Proton Torpedoes on T-70

By Jiron, in X-Wing

Hi everyone,

I am really new to X-Wing. I am consuming everything about X-wing, be it written or filmed on the internet. Read all discussions here. So I know pretty well that Proton Torpedoes are really not worth the points. However, I still tend to put them in my list (it's the weapon which destroyed the Death Star, so it must work).

My reasoning is based on it's range. I put it in my list of three T-70s. The idea is, that I concentrate the fire of proton torpedoes to a single target and hopefully destroy it before it comes to some hard dogfighting, to have an advantage, and maybe to intimidate the opponent a little bit.

Please kindly destroy this reasoning! Thank you.

Problem is that your primary weapon is going to do the job better. 3 dice with a modification are better than 4 dice with a very minor one. Proton Torpedoes aren't worth it because they require you to spend the TL.

Best way to destroy the reasoning is that pro torps don't actually do much damage on their own

Since you have to spend the lock before you roll dice, you may well end with with 4 points of equal or less damage than a normal 3 dice attack

Ordnance may become worth it when modified (see redline or the jump master's deadeye + r4 + guidence chips combo) but the xwing can't really do that either. Its mod slot is taken by integrated (or thrusters) and it doesn't even have room for extra munitions

Edited by ficklegreendice

It's four dice but because you can't modify the dice that's probably going to result in 2 hits, you get the same from your primary with a focus.

So your spending points for nothing.

Now of course you may get lucky but as a rule no not a good way to spend points.

Ordnance's initial design was much weaker than intended. There have since been cards released to power it up, such as Wave 8's Guidance Chips (converts a die to a hit for 2 dice ships and to a crit for three dice ships) and Wave 7's Extra Munitions (two point torpedo upgrade that doubles the ammunition of all your other weapons) but neither suit the X-wing.

Thank you. This is very helpful! Now I almost understand the folly of my ways :-)

I'd just go with Flechettes and spam a bunch of stress on something regardless of whether or not you hit.

I like proton torpedos. People underestimate them.

Pros: range 2-3, 4 dice, built in mini focus (turns into a crit) no bonus agility die. Works really well with push the limits.

Cons: 4 points, one shot, can't use at range one (primary is better at this point).

I tend to use them in my luke, biggs, wedge list. I have extra points so why not.

I like proton torpedos. People underestimate them.

Pros: range 2-3, 4 dice, built in mini focus (turns into a crit) no bonus agility die. Works really well with push the limits.

Cons: 4 points, one shot, can't use at range one (primary is better at this point).

I tend to use them in my luke, biggs, wedge list. I have extra points so why not.

I'd say proton torpedoes are the 2nd best torpedo weapon falling under only flechette torpedoes. However that is like saying it is 2nd place on the losers bracket.

I tried running a list with 4 Proton torpedoes and a blaster turret using Jan Ors, Horton and Nera. Jan boosting those attacks to 5 dice is amazing if Horton can decide not to role 5 eyeballs for some reason. Thing is with TLTs now it is a good replacement for blaster turret but also replaces Horton's torpedoes even with the 2 point EM discount.

Edited by Marinealver

Yeah, I can never seem to justify the point cost of PTs. Especially since you have to spend that TL. I'd rather spend the TL on a reroll.

I'd say that the only time they're handy is if you keep getting stuck at range three.

I dunno fella's. The amount of times I've picked up that extra R3 green dice and then been denied it by some pesky secondary? I'd say Proton Torpedoes can have a justifiable place in a list, but you gotta plan around them. Monkies, I hear, will helps you.

I like Ion Torpedoes. It's the only Ion weapon that can do 4 full damage and can Ion EVERY ship at Range 1. On a Y-wing or B-Wing with Extra Munitions they are even better.

I faced nera with chimps and Jan ors boosting the attack it wasn't even a little scary the only reason it did three damage was she shot at a decimator.

You need a way to modify those dice.

If they want to fix ordnance, just let everyone shoot it and their primary weapons in the same turn.

As for the T70, they have a tech slot which granted is more points, but you can take the tech upgrade Weapons Guidance: spend a focus (The key is you have to spend a focus) to make 1 your blanks a hit, that helps alot with Ordnance, but it's only good on POE who really wants to use his EPT for other things

The new Modification Guidance Chips will help ordnance, but you have to wait

Edited by eagletsi111

That isn't a fix to ordinance, it would turn ordinance into a must run option.