Plasma Torpedoes and Guidance Chips are making me love ordnance again

By Hrathen, in X-Wing

I know it is better idea to put Integrated Astromech on your X-wing, but the combination of guidance chips and cheaper plasma torpedoes make torpedoes a lot of fun. I really like putting them on my classic X-wing ships. (Did you say Wedge)

If you are paying for Wedge don't skimp. Go full bore with Proton, BB8, Swarm Tactics and Chips as a side. :-)

Living Ordinance too by the way

Edited by DavronERC

Dont the plasma torps only remove the shield after all the other hits are resolved first? So most of the time that would mean the ability of the plasma torps is already just wasted.

Dont the plasma torps only remove the shield after all the other hits are resolved first? So most of the time that would mean the ability of the plasma torps is already just wasted.

yup, unless you are hitting a B-wing or one of those large ships like a falcon the ability goes fitz. That's why I say use protons instead :P

Now while I do enjoy the fact there is finally a build for torpedo secondary weapons I am kind of upset that there is no build for missile secondary weapons. What could you put missiles on? Well prockets only work great on agility 3 ships but the TIE Advanced has the ATC and the A-wing has the charadan refit so proton rockets and guidance ships will never go on there. As for the Klingon (AKA Kihrax) Talonbane cobra practically has infinite prockets.

So yeah when will we be able to get a ship with a good missile builds? :(

One of the best things about plasma torpedoes is against high agility aces. Slipping a single plasma hit through an A wing or TAP knocks off both shields which is really good.

I used the Ion Missile recently and it worked well on a TIE Bomber with extra munitions...though I also put Proton Bombs on it and that really helped.

But yes, I agree many missiles are sadly not greatly used right now.

If you are paying for Wedge don't skimp. Go full bore with Proton, BB8, Swarm Tactics and Chips as a side. :-)

Living Ordinance too by the way

Nice build!

I generally prefer regular Protorps with Chips. Protorps naturally allow you to flip an Eyeball to a crit while the chips allow you to flip a blank to a hit (or a crit on a 3-red ship like an X-wing). This is normally enough for 2 hits and 2 crits unless you roll poorly.

Plasma edge ahead if you have other dice modifications available (extra reroll from a second TL) or if you are firing at high shield ships. In other cases, the regular Protorps are generally preferable.

I am thinking Horton Salm + Chips + extra munitions + torpedoes of choice would be a pretty decent alpha-striker and would hit at PS8.

I've been using ordnance a lot more since Extra Munitions came out and I'm having a lot of fun with that. It's been pretty good.

I admit I like X-wings with Proton Torpedoes.

Wedge has such high PS that Plasma could make sense. In most cases I would want Wedge to shoot as late as possible so tokens are stripped, but there's something to say for this. Could get really cute and use a Targeting Astro.

Unless you're running a ship that can take Extra Munitions I would save the point on Plasma. Same cost per Torp between a lone Plasma and Proton + EM.

Edited by Skargoth

Wedge has such high PS that Plasma could make sense. In most cases I would want Wedge to shoot as late as possible so tokens are stripped, but there's something to say for this. Could get really cute and use a Targeting Astro.

Unless you're running a ship that can take Extra Munitions I would save the point on Plasma. Same cost per Torp between a lone Plasma and Proton + EM.

I think that Plasma is an okay torpedo for Wedge if you're going to go Integrated Astromech because it's cheap, and lots of ships may have some shields left after it hits, so you can use its ability. If you go Guidance Chips, though, I like the idea of Proton Torpedoes. You're getting very close to 4 hits (vs -1 AGI die on top of that). Most ships won't have shields left, and you can really try and drive those crits through to hull.

Plasma and Protons with chips or Concussion chips are all very solid choices for ordinance ships now.

I haven't done the math, but the main reason I love the Plasma torps is their price. 3 points seems so much cheaper than 4. I know it is not but it feels that way. Also the extra shield on the plasma torp feels like insurance to me. If I blow off all of someone's shields then I get a little extra. It is sort of like a gunner. I only need it when things are going badly.

I will say that plasma torps aren't as good on the second volley.

I suspect the fact that people struggle to choose between plasmas and protorps suggest they are priced about right. ;)

Plasma Torps are really best early in the engagement when ships have shields, which is presumably, why they are cheaper. Protons, Concussion Missiles, Homing Missiles, etc. have a longer shelf life since their special abilities are less situationally dependent. But against those high shield, low agility ships early, Plasmas are essentially a 5-dice attack. Gotta love that.

Oof I dunno. I think I would go with Integrated Astromech still on Wedge since he isn't cheap.

On generic X-wings, I could see GC being a thing, especially since you can skip the astromech.

If I wanted a cheap ordnance carrier for Rebels I think I would look to the Y-wing (tougher, twice the capacity) or Z95 (much cheaper). The poor old T65 suffers from being a jack-of-all trades and master of none.

The T70s are a little better but even then, Chips compete with both IA and AT with are pretty good on those fighters.

Maybe someone like Tarn Mison can get some better mileage out of them but a canny enemy can simply avoid shooting at him with anything that is in range and arc of the torpedoes.

For the extra point, I'll always go with Proton Torpedoes. That extra modifier almost guarantees 4 hits everytime, plus I've had struggles with Plasma torps getting at least 3 hits.