Plasma Torpedoes: An analysis.

By DraconPyrothayan, in X-Wing

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A 4-die attack at Range 2-3, with a situational, pure-damage upside. Rather reminiscent of Proton Torpedoes, Concussion Missiles, and Assault Missiles, which function similarly.

This one is the cheapest of the lot, so its got that in its favor.

Firstly, a quick survey of the number of ships with shields in the game, along with their native agility:

0 Shields : TIE Fighters, Interceptors, and Bombers.

3/3/2 respectively.

1 Shield : SCYKs, HWKs, Starvipers and Kihraxzs.

3/2/2 respectively.

2 Shields : A-Wings, X-Wings, Z-95s, TIE Advanced, Phantoms.

3/2/2/3/2* respectively.

3 Shields : E-Wings, Y-Wings, TIE Defenders.

3/1/3, respectively.

4 Shields : K-Wings, ORSs, TIE Punishers, Decimators, Firesprays, Aggressors.

1/1/1/0/2/3, respectively

5+ Shields : B-Wings, Named Falcons, YT-2400s, Shuttles, YV-666.

1/1/2/1/1, respectively.

I bring this chart up, as for the torpedo to deal extra damage, it needs there to be a surviving shield.

As the article states, this means that ships with high HP and low agility will suffer particularly from this missile.

However, it is not necessarily good at alpha-striking; once you're down to the enemy's Hull, your bonus damage is lost.

Still, for 3 points, it's probably worth running in that format.

Once upon a time, I did an analysis on the different Missiles and Torpedoes, for the Alpha-Strike format.
This is a new contender, not for its own damage, but because it can fit in a 5x Bomber fleet, and you can sacrifice one of them to promote its pilot to Captain Jonus.

The expected damage, in that scenario, is thus:

Jonus attacks first, dealing an expectation of 1.5 damage, unless the 2 remaining points were for a Squad Leader, leaving him at 1.

The Jonus Bonus is less than a full Target Lock, and is proving vexing to script at the moment.

First Scimitar attacks, 4 dice with 2 re-rolls, and possibly a Focus Token from SL, and possibly removing a spare shield, should the defender have any remaining. Full TL is expected to be 3 each, and TL + Focus would be 3.75.

2nd-4th Scimitars attack, 4 dice with 2 re-rolls. Full TL is expected to be 3 each.

However, the end result? Slightly less than 13 damage from the ordnance.

Highest possible single-target option for a Range 3 Alpha, at the moment.

Doesn't hold a candle to the Cluster Missiles paired with Jonus or Accuracy Correctors, or for a Prototype Procket x5 fleet, but also doesn't need to wait that long to go off.

Also, it's unique, in that if you split your fire, rather than concentrate it, you actually get more damage. That's worth investigating.

... This actually kind of looks terrible as a anti-fat fix: It has to actually land a hit, and it spends the TL to fire. You MUST have a F for this, as is with all of the other ordnance, which means it won't be good on PTL-less low PS ships.

Otherwise, only the Decimator really is scared of the 2hits normalized from naked 4 dice. Fat Han has evade and c3po, IGs have green dice or Sensor.

And heck, THEY ALL HAVE BOOST OR BARREL ROLL AND BETTER PS THAN ALL OF YOU

Unfortunately, it seems like a piece of ordnance that works better on the higher PS pilots in your squad.

The best targets appear to be B-Wings, Lambdas, Hounds Tooth, both YTs. The wording would have been MUCH more useful had it stripped the shield PRIOR to dealing damage, so as to maximize it's ability and facilitate more crits. But, it is cheaper, at least.

I think this is a reasonably hard counter to Chewie crew, yes?

NO

The best targets appear to be B-Wings, Lambdas, Hounds Tooth, both YTs. The wording would have been MUCH more useful had it stripped the shield PRIOR to dealing damage, so as to maximize it's ability and facilitate more crits. But, it is cheaper, at least.

Well, part of the reason I threw out the table of shield distribution: The higher a ship's agility, the more likely you are to get the shield off via your torpedo ability.

This is more like what the proton torpedo *should* have been.

... This actually kind of looks terrible as a anti-fat fix: It has to actually land a hit, and it spends the TL to fire.

Because it isn't a fix? Look, it is another tool against the high HP ships. I think people have to high expectations. Fully prepared for the tears when the TIE upgrade is revealed.

And I disagree with the NEED for a focus. For the ships that this is best against, 4 Atk can be a respectable gamble if needed.

Really they're made to hunt 666's and B-wings. Maybe a falcon(rapid diminishing returns here). I can't imagine needing very many or using them with EM.

Edited by TasteTheRainbow

If it was two points and didn't require a TL it would be so-so. The message here is when the universe ends there will only be Fat Falcons.

I did the math for jonus 2 rerolls with no focus:

expected hits: 2.8125

sanity check:

with 4 dice, there's 5 outcomes. 0/1/2/3/4 hits.

0 hits : reroll two so expected is 0 + 1 @ .0625 chance

1 hit : 1 + 1 @ .25

2 hits : 2 + 1 @ .375

3 hits : 3 + .5 @ .25 (only rerolling 1)

4 hits : 4 + 0 @ .0625

multiplied out and summed is 2.8125

FIX TORPEDOES PLEASE.

They really do need a "Fix".

Torpedoes suck that's a fact.

