Going all in on Ordnance

By Biophysical, in X-Wing

Just for fun, I've been thinking about torpedoes recently, and how I might design a list to make the most of them. I've got part of a list, but I figured I'd seek some community advice for the rest, because I don't really know. Proton torpedoes are interesting to me, because they have sort of a mini-focus, so getting a double action doesn't help them that much (unlike Concussion Missiles). Re-rolls, however, are pretty helpful, and not too hard to come by.

What I've got so far:

Wedge Antilles, Proton Torpedoes, Predator = 36

Horton Salm, Proton Torpedoes, Proton Torpedoes, R2-D6, Deadeye = 35

I like both of these guys, because they'll do some pretty decent damage even without their payload. They both are putting out really nasty first round hits, too. Wedge is getting a 4 dice attack with mini-TL and mini-Focus, and he really neuters the enemy defense dice. Against AGI 3 stuff, he's throwing 4 boosted red dice vs. 2 Green dice for that torp salvo. Horton's attacks are pretty close, with an extra re-roll, but no AGI reduction on the target. The range 3 swing between Torps and primaries is pretty huge, and I think that's where you've got to use them to make them earn their pay. Both of these guys have pretty legitimate primary attacks once their secondaries are depleted anyway.

So with the remaining 29 points, I'm not quite sure what to do. I don't think additional ordnance is necessary, and I don't think there's anyone else who uses it quite as well as those two guys. I'm right now looking at Luke with VI. That would allow him to use his primaries to try and strip tokens or shields off of the first target. Then Wedge would follow up with a torp shot. Horton with Deadeye would be flexible in where he spent his torps, depending on if the primary was successfully blasted by Luke and Wedge. I don't know, though. Maybe a pair of Z-95s would be better, leaving some points to get other upgrades.

If you want a kinda for fun lust, try Wes in there and shave a point for vi. So he can fire before wedge and strip a token, or Dutch to set up a target lock.

If you really want to strip tokens and shields, why not take Wes Janson, since his ability triggers regardless of the attack's success, and he's 29 points at PS8. Then if you drop one of the Protons on Horton to a Flechette you could squeeze VI on Wes to bump him to 10 and drop a Munitions Failsafe on Horton to make sure the Ordnance goes off.

Edited by failedparachute

Horton with Blaster turret, R7-T1 and 2 Proton Torpedoes

Wedge with EU, wingman, and Proton Torps

Airen Cracken VI

This build has high damage potential from the protons but still has staying power from the mobility of EU and R7-T1 in a long fight. Cracken is mostly there to load up actions for your first torpedo salvo. If they ignore him he is a pain all game with those free actions.

There's no Wes because of points. I like the idea of freeing up points for a Flechette, but then Salm goes from two awesome attacks to one awesome attack and one utility attack. At that point I feel bad about putting all those points on him to support Ordnance. Maybe it's the right move, though. He gets his alpha strike with Wedge, then switches over to focused/re-rolled primaries to do damage, but gets to take flechette snap-shots.

The Cracken option is interesting, but I'm a little nervous about running a list with only two full-grown fighters. Maybe, like these other ideas, I just need to do it and see how it goes.

I've used these guys alongside Jan Ors, to boost those Torpedo attacks. As it stands, though, she won't have enough for a turret. Biggs will keep them safe, so that's another option. I used to run these guys with Biggs, but it wasn't very fun. I don't particularly like Biggs, unless you fly him creatively.

You could add a couple Zs with some ordinance to that list as well. A couple Assault missiles or Cluster Missles would be deadly.

Jacob

Just for fun, I've been thinking about torpedoes recently, and how I might design a list to make the most of them. I've got part of a list, but I figured I'd seek some community advice for the rest...

I'm off to lunch at a dead run, but I'll say this: I think you're doing this in the wrong faction.

What the pointy stick said.

You can fit Jonus plus 3 TIE Bombers and plenty of ammo in a 100 point list.

Just for fun, I've been thinking about torpedoes recently, and how I might design a list to make the most of them. I've got part of a list, but I figured I'd seek some community advice for the rest...

I'm off to lunch at a dead run, but I'll say this: I think you're doing this in the wrong faction.

I can be convinced, but I'm not seeing it now. Every Imperial ship can take a Torp/Missile isn't priced competitively or looses out on non-ordnance attacks. Non-named bombers of any stripe can't reliably get long-range target locks because their PS is so low. Advanceds are in the same boat. Defenders are great, but not for missiles. What am I missing?

Yep, the only reliable way to get a bunch of TLs for the Empire now is Jonus, Wpn Eng, and St-321, but that gets pricey. Gammas at PS 4 can usually get TLs more reliably, but you'll lose a torp or missile taking them over Scimitars.

A simple list I have been meaning to try out against “Fat Han” lists, in theory it works but in practice I'm sure someone already tried and failed but it's packed to the gills with ordinance:

Captain Jonus + Determination + Homing Missiles 28

Scimitar Squadron Pilot + Cluster Missiles + Cluster Missiles 24

Scimitar Squadron Pilot + Cluster Missiles + Cluster Missiles 24

Scimitar Squadron Pilot + Cluster Missiles + Cluster Missiles 24

Homing missiles could be 5 points of anything you want really but homing missiles seems the right fit