Seismic Torpedoes! Remove obstacles!

By Dagonet, in X-Wing

Now...

...if only it could be used to clear mines as well.

If not able to target mines directly, might be nice if any within range 1 of a destroyed asteroid/debris were detonated...

I just realized that the Seismic Torpedoes are Primary Arc only. So much for a VCX-100 launching them out its special arc.

Don't know why they did this...isn't the VCX the only ship able to launch torps in another direction...and if the shuttle isn't fitted, the one that could make the most use of the seismic to try for [damage on] small-bases attacking from the rear ?

Missed opportunity :( as really can't see [m]any more ships having alternate Torp launch arcs...

Nera Dantels can do it.

I just realized that the Seismic Torpedoes are Primary Arc only. So much for a VCX-100 launching them out its special arc.

Don't know why they did this...isn't the VCX the only ship able to launch torps in another direction...and if the shuttle isn't fitted, the one that could make the most use of the seismic to try for [damage on] small-bases attacking from the rear ?

Missed opportunity :( as really can't see [m]any more ships having alternate Torp launch arcs...

Nera Dantels can do it.

Ah, forgot that one! Thanks...yeah, guess that would kinda bust things :(

EDIT: ...although, maybe not, since her card says "...against enemy ships" - not obstacles :unsure:

Edited by ianmiddy

I just realized that the Seismic Torpedoes are Primary Arc only. So much for a VCX-100 launching them out its special arc.

Don't know why they did this...isn't the VCX the only ship able to launch torps in another direction...and if the shuttle isn't fitted, the one that could make the most use of the seismic to try for [damage on] small-bases attacking from the rear ?

Missed opportunity :( as really can't see [m]any more ships having alternate Torp launch arcs...

Nera Dantels can do it.

Nera Dantels' ability does not work with this.

EDIT: I see that's been covered already. Anyway, it specifies "attack." The Seismic Torpedo is not an attack.

Edited by Lampyridae

Meteors have got in the way of my Firespray many times. I look forward to putting this upgrade on it in future games.

In my defense I wasn't claiming she could utilize seismics that way, just that she can fire torpedoes out of arc.

Bird dicks, by the looks of it.

Edited by Darkcloak

The Seismic Torp is a useful backscratcher. Previously, (endgame, Palp is dead) a T-65 Rookie would never be able to kill Soontir unless the opponent did something incredibly dumb or you K-turned, got him in arc and had awesome luck. Now, with the terrain in the right place you can catch Soontir in your arc *before* he arc-dodges and have a 50% chance of inflicting damage on him. This includes the classic tail-chasing situation where Soontir is on your 3 o'clock - the explosion reaches across to him.

The Seismic Torp is a utility weapon.

In my defense I wasn't claiming she could utilize seismics that way, just that she can fire torpedoes out of arc.

It's a new card; everybody loves to speculate. Almost all abilities work on "attacking." So far, only Thane really synergises with this card.

And im still waiting on that upgrade card that makes large ships squirm when they see it.

there needs to be some upgrade cards that do zilch or close to zilch to small ships but royally piss off large ships.

I think the way to handle this is with dual upgrades. Some kind of (cheap) attack that does a good deal of damage to Large ships, but maybe the flip side gives a defensive buff to ships with 2 or fewer green dice.

As a dual card, you could make the decision about which side to use once you see the opponent list.

Don't know why they did this...isn't the VCX the only ship able to launch torps in another direction...and if the shuttle isn't fitted, the one that could make the most use of the seismic to try for [damage on] small-bases attacking from the rear ?

It's probably because it's not an attack. So if they didn't specify an arc, then you could technically use them from ANY direction.

Well, it's a 'filler' for empty Torpedo slots.

I don't think you'd want many of them - because the situation to use them isn't going to come up that often. 3 gives you the ability to clear out half the obstacles on the board in one turn - which as noted is nice against a swarm - or against anyone who tries to dance around the rocks.

Look at it this way - against a not-really-a-swarm-but-sort-of force of 4 Rookie Pilots, taking a load of seismic torpedoes means your opponent won't dare come at you through the rocks, because if he does, next turn you'll blow them up around his ears.

Which goes a long way to pushing the fight into a head-on 'joust' if the X-wings want it. And still leaves the option for them to go through the rocks if they'd prefer to.

Don't know why they did this...isn't the VCX the only ship able to launch torps in another direction...and if the shuttle isn't fitted, the one that could make the most use of the seismic to try for [damage on] small-bases attacking from the rear ?

It's probably because it's not an attack. So if they didn't specify an arc, then you could technically use them from ANY direction.

And future proofing of course.

Warden Squadron, 3 speed, 3 speed SLAM, Torpedo in the asteroid you're hiding behind, where you thought you were out of reach.

With some proper planning you can give out the first damage on multiple ships at the first ship activation of round 2.

At the very least you can dictate setup, from there planning, even more than before.

A simple B-Wing with TB and ST will send a very clear signal not to get anywhere near an asteroid for a while.

