proton torps anyone?

By oddeye, in X-Wing

I've noticed in just about every build posted here on the forums (I know, not everyone posts their builds) that no one takes proton torps? Is it not worth it? I like taking them, I know 4 points on one attack can be costly point wise (especially an adv torp). I'm beggining to feel that I am the only person who plays with them these days..

(standard 100pt games only, not talking about epic or trench runs)

Thoughts.. comments.. anyone?

There are better upgrades for the point investment. Look at the current meta. Who would take a Rookie Pilot with Proton Torpedoes over Blue Waffle Pilot with Advanced Sensors?

I've noticed in just about every build posted here on the forums (I know, not everyone posts their builds) that no one takes proton torps? Is it not worth it? I like taking them, I know 4 points on one attack can be costly point wise (especially an adv torp). I'm beggining to feel that I am the only person who plays with them these days..

(standard 100pt games only, not talking about epic or trench runs)

Thoughts.. comments.. anyone?

Its tough to make them pay off. Because they are a one shot, you're often forced into those "use them -or- lose them" situations. Ideally, you want to fire them when you have a target-lock and focus...which often requires an ability from something to get both in one turn. They are generally better against Large Ships since they often have less agility. Even in Star Wars lore, torpedoes are meant for capital ship targets.

It seems 4 points for a weapon that can one shot a death star is pretty cheap. ;)

It seems 4 points for a weapon that can one shot a death star is pretty cheap. ;)

And maybe the introduction of a Super Star Destroyer will make Arvel Crynyd playable.

Sadly, the most Proton Torpedoes you can fit in a Rebel fleet is 4... not much of an Alpha Strike.

On the Imperial side of things, you can do 5 of them, but now you're directly competing with Concussion Missiles (better if you get a focus as well, though slightly worse if you don't), and Cluster Missiles (Eater of Bs and Falcons). Also, Bombs, which are substantially better.

Still though. 'Tis generally better to purchase permanent upgrades that will last you all game long than to purchase an attack that loses you an action and buffs you a single attack die.

Advanced Proton Torpedoes, incidentally, are even worse. 1 point more for the same effect, though with a substantially smaller range of effect.

I am excited about Flechette Torpedoes and Ion Pulse Missiles, though. They seem to be priced correctly :D

I hope munitions failure will make them see more play

It seems 4 points for a weapon that can one shot a death star is pretty cheap. ;)

And maybe the introduction of a Super Star Destroyer will make Arvel Crynyd playable.

I'm still a bit sore about what they did to arvel.. his ability is classic but not much real use unless they release something that combines with his ability in a upgrade card (could definately happen). Like a lock on if you bump an opponents ship, that way he really doesn't lose his action.

i think proton torps might be 1 point overpriced.. looking at the new flechette torps I am excited as well. I have three from the transport and plan on using them in my next game. Only three attack but at range three you get to deny your opponent the extra agility dice and have a good chance of throwing a stress on their ship (provided hull < 4).

Edited by oddeye

I was massively unimpressed by proton torps when I first started playing, but lately I have been waffling on them some. The way I (sometimes) see it is that they are the one ordnance weapon that you DONT need an extra focus passed to you to make work since they have the mini focus effect built in. Four dice at range 3 without the target getting a bonus agility and unlikely to roll more eyeballs than you can convert into hits seems like a not bad attack.

Oh, and they are NOTHING like advanced protons. APT have an ability that REQUIRES you to have a focus in addition to the TL, while regular protons have an ability that minimizes the need for a focus token.

When Protons work they can be great, like completely stripping the shields off a Firespray at range 3 at the beginning of combat great. But otherwise they are too expensive for 100 point lists.

Munitions Failsafe is a cheap bandaid. It makes ordinance less of a gamble, but now they cost anywhere from 20-30% more. They should have made MF 0 points (it takes a modification slot away). That would have made ordinance a way more attractive option.

I've seen them effective in a Bomber build. Guy at my FLGS runs a squad with two Scimitars, each with a single Torp, Vader with Assault Missiles, and Jonus with Squad Leader. Jonus grants both a PS6 TL and rerolls to the Scimitars, allowing them to focus and maximizing the punch of their torpedoes. It's a brutal combination, especially since you still have to deal with those six-hull, two evade dice monstrosities later.

General consensus is that ordnance is overpriced, hence why you're seeing the release of a 2 pt torpedo and 3 pt missile all of a sudden.

I think it also depends who you are looking to run them on, Y-wings and Bombers are good choices because the 4 attack makes it a significant upgrade over using a primary attack especially at R3, but still worth it at R2, but on X-wings, B-wings, and Slave-1 a target lock is typically better spend rerolling your attack dice than it is adding one more

I've been dying to try Horton with torps, (maybe a R2-D6+Marksmanship as well) and give him Dutch or Cracken to hang out and pass him a TL.