Seems like a weapon you take one or two of in your squad as a sort of insurance. For 3 points (or 4 if you take Munitions Failsafe) you have the expectation of stripping an extra shield from a fat turret above and beyond actual damage scored with your dice. And since Shield Upgrade is worth 4 points to your enemy, it's an even value with the benefit of a near-guarantee.

It'll be solid in the hands of high-PS X-Wings like Wedge, and maybe Corran. Lower PS bombers may be able to work through Squad Leader. I can't envision going heavy with them, though.

The use of target lock to use the torpedoes takes the value down to a dismal area.

Need the TL to modify the dice or they suck period.

They should see a little use against fat turrets and B-wings but Im still meh on most torpedo/missiles

What about if you have a squad of Jonus, Two Plasma Torpedo Scimitars and Two Cluster Missile Scimitars? Plasma first then Cluster.

It's a nice new munition that even one can help the right ship.

FIX TORPEDOES PLEASE.

They really do need a "Fix".

Torpedoes suck that's a fact.

Munitions in general do, outside of specific builds (Like the Bandits+Cracken squad that took 2nd in the recent Regionals). The exceptions tend to be Flechette Torpedos, Proton Rockets, Ion Pulse Missiles.

Notice that of these weapons, two keep their attack token to modify the attack when firing, and the other one doesn't need to hit at all.

Simply put: I'm quietly hoping this wave of munitions is intended to help get the bomb carriers back in the game - prior to a FAQ-style fix where they change Attack(Target Lock) and Attack(Focus) headers to automatically include modification by the token they require.

So Attack(Focus) gives you a focused attack (spending the token or otherwise), Attack(Target Lock) means the dice are getting rerolled, and Homing Missiles... well, they get a rerolled shot without losing the lock to start with. Handy for letting you follow up with another attack next round. ;)

Buffs Blaster Turrets in the new era of Twin Laser Turrets, too.

Yeah it's a real shame that it melts the shield after its regular damage has been dealt rather than before where it would be much better (relatively).

I thought that FFG had learnt that munitions that require you to spend your lock to fire them (rather than just having one aka homing missiles) just don’t cut it, this would have to cost 2 or less to justify thinking about running it, I fear this will just be another wasted opportunity to have some competitive single use ordnance next to the infrequently used Proton Rockets. I imagine this will go into my box of “unused missiles and torpedoes” along with my considerable stack of proton torpedoes and pretty much all other single use munitions.

Fingers crossed that the Advanced Homing Missiles are actually competitively viable.

All torpedoes to date require the spending of the Target Lock; it's practically a defining feature in itself.

Presumably you might as well stay consistent, so that way any FAQ-style fix or x1-level balance patch can apply evenly to the lot of 'em. Were it not for the unmodified dice involved, most of the torpedoes would be pretty good, after all.

I fear this will just be another wasted opportunity to have some competitive single use ordnance next to the infrequently used Proton Rockets. I imagine this will go into my box of “unused missiles and torpedoes” along with my considerable stack of proton torpedoes and pretty much all other single use munitions

Assuming that there isn't a general fix for all ordnance in the works. At this point ordnance has to pretty much be at the top of the list of things to fix in the game (since there isn't very much left). If they do have some sort of fix planned, then other ordnance that comes out in the interim would have to conform to the underpowered paradigm so as to not be overpowered once it is all fixed.

Pure speculation, but it makes sense.

this would have to cost 2 or less to justify thinking about running it

No way in hell would this torp be balanced at two points. We're talking about a weapon that has the real potential of doing 5 damage against the most meta ships in the game right now. Outside phantoms at range one and opportunist/expose there isn't any other attack in the game that can hope of doing that much, even conditionally. This weapon is going to murder the Outrider. It's going to murder b-wings. It's going to put the hurt on the Falcon even with 3P0 and title, and makes a decent opening against Decimators too.

Sure, it doesn't auto fix your modification problems. That really isn't a problem in the first place in my view, it's not like the game doesn't have half a dozen ways of getting extra modifiers on your ships.

Edited by DarkArk

Not having rerolls kills this for the most part. Apart from Jonus, there are only a few places where it might work ok. Miranda with a bonus dice and focus (5 dice means a blank doesn't hurt too much, though at the point a concussion at 4 points might be better, or better homing for 5), Redline who keeps the TL, Horton, Mando Merc with Predator, K4, Slave I, Black Sun Ace with Predator, Glitterstim at 31 points, Guri with Predator seasoned to taste, plus The Emperor for the Imps as well I guess.

In a way these torps actually need 3 "actions" to work efficiently. Actions here represents source of rerolls, TL and focus. That means for a lot of ships, PtL plus a source of rerolls. Horton, Redline and Miranda can't actually take PtL natively so have to rely on synergy from their squad. It almost seems like the Mando is the best option, but he is 44 points.

But then again there are only 2 blanks on a dice, so chuck em and hope. If you can live with shooting some blanks Plasma Torp plus Glitterstim on Scum ships is reasonable, e.g. 25 pts for a PS2 Khiraxz.

But then again there are only 2 blanks on a dice, so chuck em and hope. If you can live with shooting some blanks Plasma Torp plus Glitterstim on Scum ships is reasonable, e.g. 25 pts for a PS2 Khiraxz.

The Special K is fitted with a Missile/Rocket slot, not a Proton slot.