What's the best delivery method for Advanced Proton Torps?

By Rogue Dakotan, in X-Wing

I really want to give someone a facefull of APT.

What's the best way to get these things to land while still staying somewhat cost effective?

Which ships?

Which accompanying upgrades?

Have you ever had any success with these monsters?

Nera

FCS

Deadeye

APT

Extra Munitions

E2/Recon Spec if you're feeling especially crazy

Edited by mightyspacepope

Keyan Farlander. I use Stay on target with advanced sensors. Target lock with the advanced sensors, and I always set my dial to a 2k so I can switch it to whatever and stress Keyan out. Fire the torpedoes and use his ability.

I almost always score full hits with them as long as you can use a focus, or your stress with Keyan.

Edited by TheDancinHobo

Guri is also good with them.

However, APTs simply aren't good.

They're overcosted, and very difficult to fire.

Contrast to Proton Rockets, which have the same maximum number of dice, but are HALF the cost, and don't require 2 actions to use effectively..

I would try Guri with title, Deadeye, APT, Glitterstim and (optionally) FCS.

Major Rhymer once LRS hits. He can get the TL out of the way early and all he needs is to grab the focus to fire. He more than doubles the effective area you can launch them. He'll be a decent ace hunter.

Major Rhymer (26)
Veteran Instincts (1)
Extra Munitions (2)
Advanced Proton Torpedoes (6)
Long-Range Scanners (0)

Total: 35

View in Yet Another Squad Builder

Not sure if its a good way to spend 35 points though. There are a lot of options for Imperials at that price range.

Pretty upset that Imperial Vets didn't fix Rhymer and print him at 23 or 24 point cost.

Edited by Jo Jo

I'd second that Rhymer is probably your best option if you REALLY want to use APT as he doubles your range options. Push the Limit on him can work, but VI is likely a better bet as then he can shoot before he gets shot dead. Possibly enable him with Colonel Jendon or some other action-passer like Fleet Officer.

Crazy combo, but not competitive is youngster with squad leader, epsilon ace, Rhymer with APT and decoy. Gets the focus for his action. Epsilon ace gives him the target lock, then decoy makes him shoot at PS 12

Guri with Predator/Lone Wolf and FCS should be a decent at it: if she's in range 1 she gets a focus anyway, hopefully FCS has given her the target lock, if she also has Predator/Lone Wolf then a re-roll too. With the potential of not needing the action for a Target Lock or Focus she can either S-Loop or reposition to get the shot in.

Very expensive set up, though.

Edited by __underscore__

Crazy combo, but not competitive is youngster with squad leader, epsilon ace, Rhymer with APT and decoy. Gets the focus for his action. Epsilon ace gives him the target lock, then decoy makes him shoot at PS 12

Does Youngster work on FOs? My guess is no.

Wedge is pretty good. X wings. :)

Adv Guri

Batwedge

TANTIVE

Nera

FCS

Deadeye

APT

Extra Munitions

E2/Recon Spec if you're feeling especially crazy

With Esege Tuketu with RecSpec and TLT to make EXTRA DOUBLE DIPPIN' SURE.

UPS, FEDEX. Both deliver to stores good.

A Raider.

Guri is also good with them.

However, APTs simply aren't good.

They're overcosted, and very difficult to fire.

Contrast to Proton Rockets, which have the same maximum number of dice, but are HALF the cost, and don't require 2 actions to use effectively..

But Guri can boost, get the free focus and blast away! It's expensive at 6 points, but Guri is going to roll 5 or 6 hits and is able to move into position easier than other ships/pilots. 6 points is worth being able to 1 shot most of the ships in the game.

Crazy combo, but not competitive is youngster with squad leader, epsilon ace, Rhymer with APT and decoy. Gets the focus for his action. Epsilon ace gives him the target lock, then decoy makes him shoot at PS 12

Does Youngster work on FOs? My guess is no.

I thought that they ruled that he did? Did I dream that?

