot.

New stuff is coming out to change this but both feel about a point too much at this time... except maybe Advanced PT... those things just kill stuff when they go off. If they were ever any "easier" to use they'd get even nastier.

Within the current gameplay, Missiles have an edge. Concussions basically guarantee at least one hit before Focusing. Regular Protons turn a hit into a crit, but less guarantee of a hit, and upgrading hits to Crits only matters when shields are down. They also tend to be less of a damage boost, as most of the ships that can equip them already roll three attack dice, and B-Wings/Firesprays are going to be better served by a Heavy Laser Cannon.

Advanced Torpedoes are good, especially against low Agility targets, but Cluster Missiles also excel against those same targets at a longer range.

Proton Torpedos turn a Focus to a crit, not a hit to a crit. In terms of "chance of hitting" without a Focus token, Proton Torpedos and Concussion Missiles are identical, with a slight edge given to Torps for their extra hit being a crit.

Edited by Tawnos

At the moment, Missiles are better, just because there is a wider variety. We have 2 options for Torpedoes currently, until the Transport comes out. Now, the Flechette Torpedo is very, very good. Much better than many missiles.

Within the current gameplay, Missiles have an edge. Concussions basically guarantee at least one hit before Focusing. Regular Protons turn a hit into a crit, but less guarantee of a hit, and upgrading hits to Crits only matters when shields are down. They also tend to be less of a damage boost, as most of the ships that can equip them already roll three attack dice, and B-Wings/Firesprays are going to be better served by a Heavy Laser Cannon.

Advanced Torpedoes are good, especially against low Agility targets, but Cluster Missiles also excel against those same targets at a longer range.

Proton Torpedos turn a Focus to a crit, not a hit to a crit. In terms of "chance of hitting" without a Focus token, Proton Torpedos and Concussion Missiles are identical, with a slight edge given to Torps for their extra hit being a crit.

I still give the edge to the Concussion Missile, though, due to it's higher damage potential when focused, as well as the fact that most missile-firing ships only have two attack dice. It's a bigger leap in damage potential for them.

This goes out the window with Flechettes. Being able to dump a Stress on anyone without even needing the attack to hit is going to be huge against all those fancy 3AG Stealthed ships thinking they can Push The Limit at Range 3 with impunity.

I agree; Focused Concussion Missiles have greater potential. Mostly because they get the full efficiency of the Focus token with as little as one eye rolled, where Torps only get a bonus from Focus if they roll more than one eye.

Missiles.

Rioght now they have more versatility in my eyes even if torps may hit harder. Unfortunately this is looking at things in a vacuum because the two are not interchangeable. Generally, I like the ships that carry torps better than the ships that carry missiles but that also weighs towards the Rebels who have 3 torp ships to 2 missile ships compared to the Imperials who have 2 ships that can carry torp to 3 ships that carry missiles but where the torpedo carrying ships can also carry missiles.

I believe it is a mistake to say that a torpedo slot is valued as 0 points based on Slave 1 while a missile slot is valued at 2 because of that "modification" leaked in for the Rebel Aces pack. If 4 points could be cut off a TIE bomber by dumping the Missile slots I think it's use would skyrocket as you could double the hull of a T/F with no increase in cost. Also, who wouldn't want the Firespray two points cheaper? Saying a torp slot is worth 0 is probably right although it is left off of many ships for a variety of reasons most of which have to do with the game's source material instead of game balance; you still need to buy ordnance for either system which is where the real cost comes in.

Within the current gameplay, Missiles have an edge. Concussions basically guarantee at least one hit before Focusing. Regular Protons turn a hit into a crit, but less guarantee of a hit, and upgrading hits to Crits only matters when shields are down. They also tend to be less of a damage boost, as most of the ships that can equip them already roll three attack dice, and B-Wings/Firesprays are going to be better served by a Heavy Laser Cannon.

Advanced Torpedoes are good, especially against low Agility targets, but Cluster Missiles also excel against those same targets at a longer range.

APT's are going to be interesting once you can throw a Recon Specialist and Deadeye on a B-Wing

Really expensive though. That is at least 37 pts, on Ibtisam.

Lots of good replies here.

If I had to pick a favorite, in general I'd go with the proton Torpedo. It's ideal for your first attack, and a range 3 shot. You don't NEED to have a focus to use it, so you have a good chance of getting a crit. On rebel ships, this means you just might get a crit onto an unshielded TIE. Maybe even kill it. I like it because I don't need a focus.

My second favorite is the cluster missile, because I like to use that in groups with Jonus offering extra rerolls to both attacks. Jonus + Cluster Missile = tons of hits. The only real drawback here is that you can't do it from range 3.

The only missile I hate is the homing missile. I've never used it, never seen anyone use it... and doubt that will change any time soon. Maybe someday if they do more with evade tokens.

The only missile I hate is the homing missile. I've never used it, never seen anyone use it... and doubt that will change any time soon. Maybe someday if they do more with evade tokens.

One thing to remember with the Homing Missile is that it doesn't spend your target lock to fire it off, so you can then spend the lock for the reroll. It took me a long time to realize that that was how it worked and it wasn't just some crappy anti-evade piece of junk.

il stick with missiles and i looooove cluster missiles on low agility targets its so devastating if u roll good and i like the way of gambling ^^

I prefer torpedos. No real reason I'm just drawn more towards them. That said I love a good cluster.

I prefer Torpedoes for the simple reason that I'm paranoid about any long ranged weapon with MISS in the name.