glitterstim with advanced proton torpedoes?

By twitchierbark, in X-Wing

Hi I am relatively new to this game, I have had the new starter box and an expansion of both the T70 xwing and Tie/fofighter for a month now and have been playing it with my friends.

Anyways I was looking at the glitterstim upgrade for scum ships, which turns all focus results to hits and I wondering if people use that with advanced proton torpedoes and if it is effective/ineffective. Especially with Boba Fett's scum ability or crackshot, I just thought that at range 1 the combination could be good and wanted to hear some other opinions

All responses are appreciated, thanks!

It's an effective combination, but it's also a lot of points for a single use attack.

6 points for APT

2 points for Glitterstim

Add on Extra Munitions/Crackshot etc...

Don't get me wrong, I've seen first hand how nasty Advanced Proton Torpedoes can be - I've had a tooled up Nera Dantels one-shot my full health Lone Wolf Luke Skywalker before - but when you're bordering on the cost of a new ship (Z-95 Headhunter in this case) on one-use upgrades, it's not going to be remarkably efficient.

When it comes off though, it's beautiful.

It's an effective combination, but it's also a lot of points for a single use attack.

6 points for APT

2 points for Glitterstim

Add on Extra Munitions/Crackshot etc...

Don't get me wrong, I've seen first hand how nasty Advanced Proton Torpedoes can be - I've had a tooled up Nera Dantels one-shot my full health Lone Wolf Luke Skywalker before - but when you're bordering on the cost of a new ship (Z-95 Headhunter in this case) on one-use upgrades, it's not going to be remarkably efficient.

When it comes off though, it's beautiful.

More or less that breaks down to great in casual house games, horrible, no good, very bad in a tournament.

Depending on how you are and how you want to play this should really matter.

You'll find that advanced proton torpedoes do not get a lot of play in "competitive" X-wing lists for the reasons Gecko has already outlined - they're certainly powerful, but hard to use and very, very expensive. Think about it this way - the cheapest way (I think) to get that combo into a Scum list is with the Contracted Scout Jumpmaster (25) with glitterstim and APT (8). That's already 33 points, so you almost HAVE to one-shot an ace for the points to be worth it...

The problem may be that you only end up getting it off against a low PS ship. A good arc dodger will avoid the range 1 and will probably take you down before that. Still sounds fun!

It can be used, but as noted, Advanced Proton Torpedoes are awkward to get lined up on someone.

Scum are kind of shy on people with both Torpedo and Illicit slots.

If you've got 6 points to spare (which isn't enough for a new ship), you can do worse than hand them to Guri - since she gets a free focus whenever she's within range 1 of someone, and a Fire Control System hands out free target locks, she can often 'arm' an EPT spread without needing her action - meaning you can use your boost/barrel roll to get the shot.

They're not bad on Major Rhymer - since he can take extra munitions, their cost drops a lot, and he's got a high PS Push The Limit, and the ability to throw them at range 2, and isn't all that expensive in the grand scheme of things.

Rhymer, VI, APT, EM, LRS anyone?

Agree with Magnus.

APT is pretty horrid and I probably would never equip it to any ship, including Guri, ...but if you really feel the need to hook them up somewhere, hook them up to Guri. She'll make sure they do their full work.

I've never felt the compelling urge to field (space?) a Rhymer.

But if I ever did; I'd be packing advanced homing missiles. For sure. Probably twice with extra munitions. :wub:

Even if I have to confess that the mere thought of Rhymer causing 5 hits (or; advanced proton torpedoes) on range 2 would make me very happy in my pants. :ph34r:

Edited by Elkerlyc

Rhymer, VI, APT, EM, LRS anyone?