You need:

a) To be able to flip the focus results

b) Actually get into range 1


Probably the most reliable way to do that would be to use Nera. 360 shooting and Deadeye maximizes your range 1 Danger Zone. Recon Specialist gives you the extra focus to modify the attack. Advanced Sensors allows you to use your torpedoes even when doing red maneuvers or bumping.


Nera Dantels — B-Wing 26

Deadeye 1

Advanced Sensors 3

Extra Munitions 2

Advanced Proton Torpedoes 6

Recon Specialist 3

B-Wing/E2 1

Ship Total: 42


Farlander is another decent option. You lose 360 shooting, but you gain better positioning options, as well as the higher PS to take advantage of it. You can also fit Guidance Chips into this build, for an extra crit results


Keyan Farlander — B-Wing 29

Push the Limit 3

Advanced Sensors 3

Extra Munitions 2

Advanced Proton Torpedoes 6

Guidance Chips 0

Ship Total: 43


On the Imperial side, Rymer could work.


Major Rhymer — TIE Bomber 26

Push the Limit 3

Advanced Proton Torpedoes 6

Extra Munitions 2

Guidance Chips 0

Ship Total: 37


On the Scum side... weirdly, I think Dengar might be a decent choice. He has the Elite and Crew slots required to generate focus tokens, as well as PS9 and engine upgrade for getting into Range 1. Not entirely sure how to build him, but here's an idea:

Dengar — JumpMaster 5000 33

Deadeye 1

Extra Munitions 2

Advanced Proton Torpedoes 6

K4 Security Droid 3

R4 Agromech 2

Glitterstim 2

Stealth Device 3

Punishing One 12

Ship Total: 64



I don't think any other ships are decent for this. K-Wings and Y-Wings don't have Elite slots, and so have a hard time generating enough tokens to use them. They also don't have very much ability to re-position for the range 1 shot. The TIE Bombers (aside from Rhymer) have a similar issues. The Punisher has issues generating the right tokens (Redline might be able to pull it off). Most other torpedo carriers can't carry extra munitions (e.g., Guri), which is what you need for APT to be points efficient.

Crazy combo, but not competitive is youngster with squad leader, epsilon ace, Rhymer with APT and decoy. Gets the focus for his action. Epsilon ace gives him the target lock, then decoy makes him shoot at PS 12

Does Youngster work on FOs? My guess is no.

I thought that they ruled that he did? Did I dream that?

Yes, Youngster does work with FOs.

Nera won't live long enough to get into range one 42 points on a one agility fighter is begging to be taken out early and give the other guy a big points advantage.

PtL rhymer gets my vote. He's single handedly wrecked me a couple times. Made the mistake of getting too close and being able to get out of range and poof.

I've flown Keyan with Opportunist and Advanced Sensors, Blount with VI and Ion Pulse Missiles, and Wes Janson with R3A2.

1. Pick a target (even a large ship) and aim your whole squad at it.

2. Auto-Ion it with Blount, Auto-Stress it with Wes. Next turn you know exactly where it will be.

3. Advanced Sensors Kenyan's target lock, line up your range 1 shot, use opportunist and you have about a 99% chance of getting 6 hits.

This squad isn't designed to win games, it's designed to execute a single attack of six hits. It's fun when it works.

UPS, FEDEX. Both deliver to stores good.

Thank you. As I was reading through I was starting to get disappointed that I was the only one that had this thought.

UPS, FEDEX. Both deliver to stores good.

I sure as Hoth hope that UPS and FEDEX aren't delivering an APT to me! What if it went off!?

E-Wing: •Corran Horn (50)

Marksmanship (3)

Fire Control System (2)

Advanced Proton Torpedoes (6)

•R2-D2 (4)

You just have to be careful because he won't have any defense tokens to use that turn. But I can usually get three hits and two crits with it.

The only other way is Vader with squad leader and Rhymer with the torpedo. Vader will give either the target lock or focus and Rhymer will take the other action he needs.