We Need A Price Check On: Torpedoes

By DagobahDave, in X-Wing

Continuing our series of threads where I'd like us to re-evaluate the points costs of cards, one category at a time. Just copy the list and insert your own point values. Let's get to it.

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TORPEDOES

Advanced Proton Torpedoes (6)

Bomb Loadout (0)

Extra Munitions (2)

Flechette Torpedoes (2)

Ion Torpedoes (5)

Plasma Torpedoes (3)

Proton Torpedoes (4)

Seismic Torpedoes (2)

Edited by DagobahDave

I'm comfortable with the price of these, especially with Guidance Chip coming out.

Well.....Adv Proton Torp is pretty expensive. I've never used it.

Edited by heychadwick

Guidance Chips are of little use when using APTs. So I'd say they were somewhat overpriced, and in a relative sense, have become even more so.

Edited by Lingula

i feel like Adv Sensor Keyan with APT can do some work if you ask me.

adv sensor TL, hard 1 (be in range 1) ??? dead ship.

APT should be 4 points. It's got the same damage ceiling as a procket, but every ship that can take it gets that and not a lower amount. It is also easier to reach that ceiling with its built in focus conversion.

TORPEDOES

Bomb Loadout 0

Extra Munitions 2

Flechette Torpedoes 2

Plasma Torpedoes 3

Proton Torpedoes 3

Ion Torpedoes 3

Advanced Proton Torpedoes 4

APT and Ion torps would be the only I drop a point with Guidance Chips on their way, and MAYBE Extra munitions.

TORPEDOES

Bomb Loadout 0

Extra Munitions 1

Flechette Torpedoes 2

Plasma Torpedoes 3

Proton Torpedoes 4

Ion Torpedoes 4

Advanced Proton Torpedoes 5

Good topics by the way. This is the type of discussion I enjoy.

3 pts for Ion Torps? That's too cheap.

3 pts for Proton Torps when they get a dice mod and Plasma doesn't? I think that's too low.

TORPEDOES

Bomb Loadout 0

Extra Munitions 2 0 (I don't think this will break the game but with maybe? How about if it was a 0 point modification?)

Flechette Torpedoes 2

Plasma Torpedoes 3

Proton Torpedoes 4

Ion Torpedoes 5 4 (not sure the ion is worth the extra point over protons)

Advanced Proton Torpedoes 6 4 (way too expensive for their punch)

Ion Torpedoes 5 4 (not sure the ion is worth the extra point over protons)

It's a combo of generic Torpedo (4 red dice with no other modifiers) and an Ion Bomb to everyone near whomever is hit.

It's great in epic.

Ion Torpedoes 5 4 (not sure the ion is worth the extra point over protons)

It's a combo of generic Torpedo (4 red dice with no other modifiers) and an Ion Bomb to everyone near whomever is hit.

It's great in epic.

But generic torpedo/missile (4 red dice with NO modifiers) isn't worth 4.

That's why Proton Torpedoes and Concussion Missiles both have a modifier.

So, 3 pts for Torpedo stuff and 2 pts for Ion Bomb = 5 pts.

So, 3 pts for Torpedo stuff and 2 pts for Ion Bomb = 5 pts.

Except no-one runs Ion Bomb at 2 pts.

So, 3 pts for Torpedo stuff, and 1 pt for Ion Bomb = 4 pts.

APTs will benefit greatly from LRS. That allows you to get the TL out of the way. However, they are best on a higher PS bomber so you can use them more effectively. I think they should be 5 points. 6 is silly.

APTs will benefit greatly from LRS. That allows you to get the TL out of the way. However, they are best on a higher PS bomber so you can use them more effectively. I think they should be 5 points. 6 is silly.

APTs are actually the Torpedo that benefits the least from LRS.

They're R1 only.

  • You already have a round of combat to acquire the TL
  • Telegraphing your intent that early means that your opponent has a greater ability to arc-dodge effectively: They only have to worry about one ship in their formation dodging, since the APTs can't be fired at anything else, after all.