It's not half bad. It's a solid use for all those things, but again, why not just use this?:

Gamma Squadron Veteran (19)
Crack Shot (1)
Extra Munitions (2)
Homing Missiles (5)
Proton Rockets (3)
Long-Range Scanners (0)
Total: 30
Five points cheaper. Works at R1-R3 rather than just R1-R2. Let's say that disallowing the use of an evade token in conjunction with crack shot gives Homing Missiles the equivalent damage of that 5th die, which I believe it does. Should you happen to not roll any or many blanks, you can save your target lock for later, which is handy since you have LRS.
I'd probably run this guy with Deadeye and Chips over Crackshot and LRS, but if our goal is a single big explosion like the kind we get from APT, then this is probably a more effective platform than anything trying to actually use APT. Sorry for being a Negative Nancy.

Scum Boba w/ Slave 1- he already wants to boost into Range 1 to get re-rolls, glitterstim gives him the offensive punch and defense to survive any following onslaught. You just have to grab a target lock the round before.

thanks for all the responses

Rhymer, VI, APT, EM, LRS anyone?

Aye, I'm looking forward to that when LRS drops. Until then, PTL is the way to go for him to deliver APTs. Sadly, guidance chips are (almost) worthless with APTs. But hey, Rhymer with AHMs will appreciate them: 31 (okay, 32 because I'm adding VI or Crack) is about as cheap as you'll ever see Rhymer.

I'd also like to point to Cool Hand as a cheaper complement to APTs. It can help you get that elusive focus token.

I'd also like to point to Cool Hand as a cheaper complement to APTs. It can help you get that elusive focus token.

Sigh, if only there were Rebel Ys with native EPTs... Could slap on a Targeting Astro, Cool Hand, EM, and APTs.

Alas, not meant to be! Could do it with some X-WIngs, T-70s, and E-Wings, but it's incredibly expensive for a single shot.

It's something we all try when new but one shot weapons are not that great.

Rhymer, VI, APT, EM, LRS anyone?

Veteran Instincts don't do all that much on a TIE Bomber since it's not really able to play reposition tricks. Also, Long Range Scanners work badly with Extra Munitions - it lets you get your first torpedo away (at the expense of telegraphing your target) but getting your second torpedo off will be difficult since you've got to get clear to lock on again.

To be honest, the seond shot is part of the problem. Rhymer's not exactly fragile - he takes as much damage to kill as an unmodified T-70 - but he's not that tough. Needing to use actions to get target locks means those green dice are usually unmodified, and no shields means he takes criticals hard, plus - frankly - he costs as much (more or less) as wedge Antilles, and needs expensive weapon upgrades rather than being able to rely on his primary weapon.

PTL rhymer will get one spread of advanced torps off, but between the stress, the bomber's green dial, and his own fragility and high priority target, I doubt he'll survive to fire twice, especially since he can't fire from the comparatively safe range 3.

Hence, I'd agree a pair (or more) of advanced homing missiles are a better buy for him.

I maintain that Fire Control System Guri can use advanced protons well, essentially because she doesn't need to do anything or take anything 'dedicated' to making them work. Guri with Virago, Fire Control System, Autothrusters, and Outmanoeuvre or Veteran Instincts is not bad - but nothing on the ship stops being useful after (if) you get the torpedoes away.

Boba Fett..... I think you're right - slave 1, advanced torps, glitterstim can give you on hell of a one-off punch. More importantly, that still other slots free. You can grab your target lock off a K4 security droid then boost to line up, and Veteran Instincts gives you the PS10 to line up the torps on someone who matters.

Boba Fett - Slave 1, Advanced Proton Torpedos, Veteran Instincts, K4 Security Droid, Glitterstim, Engine Upgrade

Again - the main point is that the ship isn't bad without the torps and title, and doesn't have to do anything 'special' to use them.

With a range of 1 you'll want repositioning and/or a highish PS. Since you need both TL and focus to fire, you'll want Push the Limit (or Dash or a K-4). I'm sure it can work, but which ships have high PS (7+), EPT or crew, repositioning, and two torpedo slots? Rhymer does, but he's horribly overpriced. Tomax does, but he wants a one use EPT. Miranda does, but she has no reliable way of stressing herself to trigger Dash.That leaves Redline, Kavil, Tel and Dengar. Kavil's ability has no synergy here, and Redline is much better off with something that's rerolled rather than focused.