I can't wait to use Advance Proton Torpedoes this wave.

By joyrock, in X-Wing

There are some things that make it much nastier. Can't fighters do very well, already getting into range 1 and getting a possible 6 damage with fearlessness(7 with Fenn Rau!)

But Shara Bey is the nastiest. Removing the need for other ships to target locks means you can just focus and get it off much more easily, or target lock yourself and get an almost guaranteed max damage with both a focus and TL for rerolls. You can fit in two blue squadron B-Wings as well, for even more APT action.

My current list:

Shara Bey with PTL, APT, guidance chips, title, and weapons engineer

2x BSP with APT, guidance chips, extra munitions, and collision detector.

Get some debris fields to open up manoeuvering for the b wings, though you'll still want to avoid them, and Guidance Chips guarantee at least one crit.

Advanced proton torpedo +Wired + FCS. No focus token nessisary.

Advanced proton torpedo +Wired + FCS. No focus token nessisary.

Less damage though :P

APT on Fenn = pure bliss. I don't think i've ever held so many red dice in my hand. And I wasn't even using Fearlessness!! Hard to get accurate APTs without PTL...unless you got a Manaroo flying around nearby

APT on Push Fenn is nice. If you land your move at R1 of the target, they eat 6 dice, of which an absolute minimum of 3 will be hits, most likely a lot more. And he does it all by himself.

THis is why I like Push Fenn a lot more than Fearless Fenn - fearlessness is nice, but PTL gives you a lot more flexibility.

Edited by thespaceinvader

APT on Push Fenn is nice. If you land your move at R1 of the target, they eat 7 dice, of which an absolute minimum of 3 will be hits, most likely a lot more. And he does it all by himself.

THis is why I like Push Fenn a lot more than Fearless Fenn - fearlessness is nice, but PTL gives you a lot more flexibility.

Fenn's ability only adds 1 dice. How do you get 7 without Fearlessness?

You don't. That's a mistake.

It's also why I question the value of APT on Fenn sometimes - you're paying an enormous amount for a fairly marginal benefit.

I was thinking about Fearlessness+Cluster Missiles.


And yes, I was thinking precisely at N'Dru. He still at PS7, maybe will not an Ace hunter, but he can try to go for less PS ships, and get it something like 9-10 hits. Fearlessness works all the attacks, so + GuidanceChip+Glitterstim...

Vs Ghost, Vs Uboats...etc

If you're doing an EPT that isn't VI on N'Dru, you either want Deadeye or Lone Wolf though. Fearlessness is OK, but Lone Wolf does almost as much for your cluster missiles' accuracy and makes you a LOT more survivable - something like a 90% chance of two evades per attack on the turn you pop glitterstim.

If you're doing an EPT that isn't VI on N'Dru, you either want Deadeye or Lone Wolf though. Fearlessness is OK, but Lone Wolf does almost as much for your cluster missiles' accuracy and makes you a LOT more survivable - something like a 90% chance of two evades per attack on the turn you pop glitterstim.

But I don't care about his survivability, he just need to get that shot. Than he can die. High risk High reward I guess

You don't. That's a mistake.

It's also why I question the value of APT on Fenn sometimes - you're paying an enormous amount for a fairly marginal benefit.

I thought about this too, you get to add a extra 1 shot red die for 6 points, on Fenn I dont think it's worth it.

Fenn at Range 1 is 5 die, Fenn with APT is 6 die. not worth the outlay in my opinion.

I believe paying 6 pts for a 1 time use to add an extra die to Fenn a waste of pts.

Put those points into a hull upgrade or something on another ship if you have the pts. Fenn with fearlessness or ptl auto thrusters, and thd title is all that's real needed. He's already a huge target.

Apt are best on a ship that has 2-3 red dice (bomber for example rhymer) or if you want to make something look much more intimating as a distraction more than anything, but 6 pts to go from 5 dice to 6 noy worth it imo

I've always found ryhmer has the best ability for them since he can fire them off at range 2. Give him ptl and tie engine mod and extra munitions. He's a huge threat, but sadly rhymer pt cost is expensive, and I believe they costed him that way with apt in mind

Edited by Krynn007

You don't. That's a mistake.

It's also why I question the value of APT on Fenn sometimes - you're paying an enormous amount for a fairly marginal benefit.

I thought about this too, you get to add a extra 1 shot red die for 6 points, on Fenn I dont think it's worth it.

