What follows is a Damage to Cost ratio of Missiles and Torpedoes, including description of incomparable effects.
As Missiles and Torpedoes contrast directly to primary attacks, I will be measuring them against a theoretical Bomber's primary attack with the same action-modifiers, as Ordnance is most commonly carried by 2-attack ships.
- The first column assigns the name. Any ordnance whose range is not 2-3 is marked with an *
- The second column assigns the cost
- The third column assigns the expected damage of the ordnance subtracting the expected damage of a Primary Attack of a TIE Bomber with the required action.
- The fourth column assigns any incomparable data. Any ordnance that does not spend its required action token is marked with an *. The damage addition from that action is factored into column 3.
Flechette Torpedo : 2 | 0.0 | If defender has < 4 hull value, assign Stress on attack.
Proton Torpedo : 4 | 1.5 | Draws spare damage from a single Rolled Eye
Ion Torpedo : 5 | 0.5 | If Hits, assign Defender + all at R1 one Ion Token.
*Advanced Proton Torpedo : 6 | 1.0 | If ability to change Rolled Eyes to Hits, bonus damage becomes 3.125 when rolling fewer than 4 blanks.
Ion Pulse Missiles : 3 | -.- | *If Hits, Defender receives 2 Ion tokens and 1 damage.
*Proton Rockets : 3 | 1.5 | *Less effective if carrier has <3 agility
*Cluster Missiles : 4 | 1.5 | Performs as 2 attacks
Concussion Missiles : 4 | 1.5 | Draws spare damage from a single Rolled Blank
Assault Missiles : 5 | X.5 | If Hits, deal one damage to all at R1
Homing Missiles : 5 | 1.5 | *Defender cannot use Evade Tokens against this attack.
When dealing with the ones that are Pure Damage, sorted by the highest damage-cost ratio to the lowest, we have:
Proton Rocket with 3 agility, [ Cluster Missile, Concussion Missile , Proton Torpedo are Tied], Homing Missile, Proton Rocket with 2 Agility, A dvanced Proton Torpedo
The Assault Missiles tie the Homing Missile with just 1 target Splashed, and rises to second-most effective if it splashes damage onto just two ships. To surpass a fully realized Procket, it needs to splash damage onto 4 ships.
Flechette Torpedo, Ion Torpedo, and Ion Pulse Missile gain bonus effectiveness when you factor in their control aspects.
Flechettes
deal the same expected damage as a 2 attack ship with a Target Lock. However, you don't need to hit the opponent to give them a free stress.
Ion Torpedo
can Ionize an entire fleet, and have 2 expected damage vs the defender (vs the 1.5 of a Target Locked 2 attack ship)
Ion Pulse Missiles can Ionize a large ship in a single attack, but have their damage capped at 1 if it hits.
TL:DR
If you're equipping Torpedoes/Missiles for added damage, first consider whether
Assault Missiles
will be useful in your expected match.
Then, if your ordnance carrier has 3 agility,
Proton Rockets
are
the
best damage boost available for the points. If you have only 2 agility, they actually fall between Homing Missiles and Adv. PT.
Following that,
Concussion Missiles
,
Cluster Missiles
, and
Proton Torpedoes
are equally valid, with pros and cons in different match-ups and different fleet-builds.
Homing Missiles
are the least effective Missile, with damage on-par with Concussions for a higher price, unless your opponent is sitting on an Evade Token that will fizzle due to you having no more attacks.
Advanced Proton Torpedoes
are the least effective Torpedo by a long-shot, unless you have the ability to get double-action economy for your shot.
For the Control Ordnance, things get a little froggier. Ion Pulse Missiles are the least effective, but Flechette Torpedoes and Ion Torpedoes are too different from each other to directly contrast. Without help, all deal worse damage/cost than the AdvPT.
I may be willing later to re-evaluate with Push the Limit and/or the Jonus Bonus.
Edited by DraconPyrothayan