Seismic Torpedoes! Remove obstacles!

By Dagonet, in X-Wing

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

Theres literally no reason to take a small ship over a large unless you are playing imperials and have aces, course then again the imperial large ships are easily the lousiest in the game so thats not saying much. Best rebel ships? Large ships (or are surprisingly a small ship ala kwing). Best scum? ALL their large ships are insane, even the firespray is pretty good its just never seen because its overshadowed by the bs they could take instead.

there needs to be some upgrade cards that do zilch or close to zilch to small ships but royally piss off large ships (MIRV missiles come to mind, 3-4 dice, after modding your dice double the results if attacking a large ship). Theres plenty of crap that aggravate small ships and dont do a bloody thing to large, but none the other way around.

unless you're Dengaroo, rigged cargo

you make more obstacles for those fat asses to overlap

of course, you need a fat ass to actually use it but there you go

I do like that part. Lol. But it still removes some of the defenders ability to play the game well. Get inside the cover of rocks, which is pretty hard to do consistently from different angles.

I think I need a new definition for my custom Blail Blerg angst: Why the hell does this nice crap all come in overpowered large ships that I really don't want to ever buy??

seismics come in the lovely SMALL BASE (large wingspan) arc :P

Edited by ficklegreendice

Eh, a 50% chance of damage in exchange for opening up their movement lanes probably doesn't actually help against those tricky aces. They will often be gleeful if you blow up and obstacle near them.

This seems most useful for swarms... except that the only swarms that routinely have Torps are Bombers and Scouts, and Scouts want EM/Big Torp. Bombers might want EM/Seismic/Missiles I guess?

This completely ignores that.

However this is not a "hit" so does nothing for stealth devices

However any way you can troll an ace so it has less ability to fly on the board is great.

The fact you simply have this card discourages aces from flying anywhere near obstacles.

And a 50% chance at damage from an obstacle is more then the % chance from most 3 primary attacks on an ace.

Edited by Gungo

I'm thinking of chucking this on my A-SLAMing Bomb K-wing, rather than Autoblaster turret. The number of times a rock has been positioned just so I can't drop my bombs,

Seismic Torp, 2 points.

The ability to remove two rocks (EM), possibly throw damage on an untouchable ace (or even just make them waste palp), then conner net that ace, priceless!

hmm... now that i think about it ...this would be great on a homing missile LRS bomber...

Behave normally but since this isnt a TL dependant thing it could cheaply give them something up close. Bit suicidal but hey after that initial Homer theyre basically done anyway lol

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 (MIRV missiles come to mind, 3-4 dice, after modding your dice double the results if attacking a large ship). Theres plenty of crap that aggravate small ships and dont do a bloody thing to large, but none the other way around.

I know it's been discussed before, but I still think Torpedoes should get extra die against large ships [and even more against Huge], or a -1 reduction against small and +n against large/huge...

...just seems like missiles should be more effective against small bases, torps against the bigger stuff [yes, I know there are big missiles, too, so it's a simplification]...maybe a via a mod or system card...but, yes, would need to be something that JM5Ks wouldn't take as an autoinclude, or perhaps a small-ship only restriction :unsure:

Normally missiles are way smaller than torps but as a result they are cheaper (HA still expensive as gak irl) and more nimble when moving. As a result yeah missiles are usually best against small, nimble targets because realistically a torpedo would never hit them as they can turn too quick. Missiles wouldnt have any real drawback against larger targets unless its armor was immense and the missile payload wasnt enough, but they wouldnt be able to dodge a torpedo for gak and torpedos are generally pretty dang big.

i dont think anything irl is called a torpedo except when its referred to as underwater ordnance (submarine weapons) but it still applies. Torpedos fired off a sub cant turn very well if at all but carry a huge payload. Great for battleships, terrible for patrol boats. I could be wrong though since weaponry was not my forte in the airforce.

So with all that being said i could totally get behind a general rule mod for Missiles = +1 against Small, -1 against Large, and vice versa for Torps. Though i think Prockets would need a change...heh...6dice against a small ship...ouch

Edited by Vineheart01

I need this in a Missile!

Since 80% of rebel ships have completely useless torpedo slots these should be a fun filler.

Torpedo slots are so crappy that their best use was for extra ordinance for rockets.....

Not meta defining but fun card. I do like the idea of it on the Ghost as the large base ships don't like asteroids anyways.

Ugh. Yes. Torps +1 die vs large ships. Let the Scouts eat each other.