Fenn at Range 1 is 5 die, Fenn with APT is 6 die. not worth the outlay in my opinion.

The reason that it MIGHT still be worth it is the massive amount of extra modification you get on those 6 dice.

There are hilariously few situations in which you will not roll 5+ hits with APT.

5 Dice, even with TL and Focus, can still roll 3 or 4. Not very likely, but it happens.

And against something like Fel, who can easily shrug off a 4 or 5 hit attack thanks to Palp and all his actions, being able to squeeze out a 6-hit attack once per game might make all the difference.

All that said, I personally don't run APT on Fenn.

Yeah, the benefit isn't *just* an extra die - it's an extra die and turning 3 of your blanks into hits. WHich is a Big Deal, moreso if you also drop ATs for Chimps to get another crit. Whether it's a Big enough Deal to merit 6 extra points though... that's for you to judge.

I'm gonna think about giving it a try at the club tomorrow and see how it works. It's certainly a whole lot of punch.

It'll work especially if your opponent is bad with fel, or is flying a list which you can easily get into range 1 of something. It's still a lot of pts for that 1 extra dmg your trying to push through, and it's a 1 time use. Let's not forget your opponent may still roll all evades which means you'll do 2-3 dmg depending on their agility. If your up against a 1 agility target I really don't think you'll need apt as staying within range 1 of a 1 agility ship isn't all that hard which means Fenn gets his ability over and over.

It is nice when it works, and for a fun squad sure why not. I just don't think the cost is worth it

If you run Fenn with a support ship or even ptl, he'll have a target lock and focus available for his range 1 shot anyway, which still gives you really good chance of getting 5 hits. I have also seen cases of apt doing 3-4 dmg max where my opponent rolled 4-5 blanks with them. At least with Fenn ability with ptl he'll reroll any blank and has a focus. Overall I think the dmg output be pretty well the same, except your able to invest those 6 other points into something else that may have a better lasting effect, such as another ship, elite pilot, or hull/shield upgrade to increase survivability, or extra munitions and plasma, or a cheaper missle thatll give you two shots vs 1. Fenn is already a huge target, apt just makes him an even bigger one. Use those 6 pts on another ship to at least use as a distraction, or something more effective, if you lose Fenn early before he gets to range 1 with bad roll of green dice at least all your eggs isn't in one basket

Edit

I think you guys are looking at it all wrong, but hey that's my opinion. Your seeing it as a way to get an extra dice, And also get 3 free focuses if you flub your roll, which may or may not equal to 6 total hits. If you do flub your roll and roll a min of 4 blanks your still paying 6 pts for the same amount of dmg you can do without. Flying fenn just as is, having a target lock to modify all your dice and a focus still gives you pretty good odds of doing 5 hits, so again it's like your paying 6 pts for 1 extra hit.

Either way I don't think it's going to change the outcome of the game. Fenn is already a huge target. I can't see it if you lose, would that extra pt of dmg really change the outcome? If anything those 6 pts could be better spent elsewhere. Ad I said on more upgrades for another ship, etc

Apt imo are best with rhymer because you'll have very good chance to fire them. My buddy flies rhymer a lot with ptl, extra munitions , and tie engine mod and he can be very nasty. Firing apt at range 2 hurts a lot. If you want use apt I suggest building a squad around rhymer, but he's still not a very good pilot because he can be out flown, but he is fun to use once in awhile in friendly fun games.

Or nera in the bwing, and if you want to go all out have Jan in the hwk. That's a 6 dice turret attack, but again not the most effective squad, but even fel can't shrug that off with auto thrusters, but still good luck catching him

Edited by Krynn007

Major Rhymer with APT and PTL or LRS is a beast. 5 dice with a better than 95% chance to get all hits and crits is hard to get around. Especially when used with other high PS ships.

Major Rhymer with APT and PTL or LRS is a beast. 5 dice with a better than 95% chance to get all hits and crits is hard to get around. Especially when used with other high PS ships.

Ya my buddy likes to use bombers and sometimes he pairs rhymer up with jonus. He knows its far from competitive (he's a very good player) but it's just a fun build he likes to use every now and then, (get away from the competitive side of the game) Can be very nasty, or very hard to make it work, but in most games rhymer gets to shoot those apt. Only time he doesn't is if he gets blinded pilot crit (which has happened on two different occasions) or gets out flown

Edited by Krynn007