TORPEDOES

Bomb Loadout 0

Extra Munitions 2

Flechette Torpedoes 2

Plasma Torpedoes 3

Proton Torpedoes 3

Ion Torpedoes 4

Advanced Proton Torpedoes 4

TORPEDOES

Bomb Loadout 0

Extra Munitions 2

Flechette Torpedoes 2

Plasma Torpedoes 3

Proton Torpedoes 3

Ion Torpedoes 4

Advanced Proton Torpedoes 4

Ion Torpedoes: 4
Weaker firepower than a Proton Torpedo, but with the added AOE ionization. These should be the same price as Protons.

Advanced Proton Torpedoes: 4

Hugely powerful, but difficult to actually use effectively. These are currently one of the most overpriced upgrades in the game, and they need a 2 point discount.

I do think the other torpedoes are correctly priced when you consider Guidance Chips and Extra Munitions. In particular, I think Proton Torpedoes are now the correct cost, even compared to Plasma Torpedoes.

Edited by Daniel Beaver

APTs will benefit greatly from LRS. That allows you to get the TL out of the way. However, they are best on a higher PS bomber so you can use them more effectively. I think they should be 5 points. 6 is silly.

APTs are actually the Torpedo that benefits the least from LRS.

They're R1 only.

  • You already have a round of combat to acquire the TL
  • Telegraphing your intent that early means that your opponent has a greater ability to arc-dodge effectively: They only have to worry about one ship in their formation dodging, since the APTs can't be fired at anything else, after all.

Then TL all of his squad....

Scimitar Squadron Pilot (16)
Extra Munitions (2)
Advanced Proton Torpedoes (6)
Ion Pulse Missiles (3)
Long-Range Scanners (0)
Scimitar Squadron Pilot (16)
Extra Munitions (2)
Advanced Proton Torpedoes (6)
XX-23 S-Thread Tracers (1)
Long-Range Scanners (0)
Scimitar Squadron Pilot (16)
Extra Munitions (2)
Advanced Proton Torpedoes (6)
Long-Range Scanners (0)
Scimitar Squadron Pilot (16)
Extra Munitions (2)
Advanced Proton Torpedoes (6)
Long-Range Scanners (0)
Total: 100
:P
Edited by Jo Jo

Ion Torpedoes - 4

Weaker firepower than a Proton Torpedo, but with the added AOE ionization. These should be the same price as Protons.

Advanced Proton Torpedoes - 4

Hugely powerful, but requires a lot of effort to get the extra focus token, and the range 1 shot. These are one of the most overpriced upgrades in the game - they need a 2 point discount.

I do think the other torpedoes are correctly priced when you consider Guidance Chips and extra munitions. In particular, I think Proton Torpedoes are now the correct cost (even compared to Plasma Torpedoes).

My thoughts exactly.

Ion Torpedoes: 4

Weaker firepower than a Proton Torpedo, but with the added AOE ionization. These should be the same price as Protons.

Advanced Proton Torpedoes: 4

Hugely powerful, but difficult to actually use effectively. These are currently one of the most overpriced upgrades in the game, and they need a 2 point discount.

I do think the other torpedoes are correctly priced when you consider Guidance Chips and Extra Munitions. In particular, I think Proton Torpedoes are now the correct cost, even compared to Plasma Torpedoes.

cool i dont have to write what i think because this guy did it

adv protons are an easy 3

aint got **** on prockets unless you invest further points in getting a focus ready, or have long range scanners

The ability to auto mod to 5 hits is worth something. 4 points is pretty okay. 6 is terrible though.

You don't automod five hits; you need a focus present after youve spent a lock to fire (or another focus with deadeye)

And at that point, you basically have an expected five hits on prockets

Edited by ficklegreendice

You don't automod five hits; you need a focus present after youve spent a lock to fire (or another focus with deadeye)

And at that point, you basically have an expected five hits on prockets

Adv. Proton Torps, with Target Lock and Focus (having spent the TL to fire) have 5 damage 63/64 times, 4 damage 15/1064, and 3 damage 1/1064.

Prockets, with Target Lock and Focus (being able to modify with both) have 5 damage slightly more than 46/64 times, and have a lower floor as well.

Half the points, far superior with only 1 action available, but not hitting the ceiling quite as often with 2 actions.