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

Theres literally no reason to take a small ship over a large unless you are playing imperials and have aces, course then again the imperial large ships are easily the lousiest in the game so thats not saying much. Best rebel ships? Large ships (or are surprisingly a small ship ala kwing). Best scum? ALL their large ships are insane, even the firespray is pretty good its just never seen because its overshadowed by the bs they could take instead.

there needs to be some upgrade cards that do zilch or close to zilch to small ships but royally piss off large ships (MIRV missiles come to mind, 3-4 dice, after modding your dice double the results if attacking a large ship). Theres plenty of crap that aggravate small ships and dont do a bloody thing to large, but none the other way around.

exactly what ive been complaining about since wave3.

unless you're Dengaroo, rigged cargo

you make more obstacles for those fat asses to overlap

of course, you need a fat ass to actually use it but there you go

I do like that part. Lol. But it still removes some of the defenders ability to play the game well. Get inside the cover of rocks, which is pretty hard to do consistently from different angles.

I think I need a new definition for my custom Blail Blerg angst: Why the hell does this nice crap all come in overpowered large ships that I really don't want to ever buy??

seismics come in the lovely SMALL BASE (large wingspan) arc :P

Actually I didn't buy the Kwing either. =P Though, I'm slowly warming up to it.

Also, seismics are awesome. But I think I need a primer to get devastating shots instead of paltry shots of decent effect vs aces.

i love seismic bombs. If i could get them for 3pts on any ship that doesnt have the slot i totally would. One ship with it often doesnt do much but if you got 2-3 with it ooo it can be mean. I oneshotted a couple TIE's once with a trip bomber list because i dumped seismics and did a 5k lol

Helps against those tricky aces, but doesn't help too much.

Add on to this that it's a 50/50 shot, and they have to be range 1 of an asteroid, it's meaningless.

I got really excited to run triple U-Boat, with the 3 Extra Munitions replaced with these until I realized that they're actually trash.

Another way that Palp ruins the game. You finally get an ace to cross a cluster mine or prox mine (or now in range one of an exploding asteroid), you cross your fingers that your skill will be rewarded with a good roll, AHA 2 DAMAGE ON THE INQUISITOR. Oh, nevermind, just one. >_>

Edited by ParaGoomba Slayer

Eh, a 50% chance of damage in exchange for opening up their movement lanes probably doesn't actually help against those tricky aces. They will often be gleeful if you blow up and obstacle near them.

This seems most useful for swarms... except that the only swarms that routinely have Torps are Bombers and Scouts, and Scouts want EM/Big Torp. Bombers might want EM/Seismic/Missiles I guess?

Aces rely on thier evade to not get hit.

This completely ignores that.

However this is not a "hit" so does nothing for stealth devices

However any way you can troll an ace so it has less ability to fly on the board is great.

The fact you simply have this card discourages aces from flying anywhere near obstacles.

And a 50% chance at damage from an obstacle is more then the % chance from most 3 primary attacks on an ace.

For Soontir, taking a single damage is ignorable if it doesn't involve a hit. Taking a crit is more painful, sure. But that's a 1/8 chance and much less likely, and in the end, you probably do still have Palp.

In most cases I'd be a heck of a lot more scared of a Flechette.

A more interesting thing to have done would have been to make the ace roll for damage and if hit, also take the effect of the obstacle. And for two points I think that would have been about right.

Helps against those tricky aces, but doesn't help too much.

Actually, it doesn't hurt Palp Aces at all. They'll be the one rolling the dice for their own ship, so they can palp it. Same thing with Cluster Mines and Proximity Mines.

Add on to this that it's a 50/50 shot, and they have to be range 1 of an asteroid, it's meaningless.

I got really excited to run triple U-Boat, with the 3 Extra Munitions replaced with these until I realized that they're actually trash.

Another way that Palp ruins the game. You finally get an ace to cross a cluster mine or prox mine (or now in range one of an exploding asteroid), you cross your fingers that your skill will be rewarded with a good roll, AHA 2 DAMAGE ON THE INQUISITOR. Oh, nevermind, just one. >_>

if only torp scouts could take a 2-point upgrade in addition to their torpedoes that did guaranteed damage and bypassed palpatine completely

maybe we should petition FFG, send them some feedback on how we think palp aces could be fixed

in fact, we should send a LOT of feedback! A whole array of it, even!

Helps against those tricky aces, but doesn't help too much.

