How Noone talking about Rear Torpedoes??

By killerbeardhawk, in X-Wing

Makes APTs great. Torpedoes seem like an autoinclude if your not bringing a phantom.

The special firing arc also doesn't require range. Making APT 1-3 range. With FCS just shoot primary aND fly right past someone who hopefully k turned to follow and shoot APT with target lock and focus.

Special firing arc rules from ghost rule book:

"The VCX100 has a special firing Arc identified by dotted lines and a torpedo symbol printed on it ship token. When attacking with a torpedo secondary weapon a ship with this icon May attack an enemy ship that is at range one-three and inside its standard or special firing arc.

When attacking with its primary weapon the hip must still Target an enemy ship inside its standard firing Arc ( unless otherwise specified on an upgrade card)."

What's your thoughts on torpedoes and the ghost?

Edited by killerbeardhawk

Rearpedoes?

because they're morbidly expensive on a ship that already has a 4-dice primary.

Sure, you can fire them out the butt, but for the same price or less you can just get Hera + Ezra and 5k like you don't give a **** (because Hera makes sure you don't)

the option to pack a turret makes ordnance far less attractive as well

on the Ghost/Phantom, they're extra superfluous.

Edited by ficklegreendice

Because rear torpedoes are nobodies business but their own.

imagine you have a ship where you're paying 4 points per round each time you shoot your primary attack. then imagine if anybody will buy that ship.

that's why nobody cares about rear torpedoes. I had the extra points and I put a couple of them in. I managed to kill a ship once. the other times they didn't do much. ordnance generally is still too expensive and not so effective, even with guidance chips (apart some specific lists like the scouts and so on).

We're not exactly used to caring about torpedoes. Give us a moment, will ya?

Rear firing arcs don't really help the Firespray and torpedoes are still not that great if you don't build them up.

If you are playign rebels and you want more torpedo coverage firing then take Nera.

Rear firing arcs don't really help the Firespray

Wha... You realize that is the single strongest aspect of the ship, right?

Because it's 6+ points you don't need to spend?


If you're going for the full Phantom combo, then it's already expensive enough and you don't need the extra help. If you're going for the lighter battering ram build, then you're trying not to overspend and, again, don't need the extra help.


Either way, you can do just fine without them, hence why spend the points on them?

Eh, do it... dropping torps out its arse is fun!

Rear firing arcs don't really help the Firespray

Wha... You realize that is the single strongest aspect of the ship, right?

Pity that it is. Because that's not even remotely close to power levels meta exhibits now, and basicaly everything else about it is MEH level.

Maybe Firespray is worthy of 4-attack forward primary.

Correct me if I am wrong but you can't use the rear to fire torps? It isn't the primary arc?

Edit: Ignore me, as pointed out by Admiral Deathrain I am wrong :D

Edited by Evil Doctor T

Correct me if I am wrong but you can't use the rear to fire torps? It isn't the primary arc?

You can on the VCX. In fact, unless you have a Phantom docked, thats the only thing you can do with it.

Because rear torpedoes are nobodies business butt their own.

Fixed.

Rear firing arcs don't really help the Firespray

Wha... You realize that is the single strongest aspect of the ship, right?

The more Marinealver posts I read, the more convinced I am he owns his own completely different version of X-Wing.

Rear firing arcs don't really help the Firespray

Wha... You realize that is the single strongest aspect of the ship, right?

The more Marinealver posts I read, the more convinced I am he owns his own completely different version of X-Wing.

Indeed. The rear firing arcs on the Firespray are literally the entire point of the ship. You force your opponent to chase you - if they want to shoot you, they have to follow you. Then you drop bombs in their face and shoot them back.

It's a hell of a lot of fun.

Wait.....how can you shoot Torpedoes out of the rear arc?

The Phantom title says you can perform a Primary Weapon attack out the rear arc and then a turret. Where does it say you can fire a Torpedo out the rear?

Rules for what a special firing arc does

Rules for what a special firing arc does

Which say you can't fire secondary weapons out of the auxiliary arc.

