Advanced Proton Torpedoes Rerelease

By Firespray-32, in X-Wing

I'm fairly sure most of us will agree that Advanced Proton Torpedoes isn't exactly the best upgrade in the game. It's been called a noob trap for its prohibitively high cost and combination of both severe range limitation and prohibitive firing cost: it demands both a focus and a target lock the turn you reach Range 1.

Advanced Proton Torpedoes was released in two packs in Wave 3, the TIE bomber and the B-wing. Neither ship made particularly good use of it. It didn't take long to establish itself as something of a dud upgrade the power of which had been massively overestimated by its designers. It's telling how powerful it was thought to be by how much Rhymer's ability costs: I can think of few other reasons why his ability costs 4 points apart from to "balance" APT.

In Wave 3 they didn't know Advanced Proton Torpedoes were going to be a dud. What I'm confused about is why Wave 8 features them again in two seperate packs: the T-70 and the Ghost. Neither ship makes good use of them and there's a wealth of far superior Torpedo upgrades that could have been packaged in these ships (Plasma Torpedoes springs to mind) and the Torpedo slot is somewhat sparse in choice compared to Missile so this was also a double opportunity to design a new one.

Anyone have any idea why APT is back with a double rerelease?

I love the APT. I rarely fly Corran or Rhymer without it. I don't think its a dud, you just have to know how mitigate the risks in using it.

It's especially strange in the Ghost, because it's got 5 dice at close range anyway.

Because of L-RS coming.

It's especially strange in the Ghost, because it's got 5 dice at close range anyway.

Because it can fire torpedoes out the special arc:

I believe he's getting at if the Ghost has the Phantom on board then it already has a 5 die Range 1 attack out the back.

And if it doesn't have the Phantom on board, lining up that rear APT shot is going to be really, really hard to do.

Because of L-RS coming.

Neither ship can equip Long Range Scanners and APT's probably the least useful torpedo with it.

Edited by Blue Five

Bombers. FFG has a plan. Companies do. Most people are going to get all the ships. FFG is getting us ready for the veterans expansion.

It will be "Fixed" when they reduce torpedo cost by 1 across the board.... :P

It goes really well on Guri with the Title. You target lock in an earlier round, then get to Range 1, take a focus, and get another focus for being at range 1.

So you have one for the APT's and one for your defense :)

It goes really well on Guri with the Title. You target lock in an earlier round, then get to Range 1, take a focus, and get another focus for being at range 1.

So you have one for the APT's and one for your defense :)

It still runs into that problem that that 6pts could be better used elsewhere.

They already rereleased pretty much the same concept (a one-use secondary weapon that delivers a bunch of damage but only at range 1). They called it "Proton Rockets".

I'm fairly sure most of us will agree that Advanced Proton Torpedoes isn't exactly the best upgrade in the game. It's been called a noob trap for its prohibitively high cost and combination of both severe range limitation and prohibitive firing cost: it demands both a focus and a target lock the turn you reach Range 1.

Advanced Proton Torpedoes was released in two packs in Wave 3, the TIE bomber and the B-wing. Neither ship made particularly good use of it. It didn't take long to establish itself as something of a dud upgrade the power of which had been massively overestimated by its designers. It's telling how powerful it was thought to be by how much Rhymer's ability costs: I can think of few other reasons why his ability costs 4 points apart from to "balance" APT.

In Wave 3 they didn't know Advanced Proton Torpedoes were going to be a dud. What I'm confused about is why Wave 8 features them again in two seperate packs: the T-70 and the Ghost. Neither ship makes good use of them and there's a wealth of far superior Torpedo upgrades that could have been packaged in these ships (Plasma Torpedoes springs to mind) and the Torpedo slot is somewhat sparse in choice compared to Missile so this was also a double opportunity to design a new one.

Anyone have any idea why APT is back with a double rerelease?

It's not a bad card, just an extremely niche one. PtL FCS Corran can pull them off, as can PtL Poe, but to a lesser extent. I imagine FCS Guri would do well with them also. Long Range Scanners will go a long way to help make them easy to use, as once you get your automatic cross map TL you only have to worry about focusing.

The special 3 blanks to focus modifier they have basically guarantees you 5 hits everytime.

If I wasn't running the Extra Munitions on my 58/59 point Imperial Boba because having 2 PS 10 Proton Bombs is hilarious, I'd consider APT's. I have the points to blow. And that's the thing, APT's are a luxury upgrade. Running Corran and Poe at 87 points? Why not two APT's?

I'm surprised no one has mentioned the use Farlander can get out of them. Advanced Sensors to TL and then just move forward at your opponent.

Edited by That One Guy

I like using Rhymer because you can use it at range 1 or 2. I'll usually fly him with Vader with Squad Leader so he could give his second action to Rhymer to give him what he needs.

TIE Advanced: •Darth Vader (31)

•Squad Leader (2)

TIE Bomber: •Major Rhymer (37)

Munitions Failsafe (1)

Determination (1)

Advanced Proton Torpedoes (6)

Ion Pulse Missiles (3)

TIE/FO Fighter: Zeta Squadron Pilot (16)

TIE/FO Fighter: Zeta Squadron Pilot (16)

Total: 100/100

Anybody try them on Guri?

if your at R1 with Guri your getting 4 dice anyway, so why bother

if your at R1 with Guri your getting 4 dice anyway, so why bother

4 dice is 3 hits (on average), not 5 gurenteed hits.

if your at R1 with Guri your getting 4 dice anyway, so why bother

Because 5 dice with focus and the ability to turn three blanks to a focus is superior!

Random thought... I wantto try Advanced Protons with Wired and Chips.

Why the Ghost and T70? Because everyone is pretty full up of Bombers and B-Wings and they have tens of thousands of these cards left.

if your at R1 with Guri your getting 4 dice anyway, so why bother

Because **** Soontir, that's why.

Anything short of a guaranteed 5/5 hit attack will be evaded by Soontir. Nuke it from orbit, it's the only way to be sure.

Well APT is difficult to set up. You have to have a target lock and be at range 1. Sure you don't need the focus token but you would be a fool to fire one without as the dice modification makes up for the spent target lock. I'm sure that 5 unmodified red dice is not a good trade for 4 red dice with target lock re-rolls. I don't know about 3 with TL vs 5 w/o.

So the question has it been good. Sorry but no it hasn't. Sure the attacks are devastating but you get beat up more setting up the attack then you would at making the attack. So what about the fixes, well Extra Munitions only makes the double set up not cost as much as a TIE Fighter/Z-95 Headhunter. The LRS does not work that well since it is range 1 only so being at range 2 or 3 is far enough to prepare the TL. You can TL at range 3 then they cant close in on range 1 to avoid the torpedo hit. The Guidance chip changes a blank to a hit/crit but since 3 blanks get changed to focus (and you are going to have a focus token) it is sort of redundant.

With The LRS you can get the lock first and not have to worry about bridging the gap from R4 and beyond to R1.

Nuke it from orbit, it's the only way to be sure.

I just want to point out that in both the first and second movies, they DID nuke the site and on both occasions an alien survived.

With The LRS you can get the lock first and not have to worry about bridging the gap from R4 and beyond to R1.

The big problem with LRS is you telegraph your intentions on which ship you want to attack. Oh this ship has a target lock? fine fly that ship out of formation to the other side of the board and out of arc and rush the rest of the ships into range 1-2.

Edited by Marinealver