Torps on the X-Wing???

By Eyegor, in X-Wing

A couple more thoughts I had:

  • Having Biggs escort your heavy hitter APT in and
  • Combining TA with Cool Hand = TL+F (not sure of the timing though)

Might look something like this:

1 • Biggs Darklighter - X-wing (25) - R2-F2 (3) - Integrated Astromech (0)
• Total : 28
2 • Red Squadron Veteran - T-70 X-wing (26) - R2-D2 (4) - Marksmanship (3) - Adv. Proton Torpedoes (6)
• Total : 39
3 • Red Squadron Veteran - T-70 X-wing (26) - Targeting Astromech (2) - Cool Hand (1) - Proton Torpedoes (4)
• Total : 33

100 pts

This is using what I have without proxy. Ideally with Biggs defending, F2+IA and D2 will keep the pair alive for the torp run. Red 3 will be prepared to turn in behind if no shot on 1st pass (likely).

Thanks again for everyone for joining in on this.

Edited by Eyegor

Sorry to say trip aces will eat that list alive.

Stop trying to make X-Wings happen. They're not going to happen. (until Rebel Veterans is announced)

Sorry to say trip aces will eat that list alive.

Quiet Eyegor i'm still waiting on that brain i sent you out for.

Stop trying to make X-Wings happen. They're not going to happen. (until Rebel Veterans is announced)

That's just mean.

For X-Wing's with Torps I'd probably go with 3 of these:

Red Squadron Veteran — T-70 X-Wing 26
Stay On Target 2
Plasma Torpedoes 3
Targeting Astromech 2
Integrated Astromech 0
Ship Total: 33

-or-

Red Squadron Veteran — T-70 X-Wing 26
Stay On Target 2
Proton Torpedoes 4
R2 Astromech 1
Integrated Astromech 0
Ship Total: 33

---

Guidance Chips can easily replace IA. But IA is definitely always 'nice to have' especially on X-Wings since B's, Y's, and K's have double slots allowing them to take Extra Munitions. Also I much rather have a Single Use defensive ability that I might need over a Single Use Offensive ability that can potentially still be blocked. PT + GC gives a high hit percentage but if your matched against high Agility targets their base roll + tokens might be enough to negate the points spent on Torpedoes.

Sadly for the most part the Torpedo Slot on the X-Wing is just a points filler IF you don't want to use them for Initiative. On top of it all the "Attack: [Focus]" munitions are Missiles.

Stop trying to make X-Wings happen. They're not going to happen. (until Rebel Veterans is announced)

That's just mean.

The truth sometimes is, but you should never shy away from it.

My problem with Integrated Astromech, and I fully acknowledge it's a personal problem, is that I only have one after purchasing one of each Wave VIII ship. On the other hand, I have 3 copies of Guidance Chips. This has got me thinking about ways X-wings could use the chips.

Edited by Parakitor

I like how the prevailing thought is that too field an X Wing without IA is simply unthinkable. It's only been out a few months and now we can't live without?

Yeah, no. An extra hit goes a long way, but so can an extra crit.

You guys have convinced me. I'm trying out my Rebel 666 list this weekend. Garven, Dutch, and Esege, all packing munitions.

I've been using Wes with r2d2, DTF, proton and GC, r4d6 biggs w/IA, and 2 talas with homing and GC.

it does pretty well. but switching out wes for wedge because Im seeing way too many scouts with rec spec so wedges extra dps is necessary and changed 1 of the talas to cluster so Im at 99.

I like it... its good against scouts and other missile carriers, but with Wes I was only able to ALMOST kill imp/palp aces.

My problem with Integrated Agromech, and I fully acknowledge it's a personal problem, is that I only have one after purchasing one of each Wave VIII ship. On the other hand, I have 3 copies of Guidance Chips. This has got me thinking about ways X-wings could use the chips.

Makes sense. I'm in a similar boat. But if you want to use GC's how many Z95's do you own? Conc + GC's will have similar damage output on the Alpha-strike as PT+GC and that would save you some points to delegate to your Squad's Ace.