I thought this would be a topic about how someone had decided to put Torps on Rear Admiral with Guidance chips for that potential triple crit. . then Vader wombo combo .

I was disappointed.

Wait.....how can you shoot Torpedoes out of the rear arc?

The Phantom title says you can perform a Primary Weapon attack out the rear arc and then a turret. Where does it say you can fire a Torpedo out the rear?

The instruction manual of the VCX-100 explains how the rear arc is a special torpedo arc that can only fire torpedoes unless other upgrades allow it to fire its cannons.

EDIT: side note, this is why I like to buy all miniatures, even if I don't even end up using them. There's always something hidden that I'm afraid that I'll miss otherwise :P

Edited by dotswarlock

Wait.....how can you shoot Torpedoes out of the rear arc?

The Phantom title says you can perform a Primary Weapon attack out the rear arc and then a turret. Where does it say you can fire a Torpedo out the rear?

The instruction manual of the VCX-100 explains how the rear arc is a special torpedo arc that can only fire torpedoes unless other upgrades allow it to fire its cannons.

Oh, yeah? I barely had time to unbox things this weekend and haven't even finished punching out everything, let alone read the manual portion yet. I'll have to read that. That's pretty cool.

In that case, I don't know if APT is the best. I'd even argue that Flechette Torpedoes out the rear are nice for someone that's coming for you. They have to do a green and you can try to get out of their firing arc that way. Do some Hera magic and get out of the way. Well, depends on what you are trying to dodge, but you get the idea. Maybe if they are double stressed. That's only 2 pts for something.

Wait.....how can you shoot Torpedoes out of the rear arc?

The Phantom title says you can perform a Primary Weapon attack out the rear arc and then a turret. Where does it say you can fire a Torpedo out the rear?

The instruction manual of the VCX-100 explains how the rear arc is a special torpedo arc that can only fire torpedoes unless other upgrades allow it to fire its cannons.

Oh, yeah? I barely had time to unbox things this weekend and haven't even finished punching out everything, let alone read the manual portion yet. I'll have to read that. That's pretty cool.

In that case, I don't know if APT is the best. I'd even argue that Flechette Torpedoes out the rear are nice for someone that's coming for you. They have to do a green and you can try to get out of their firing arc that way. Do some Hera magic and get out of the way. Well, depends on what you are trying to dodge, but you get the idea. Maybe if they are double stressed. That's only 2 pts for something.

It's also on the ships template in the special arc it has the torpedo icon.

I always have tactician on chopper, so if I have 2 points left over I'll pick up flechettes. Other than that they are still prohibitively expensive for most VCX builds.

Watching an Interceptor who stressed himself and spent all his tokens for a range 2 shot take 2 more stress is delightful. And people forget about the torp because they are so worried about the ABT in range 1.

Edited by TasteTheRainbow

It's also on the ships template in the special arc it has the torpedo icon.

Man....I've unboxed these, but feel like I've not really gotten a chance to look them over yet. I don't even think I've had the chance to look at the ship pictures on all the cards, let alone read the boxed text for the generics on these.

I was on the way out of town when they arrived in the mail. My son unboxed them. When I got back in town the next day, they were on the kitchen table and the Mrs said to get it off. Walking Dead was on and I decided to do a rush job on at least getting the minis in their new homes and the dials set up.

I'm always intrigued by APTs when you got the system and torpedo slot. FCS can give you the TL the prior turn and all you need to do is position and focus. However, with the Ghost it gets expensive quickly. I was thinking about a bare bones Lothal Rebel build, but its nearly 50 points :blink:

Lothal Rebel (35)
Fire-Control System (2)
Advanced Proton Torpedoes (6)
Extra Munitions (2)
"Zeb" Orrelios (1)
Ion Projector (2)

Total: 48

View in Yet Another Squad Builder

Yeah... just stick with the 4 dice primary.

In that case, I don't know if APT is the best.

The special firing arc also doesn't require range. Making APT 1-3 range. With FCS just shoot primary aND fly right past someone who hopefully k turned to follow and shoot APT with target lock and focus.