If Scouts have a problem with Crack Swarms, is it worth dedicating a point to upgrade the Proton Torpedo to an Ion Torpedo?

By Biophysical, in X-Wing

You hit a ship in the swarm, splash the ion, and half the swarm is locked in for the next round. It's potentially dangerous against Aces, too, as they can't get near the shuttle or a second ship, because they risk being in the AOE.

Ion torps are my fav torps in the game..

In a meta where you see a lot of swarm I bet that would work pretty well.

Now, if scouts could take Assault Missiles instead of torpedoes, we wouldn't even need to have this conversation. Good job on balance, FFG.

Edited by LaserBrain

There is definitely something to be done with the Scouts, it seems like the less symmetric they are the better potential they have. Ion Torpedo is good against swarms, Advanced Proton Torpedo (without extra munitions for the points but with Overclocked R4 for the focus) is really good at scaring people off the range one dive.

I have a hard time justifying using any torpedo other than ion torpedo. Easily the best torp in the game. Its usefulness extends well beyond swarms.

Depends on the range of the initial engagement. There are times when a Tie Fighter swarm will love to be able to do a 1 straight. Clever flying will help but I think the focus to crit on the proton is really, really nice when trying to one-shot a tie fighter.

Please no. :(

You hit a ship in the swarm, splash the ion, and half the swarm is locked in for the next round. It's potentially dangerous against Aces, too, as they can't get near the shuttle or a second ship, because they risk being in the AOE.

Even in a Howlie-led swarm I'd just split them up in 2s or 3s (and converge where needed) to counter the torp, so I'd say it is not worth it.

Edited by Keffisch

I think the jumpmasters would still lose the damage race.

I think you'd have to compromise too much to fit it in. Most wolf packs are already down to Plasmas on two of their ships as proton u boats cost 34, and many lose EM on one of the ships for Boba. Losing another point would be tough.

The best I could find with a few minutes in a squad builder is the 35 point standard protons + Extra Munitions + Boba Fett, a 35 point Ion Torpedoes + Extra Munitions, and a 30 point Intimidation, Inertial Dampeners, Anti-Pursuit lasers.

You have a chance at Ion to Anti-Pursuit lasers, then next round Intimidation for the second Ion for even more anti-pursuit lasers.

It gives up the Alpha strike for a potential two round traffic jam of denying actions and anti-pursuit lasers. The Boba Fett one can pick a target of opportunity.

Edit: though it may have trouble with other jumpmasters, it doesn't have an initiative bid.

Edited by AEIllingworth

Playing swarm myself I wouldn't mind to see ion torps on the other side of the table. Nothing to worry about, actually. You will be at R2 when firing the torp, so no extra defense die for your scouts, and the turn after that you either have to do some very interesting flying or still be in arc (the ioned TIEs can still BR). All that if you survive with the ion torp scout - 6 cracker at R2 will probably shred the scout before it can fire.

Okay Deadeye Overclock and APT for 5 dice with 3 hits guaranteed. :P

Edited by Marinealver

I have already run Ion torps on the u-boat and it is totally worth it.

Nowadays most lists have at least one large base ship and I haven't been able to come up with a second viable ship that can push out that second ion token. A syck with Ion cannon and hull upgrade just isn't good.... YET