Actually, it doesn't hurt Palp Aces at all. They'll be the one rolling the dice for their own ship, so they can palp it. Same thing with Cluster Mines and Proximity Mines.

Add on to this that it's a 50/50 shot, and they have to be range 1 of an asteroid, it's meaningless.

I got really excited to run triple U-Boat, with the 3 Extra Munitions replaced with these until I realized that they're actually trash.

Another way that Palp ruins the game. You finally get an ace to cross a cluster mine or prox mine (or now in range one of an exploding asteroid), you cross your fingers that your skill will be rewarded with a good roll, AHA 2 DAMAGE ON THE INQUISITOR. Oh, nevermind, just one. >_>

if only torp scouts could take a 2-point upgrade in addition to their torpedoes that did guaranteed damage and bypassed palpatine completely

maybe we should petition FFG, send them some feedback on how we think palp aces could be fixed

in fact, we should send a LOT of feedback! A whole array of it, even!

I understand that Feedback Array is a card that exists. They're garbage against everything that isn't an Imperial Acewing.

Helps against those tricky aces, but doesn't help too much.

Actually, it doesn't hurt Palp Aces at all. They'll be the one rolling the dice for their own ship, so they can palp it. Same thing with Cluster Mines and Proximity Mines.

Add on to this that it's a 50/50 shot, and they have to be range 1 of an asteroid, it's meaningless.

I got really excited to run triple U-Boat, with the 3 Extra Munitions replaced with these until I realized that they're actually trash.

Another way that Palp ruins the game. You finally get an ace to cross a cluster mine or prox mine (or now in range one of an exploding asteroid), you cross your fingers that your skill will be rewarded with a good roll, AHA 2 DAMAGE ON THE INQUISITOR. Oh, nevermind, just one. >_>

if only torp scouts could take a 2-point upgrade in addition to their torpedoes that did guaranteed damage and bypassed palpatine completely

maybe we should petition FFG, send them some feedback on how we think palp aces could be fixed

in fact, we should send a LOT of feedback! A whole array of it, even!

I understand that Feedback Array is a card that exists. They're garbage against everything that isn't an Imperial Acewing.

bull, my friend

I've killed Dengar twice with feedbacks

and the stupid bastard couldn't even fire back :P

if it aint bbbbz, feedback is good against it

Edited by ficklegreendice

I just realized FFG granted one of my upgrade-wishes! We now have two options for a 2 point Torpedo... and this upgrade is really like throwing bombs: way more interesting than Flechette (fullah-sh*t) Torpedos.

Now for more 1-point Mod options for small ships. :D

Hmm. Was going to only get one ARC-170 if Kihraxz gets a fix, since I don't know if VT will be the save it needs, but this looks fun enough I might grab two. Not competitive at all, but it would be hilarious to have a couple of TIE bombers/punishers running around with these and blowing up asteroids.

Hey, a use for bombers/punishers/Kwings AS bombers!!!

I think people are just way to caught up on the damage. I think the damage is just a side effect of thematically blowing up debris. The important thing here is CHANGING THE GAME BOARD. When your opponent makes a tightly packed asteroid belt in the center of the board, you can say "nope, sorry" and destroy the obstacle. Opening up the lanes for your large ships like the lambda and YV to maneuver better.

The ability to change the game board is massive to me. So Seismic, along with the Rigged Cargo Chute, put us into a new area of game play. Yes, it'll require a new thought process to squad building, and like some of the past waves, it'll take someone coming up with a crazy combo that actually works to change a lot of folks minds. And that's okay.

For me, the ability to remove an obstacle to open up a fire lane so that the shot is no longer obstructed is pretty fantastic. Yes, it's situational (like 98% of everything else in this game system) and essentially a one-shot (or two- at most with EM) effect, but it's certainly something to consider with builds. I hope that FFG does more of this game board modification in the future.

I'm thinking of chucking this on my A-SLAMing Bomb K-wing, rather than Autoblaster turret. The number of times a rock has been positioned just so I can't drop my bombs,

Seismic Torp, 2 points.

The ability to remove two rocks (EM), possibly throw damage on an untouchable ace (or even just make them waste palp), then conner net that ace, priceless!

I have been running dual A-Slam Bombing K-Wings, and as soon as I saw this card, I knew it had a home on my list. I have been running a prox mine on Miranda, but I hardly use it, so Seismic torps will be taking up those points. I can't wait to get my hands on this card!

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

Now...

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

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...