Corran Horn w FCS can focus, then fire, and punch with APT in the endphase.
What's the best delivery method for Advanced Proton Torps?
Nera Dantels — B-Wing 26Deadeye 1Advanced Sensors 3Extra Munitions 2Advanced Proton Torpedoes 6Recon Specialist 3B-Wing/E2 1Ship Total: 42
Back him up with Jan Ors in the hawk with squad leader. And extra dice on the attack and another action to add a BR is the range is just out.
Add Biggs as a wingman to allow him to live long enough to get that shot off.
Hmmmmmm....
Major Rhymer (41) - TIE Bomber
Push The Limit (3), Adv. Homing Missiles (3), Extra Munitions (2), Advanced Proton Torpedoes (6), Twin Ion Engine Mk. II (1)
"Wampa" (14) - TIE Fighter
Black Squadron Pilot (15) - TIE Fighter
Crack Shot (1)
Black Squadron Pilot (15) - TIE Fighter
Crack Shot (1)
Black Squadron Pilot (15) - TIE Fighter
Crack Shot (1)
Yup, gonna try this out.
Whatever delivery method you choose, make sure it's not by boat.
Anything on the boat will take approximately infinite months to arrive.
Corran Horn w FCS can focus, then fire, and punch with APT in the endphase.
Yes but you can't spend the focus token or APT is worthless. If you are going to do that then marksmanship is the better option because you can turn one focus to a critical. And you can use it on both attacks.
Corran Horn w FCS can focus, then fire, and punch with APT in the endphase.
Yes but you can't spend the focus token or APT is worthless. If you are going to do that then marksmanship is the better option because you can turn one focus to a critical. And you can use it on both attacks.
So don't spend the Focus. A little bit of self control can save 3 points and open up other possibilities for EPTs (such as the ever-useful VI to help make sure you move last and thus get range 1 against more people).
Edited by DR4COCorran Horn w FCS can focus, then fire, and punch with APT in the endphase.
Yes but you can't spend the focus token or APT is worthless. If you are going to do that then marksmanship is the better option because you can turn one focus to a critical. And you can use it on both attacks.
So don't spend the Focus. A little bit of self control can save 3 points and open up other possibilities for EPTs (such as the ever-useful VI to help make sure you move last and thus get range 1 against more people).
I just prefer the offensive capability of marksmanship in this type of situation.
Guri is a good choice because of the range 1 autofocus so gaining a focus on the same turn you have a target lock is easy also it will be in the same range.
Farlander with the double torpedoes would be better but more expensive, also you have to trigger a stress effect so you can spend it like focus tokens. However just because you have the stress and the targetlock doesn't mean you have a shot.
Nera is a bit of an investment for only 2 attacks as a brawler. All these points make here an easy target and the new Boba Fet can make upgrades like recon specialist and dead eye gone.
Redline is a trap, You would be better off with Rhymer instead but that is not good enough.
Edited by MarinealverOnly tried it once, but it worked ok as a double-munitions lineup:
Esege Tuketu
Recon Specialist
[some torps and/or missiles]
Dutch Vander
R7-T1
Adv Proton Torps
[other torp slot]
I only have one copy of Extra Munitions, so I only had that on Tuke, otherwise I'd have it on both of them. I've been wanting to boost into range 1 and blast people with Dutch for a while now, but just recently got my E-wing. It was glorious.
As others have mentioned, I like Guri. The Starviper is a great ship even after spending the APTs and Guri really enables you to almost guarantee 5 hits.
Advanced Sensors to TL the target you plan on destroying; S-Loop to get into Range 1 and behind them, or whatever other maneuver you need. Acquire focus at the start of combat from Guri's ability, let loose with the Torpedoes and drink the enemy's tears from their imploded skulls.
I say Tomax Bren with Crackshot and Guidance Chips. Preferably with Jonus with Thread Tracers nearby to get the locks for him.
The best delivery system for APTs is the short school bus. It always dreamed of being an HLC but kept failing its retention scores.
Also, there's another APT combo....
Targeting astromech + cool hand. This will work on any swing with an ept.
I'd agree with Rhymer for simplicity; Push The Limit and you're good to go, plus range 2 makes them a lot easier to get shots with.
Nera Dantels is nice, but I'd rather take 'normal' torpedoes - I'd be to concerned about her going down with torpedoes unfired, and a 360' range 3 4-dice turret is too good to pass over.
Guri is good - if you've got 6 points spare in the list, she can take them in a normally empty slot, and with Fire Control and her ability, she can use them without needing an action - meaning she can use her boost/barrel roll/ridiculous dial to actually GET the shot.
Jumpmasters could work. One option (if you're prepared to use the points) is to take advanced torpedoes rather than extra munitions for a Jumpmaster torpedo boat. If someone's coming in to joust anyway.....
Theoretically, a Red Squadron Veteran with Cool Hand and a Targeting Astromech, but I'd rather use normal torps; pulling a Tallon Roll and getting a torpedo shot at a (probably also stressed) target is nice, but judging it to get a range 1 shot with a low pilot skill pilot seems a little too risky, especially since you have to declare cool hand and your target lock before higher PS pilots move, and the former is one-use.
Scum firesprays with k4 PTL\glitter\lucky green move engine in to range 1. I don't know why you would... Only that getting into R1 with a lock seems pretty likely. Bonus; you could bump on a 3 straight green lock and glitter stopping a shot back.