Look at it this way - against a not-really-a-swarm-but-sort-of force of 4 Rookie Pilots, taking a load of seismic torpedoes means your opponent won't dare come at you through the rocks, because if he does, next turn you'll blow them up around his ears.

I'm still not seeing it. If the rookies are in a position to blow up the rocks from range 2 on their turn, then they'll likely have already eaten a round of firing from the opponent at range 3 by the time they do, and then in their second round they'll use their actions to have a 1/2 chance of doing some damage in exchange for no mods to their attacks, and then get blown up at range 1.

I'm just not seeing how this will be worth it in that situation when you could instead have taken 2 points elsewhere.

I'm still not seeing it. If the rookies are in a position to blow up the rocks from range 2 on their turn, then they'll likely have already eaten a round of firing from the opponent at range 3 by the time they do, and then in their second round they'll use their actions to have a 1/2 chance of doing some damage in exchange for no mods to their attacks, and then get blown up at range 1.

Four ships coming through the rocks, say the Rookies blow up enough rocks to hit each twice.

That's a total of eight 50/50 damage rolls bypassing agility. High agility ships will get more than a little mangled.

If you don't see the value in Proximity Mine you'll struggle to see the value of Seismic Torpedoes.

TIE Punishers, TIE Bombers, and Y-wings with bomb loadout will love this. Drop a non-action bomb, move, use your action to fire the ST for some splash damage, then use your regular attack (and a second attack for BTL-A4 Y-wings). The Bomber and Punisher still have missile slots for "real" ordnance.

Edited by Hawkstrike

TIE Punishers, TIE Bombers, and Y-wings with bomb loadout will love this. Drop a non-action bomb, move, use your action to fire the ST for some splash damage, then use your regular attack (and a second attack for BTL-A4 Y-wings). The Bomber and Punisher still have missile slots for "real" ordnance.

B-Wing with Sabine, Advanced Sensors. Drop a bomb, fire a torp at the rock next to the oncoming Swarm. 2k to sit where the rock used to be and blaze away at the damaged ships in the combat phase. With a Proton Bomb you could cause serious havoc and use Sabine to give a slim chance of insta-killing up to 4-health ships.

In my defense I wasn't claiming she could utilize seismics that way, just that she can fire torpedoes out of arc.

It's a new card; everybody loves to speculate. Almost all abilities work on "attacking." So far, only Thane really synergises with this card.

airen-cracken.png

If I have Fire Control System, can I Target Lock obsticles. I'm kidding, just a joke.

Useless torpedoes. Yes fun for epic since in epic have a lot of ships in play. In 100p match... useless. Better if no dices are rolled and instantly deliveres 1 damage. By the way, is it possible to use Guidence Chip on the torpedoes? I don't tvink so but...

In my defense I wasn't claiming she could utilize seismics that way, just that she can fire torpedoes out of arc.

It's a new card; everybody loves to speculate. Almost all abilities work on "attacking." So far, only Thane really synergises with this card.

airen-cracken.png

I know. Are you going to pay 19 points just for that? At that point, it becomes a handicap more than a synergy.

You can also add Lando to the list.

Interestingly enough, if the obstacle was barely within range 2, and a ship is opposite the obstacle, at barely range 1, that would mean you could (in the right situation) damage a ship further away from you than range 3 (given the ship measures its distance from the obstacle, and not from your ship, so as long as you can get that obstacle in range 2, you could occasionally damage a ship that is beyond range 3, since this effectively adds the width of obstacle to the effective range of this action.).

Interestingly enough, if the obstacle was barely within range 2, and a ship is opposite the obstacle, at barely range 1, that would mean you could (in the right situation) damage a ship further away from you than range 3 (given the ship measures its distance from the obstacle, and not from your ship, so as long as you can get that obstacle in range 2, you could occasionally damage a ship that is beyond range 3, since this effectively adds the width of obstacle to the effective range of this action.).

...and you'll presumably try and target the larger obstacles as that will open more space, and have the benefit of a larger range 1 real-estate area to catch ships in :mellow:

Are you going to pay 19 points just for that? At that point, it becomes a handicap more than a synergy.

If that's the only thing you're going to use it for, sure it's a handicap...

This , however, has many other uses for Cracken's ability.

Edited by ObiWonka

Didn't think of Cracken. Good spot!

SLAM-ing and then blowing a rock out of the way is a nice trick, too.

I'm still not seeing it. If the rookies are in a position to blow up the rocks from range 2 on their turn, then they'll likely have already eaten a round of firing from the opponent at range 3 by the time they do, and then in their second round they'll use their actions to have a 1/2 chance of doing some damage in exchange for no mods to their attacks, and then get blown up at range 1.

Not necessarily. If a ship is just outside range 3 (so no shots were exchanged), a speed 3-4 move jumps over range 3 entirely, and then you can fire the seismics as your action.

It will cost you a focus token for the ensuing round, but if the squad can dump 4+ unevadable attack dice on a couple of ships, I'll take that.