Also one problem that some people have mentioned is that because part of the ability if for them to crit, if you have a ship with say concussion/cluster/assault missiles/High primary attack, you shoot those ships at your target first to strip the shields, so the crit actually sticks

I'm still a bit sore about what they did to arvel.. his ability is classic but not much real use unless they release something that combines with his ability in a upgrade card (could definately happen). Like a lock on if you bump an opponents ship, that way he really doesn't lose his action.

i think proton torps might be 1 point overpriced.. looking at the new flechette torps I am excited as well. I have three from the transport and plan on using them in my next game. Only three attack but at range three you get to deny your opponent the extra agility dice and have a good chance of throwing a stress on their ship (provided hull < 4).

I should point out that they are releasing such an ability. The moment he gets A-Wing Test Pilot, you can put Daredevil on him and you'll be able to Daredevil into contact. Sure, you get a stress, but it's on the ship with the best dial in the game to shed stress.

I realize Arvel is supposed to fly into things and not the other way around, but I find myself staring at the Rebel Aces preview article and wishing he could equip Enhanced Scopes.

I find that ion cannons work pretty well with arvel against higher pilot skill ships - make them fly into you and you lose no action ;)

I've used torps on Y-Wings more than X-Wings... but still rarely.

They certainly have uses in scenarios though, so just because something might not be currently strong in competitive play, it can still have uses for other formats.

I'm rather fond of ordinance, but they aren't really competitive. Torps are nice because they have the inbuilt focus, and they can be devastating against ties who aren't rolling good defense. Conc missiles are IMO the best out there because with a focus, they can change every side of the die to a hit. But Torps are decent with just a target lock - and only on occasion would you need a focus in addition to that.

Something i've been excited to try is Horton Salm + R2-D6 + 2 Torps + Deadeye, which allows him to focus, take whatever target he wants (or is at range 2 or 3) and then he can re-roll any of the blanks. I was able to use him once and he killed a Tie interceptor straight up, but then got decimated by 2 missiles and an HLC...but i was happy with him and i'll use him again

Something i've been excited to try is Horton Salm + R2-D6 + 2 Torps + Deadeye

I've been running that myself the past couple games, been very happy with it, although in the last game having Carnor Jax hanging around him all the time was really annoying.

I'm rather fond of ordinance, but they aren't really competitive. Torps are nice because they have the inbuilt focus, and they can be devastating against ties who aren't rolling good defense. Conc missiles are IMO the best out there because with a focus, they can change every side of the die to a hit. But Torps are decent with just a target lock - and only on occasion would you need a focus in addition to that.

Something i've been excited to try is Horton Salm + R2-D6 + 2 Torps + Deadeye, which allows him to focus, take whatever target he wants (or is at range 2 or 3) and then he can re-roll any of the blanks. I was able to use him once and he killed a Tie interceptor straight up, but then got decimated by 2 missiles and an HLC...but i was happy with him and i'll use him again

Salm should have an EPT in his upgrade bar but that is a whole 'nother discussion.

I see what everyone means, torps do look more attractive on y wings instead of x's especially in 100 pt standard. I've used torps on x wings heavily and have always liked having them. Look like I'm going to fit in a y or two in my next game. dutch looks promising.

Edited by oddeye

It seems 4 points for a weapon that can one shot a death star is pretty cheap. ;)

And maybe the introduction of a Super Star Destroyer will make Arvel Crynyd playable.

Don't go down the SD road. To the Dark Side, it leads...

I came up with a few options for my next game.. w/ torps of course! these are not for a tournament or anything, just fun casual play at the LGS.

100 pt classic trench run (stats: 10 attack [16 with torps] ; 26 hull / shields; PS 4's and 2's)

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red squadron / proton torp : 27pts

red squadron / proton torp : 27pts

gold squadron / R2 astro / proton torp : 23pts

gold squadron / R2 astro / proton torp : 23pts

- somewhat decent alpha strike with torps. I actually like to save mine though, people tend to burn through their ordinance to quickly.

100 pt classic trench run 2 (stats: 10 attack [13 with torps]; 26 hull / shields; PS 6's and 2's)

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Garven Dreis / R2 astro : 27pts

Dutch Vander / R2 astro : 24pts

Rookie Pilot / R2 astro / proton torp : 26pts

gold squadron / R2 astro / proton torp : 23pts

- garven and dutch hand out focus and target locks, rook and gold use torps when they have both a target and focus for best results.

99 pt mix (stats: 11 attack [15 with torps]; 29 hull / shields; PS 1's and 2's)

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Rookie Pilot : 21 pts

gold squadron / proton torp : 22 pts

gold squadron / proton torp : 22 pts

prototype pilot : 17pts

prototype pilot : 17pts

-notes: This is with all released content, the prototypes could be upgraded with chardaan refit once it comes out for 4 extra points to play with.

100 pt flechette X's (stats: 12 attack; 20 hull/shield; PS 4)

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Red squadron / flechette torp : 25pts

Red squadron / flechette torp : 25pts

Red squadron / flechette torp : 25pts

Red squadron / flechette torp : 25pts

- haven't tried the flechette torps out yet, definately could produce some stress for at least one good turn. Who knows? I'm also short one flechette torpedo as the transport only came with three.. hmmm.

Edited by oddeye

Warheads in general will get more use with the epic format I'm sure.

Warheads in general will get more use with the epic format I'm sure.

I actually said in one of my Epic matches that I wished I had brought an APT on my TIE/Bm since it's such an easy whale of a target to line up.