If X-Wings are you B&B then Plas + GC would be decent as a 3pt fill for high SP targets. Or kick it old school with Flechette + MF at 3pt for low HP / high Agi targets.

Saving a point here or there I've found always helps with allowing more options for my Aces. PT + GC is definitely a good 'all around' option for damage output should it hit but compared to the other 2 more specialized options it's 1pt more expensive.

Also Ion Torpedoes. Sure at 5pts it's more expensive than PTs but just it's presence could break up close formations similar to Assault Missiles. And there's the Ion effect for the turn after.

One Xwing in a list with Torps and Chips is not a bad support ship for under 30pts. Chips is essentially like turning a blank into a crit. That can be quite powerful, especially with all these tanky 1 or 2 agi ships now. There is a place for stripping shields quickly, or doing quick damage, and Xwings could fill that role with chips since they seem to die quick anyways.

Hobbie + TA + Plasma Torps + Chips = 30pts

You have a 4Kturn focus and TL shield stripping support ship. In one shot he is likely to strip 4-5 shields. After the torp, he can Kturn every round and be TL and Focused. He can even Kturn through a debris field and end the turn with zero stress plus have a TL for his attack. TA makes Hobby worthy of his points.

Tarn + R7 astro + Proton Torps + Chips = 29pts

A ship that says if you attack me, you are getting a facefull of fully modified proton torp that will most likely have 2 crits . After his missile, he is now even harder to kill with R7 and his ability. An extra round trying to kill Tarn, is an extra round for other ships to live. Not bad for 29pts.

Red Sq + R2-D6 + Crackshot + Proton Torps + Chips = 29pts

Will be firing last in list so shields and tokens should be gone/mostly gone. At least one, most likely two crits from torps with a Crackshot. That is a nice first round attack punch, then you have a 3att support ship after.

An Xwing isnt in there to take on Vader or Soontir. You put him in there to do some dirty work before it meets its demise. If your trying to build a list with 3 Xwings and Torps, then you have problems. One for a particular role though, aint so bad. They are still 2 or 3 pts overpriced though and that makes other builds like stresshog and TLT Ywing more attractive. Poor xwing :(

EDIT: Fixed Red Sq vet, originally had Rookie, but it cant take R2-D6

Edited by wurms

FYI Rookies cannot take R2-D6 only reds can. D6 has a "cannot be PS2 or lower" limiter.

Right now torpedoes on X-wings is never the best for torpedoes. Better on an E-wing for single slot torpedoes.

Right now torpedoes on X-wings is never the best for torpedoes. Better on an E-wing for single slot torpedoes.

thats insane.

You're talking 30 points minimum and realistically 32+ for a single ship. and that is with plasma... which is the worst torp you can put on. Proton being the prefered of cource.

add a droid for flexibility and you're at least 33. Its just not worth it for a ship that will die to everything pretty easily.

How about Hobbie with R2-D6 and PtL?



Hobbie


-R2-D6


-IA


-PtL


-Plasma torps


=32 points w/ torps or 29 without



Focus+TL, then spend said TL to drop stress, repeat. Could add torps if pts left after rest of list to give an ok alpha. Even without torps fully modded attack dice while dropping stress would work well IMO.


Edited by Salted Diamond

Some good ideas here, although I still think x wings are not the best for torpedoes. I am going to take the following list though next time I play, just because. If nothing else it will surprise people to see the ships!

Tarn, R7, IA, proton Torps

Hobbie, Targeting astro, IA, proton torpedoes

Biggs, R2D6, IA, Wired

Bandit Z-95, xx tracers, guidance chips

Not sure about the Biggs load out or the bandit, but points got scarce once the Torps were added on.

One idea I've been toying around with but haven't gotten the chance to test yet: Luke w/ Lone Wolf, R2-D2, Proton Torps, Guidance Chips. 38pts. Not sure what to pair him with though.