Red Squadron Veteran with Cool Hand, Targeting Astromech, Integrated Astromech and APTs. You use the T-roll to get into position, then activate the Astromech and Cool Hand. Probably too expensive for 35 points, but a nice combo.
It hasn't been found, really, and your best bet is to extend the threat range with Nera or Rhymer, but these still need extra action economy to make APTs work.
Otherwise, a reliable APT delivery system is a ship that moves at PS9+, has a torp slot and can perform a boost, focus and TL all in one turn. Which doesn't really exist. For three actions and high PS you really need to build some synergies into the list.
Let's play!
Squad leader Youngster
VI Howlrunner
APT Cutlass with extra munitions.
Leaving you with 35 points for Soontir or VI Vader.
Is it a good squad? Prolly not. Do you get insane epic rep for making it work? Yes! If you manage to get both prots off, you've probably won the game ![]()
Scum firesprays with k4 PTL\glitter\lucky green move engine in to range 1. I don't know why you would... Only that getting into R1 with a lock seems pretty likely. Bonus; you could bump on a 3 straight green lock and glitter stopping a shot back.
K4 Security Droid/Glitterstim is a nice idea - letting you trigger the torps purely out of 'free' stuff. Allowing you to use your boost to deal with the range issue.
Glitterstim is better than cool hand since by the time you chose to trigger it you know you have a shot, plus (as noted) gives you a defensive boost too. Plus, bonus points - you have a high PS pilot who really, really wants to be in range 1 of an enemy, so if you somehow manage to roll 4 blanks on 5 dice, you still stand a decent chance of getting straight hits.
Prockets on Engine Upgrade VI Vader are the best way to deliver Advanced Proton Torpedoes.
I've flown Nera with Deadeye, E2, Rec Spec, Extra Munitions, APT before. What happens is that even if your opponent is stupid enough to intentionally fly Soontir into range one of her, Soontir will still only take 1 damage from it. So you end up spending like 40 points on something that doesn't even counter the thing you're trying to counter that well, and you're paying more points for it. That's because Soontir is ******* busted.
The best delivery is by Gozanti of course!
---------------
1x Gozanti-class Cruiser (40)
- Requiem (4)
- Fleet Officer (3)
- Duel Laser Turret (5)
- Docking Clamps (0)
2x Scimitar Squadron Pilots (16 each)
- Extra Munitions (2)
- Advanced Proton Torpedoes (6)
- Guidance Chips (0)
100 points total.
--------------------
Sadly Epic only, but it it has everything needed to make the APTs work. The bombers launch after everything else has moved and grab their target locks with their action. The Gozanti then gives them the needed focus token via the Fleet Officer and provides a boost to ps 8 for the turn (Requiem title).
For regular play, I think TIE bombers will probably become viable carriers once Imperial Vets is out. Lots of tools in there that will help overcome the more fiddly elements of the munition.
The best delivery is by Gozanti of course!
---------------
1x Gozanti-class Cruiser (40)
- Requiem (4)
- Fleet Officer (3)
- Duel Laser Turret (5)
- Docking Clamps (0)
2x Scimitar Squadron Pilots (16 each)
- Extra Munitions (2)
- Advanced Proton Torpedoes (6)
- Guidance Chips (0)
100 points total.
--------------------
Sadly Epic only, but it it has everything needed to make the APTs work. The bombers launch after everything else has moved and grab their target locks with their action. The Gozanti then gives them the needed focus token via the Fleet Officer and provides a boost to ps 8 for the turn (Requiem title).
For regular play, I think TIE bombers will probably become viable carriers once Imperial Vets is out. Lots of tools in there that will help overcome the more fiddly elements of the munition.
That's a nasty piece of work, I love it! ![]()
I've been messing with a list using Tel Tevura and Dengar. Both had k4 droids and Unhinged astromech as well as APT and Glitterstims. Tel had VI and Dengar had PTL I believe.
2 PS9 barrel-rolling Jumpmasters that can TL and focus in one turn. Haven't played it yet, but it looks fun!
Prockets on Engine Upgrade VI Vader are the best way to deliver Advanced Proton Torpedoes.
I've flown Nera with Deadeye, E2, Rec Spec, Extra Munitions, APT before. What happens is that even if your opponent is stupid enough to intentionally fly Soontir into range one of her, Soontir will still only take 1 damage from it. So you end up spending like 40 points on something that doesn't even counter the thing you're trying to counter that well, and you're paying more points for it. That's because Soontir is ******* busted.
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Your opponent would need a perfect defense roll to only take 1 damage from an APT shot that had a focus to modify it.
Prockets on Engine Upgrade VI Vader are the best way to deliver Advanced Proton Torpedoes.
I've flown Nera with Deadeye, E2, Rec Spec, Extra Munitions, APT before. What happens is that even if your opponent is stupid enough to intentionally fly Soontir into range one of her, Soontir will still only take 1 damage from it. So you end up spending like 40 points on something that doesn't even counter the thing you're trying to counter that well, and you're paying more points for it. That's because Soontir is ******* busted.
Your opponent would need a perfect defense roll to only take 1 damage from an APT shot that had a focus to modify it.
You'd be surprised by how often these seems to happen...
"Hah, Soontir Fel needs a PERFECT ROLL here!" And then he just straight throws five evade dice...