One idea I've been toying around with but haven't gotten the chance to test yet: Luke w/ Lone Wolf, R2-D2, Proton Torps, Guidance Chips. 38pts. Not sure what to pair him with though.

Give this a try:

Tarn Mison — X-Wing 23

Proton Torpedoes 4

R7 Astromech 2

Guidance Chips 0

Ship Total: 29

Garven Dreis — X-Wing 26

Proton Torpedoes 4

R2-D6 1

Deadeye 1

Guidance Chips 0

Ship Total: 32

Luke Skywalker — X-Wing 28

Lone Wolf 2

Proton Torpedoes 4

R2-D2 4

Guidance Chips 0

Ship Total: 38

---

Definitely not 'super competitive' but since Luke is setup as a flanker you've got split forces and they need to decide where to focus on first. Your 2 X's or Luke, both Tarn and Luke are annoying late game. And if your really want you can sub in Biggs for Garven and have 2pts to play with.

One idea I've been toying around with but haven't gotten the chance to test yet: Luke w/ Lone Wolf, R2-D2, Proton Torps, Guidance Chips. 38pts. Not sure what to pair him with though.

Give this a try:

Tarn Mison — X-Wing 23

Proton Torpedoes 4

R7 Astromech 2

Guidance Chips 0

Ship Total: 29

Garven Dreis — X-Wing 26

Proton Torpedoes 4

R2-D6 1

Deadeye 1

Guidance Chips 0

Ship Total: 32

Luke Skywalker — X-Wing 28

Lone Wolf 2

Proton Torpedoes 4

R2-D2 4

Guidance Chips 0

Ship Total: 38

---

Definitely not 'super competitive' but since Luke is setup as a flanker you've got split forces and they need to decide where to focus on first. Your 2 X's or Luke, both Tarn and Luke are annoying late game. And if your really want you can sub in Biggs for Garven and have 2pts to play with.

I love this! Looks like a lot of fun.

I may need to pick up the transport sooner rather than later...

The more I've look at it, the less I like target astro on Hobbie. While it seems a natrual fit at first, the only red maunver is the 4K. unless you get the damage card you'll rarely ever trigger unless you're just doing back-to-back 4K's. I think R2-D6 with PtL is a better fit. You'll get more use out of it IMO. If you think you're going to need to k-turn, take and save the TL. YMMV.

If you want to go torp-X, I suspect T-70 is the best way to go...

Red Squadron Veteran (31) x 2 T-70 X-Wing (26), Proton Torpedoes (4), Deadeye (1), Guidance Chips (0)

Ello Asty (37) T-70 X-Wing (30), BB-8 (2), Proton Torpedoes (4), Deadeye (1), Guidance Chips (0)

Deadeyes ensure you can get your torpedos away, 3 extra health and boost give you a fighting chance at cleaning up afterwards in a classic joust list...

I love playing missions or epics or cinematic games where X-wings have Torpedoes. Maybe they have IA, but still use Torpedoes. If you can get a crit on an Epic ship, it's pretty brutal. So, even if you aren't optimized, it's really cool.

Just something about decked out X-wings firing Torpedoes at huge ships. I love it.

New card,

Title- Factory Shipment

X-wing without Boost*

All Icom T-65's shipped with a complementry Torpedo load

All Torpedos upgrades have a cost of -4 points down to a cost of 0

*so as not to allow T-70's to get it :P

I think the change in the meta has built some room for T65’s to play at all levels again.

Pre-Uboat meta, the idea seemed to be that you either needed to be 8-9+ in PS, or the lowest possible to give you the best cost efficiency. Or have some amazing piloting ability that made you desirable enough to want to be played. (Biggs)

Now with the PS3 Uboats, I would expect to start to see other’s come onto the field. People are already speaking of Tarn with R7 and other types of more midline PS. And once that happens if it happens in enough numbers, it drives the race to put more PS into play.

And when that happens the T65, with its well-developed pilot options has more ability to shine.

Or give them free Torps! That’s fun also!