Torpedo Away: A guide to tropedoes in X-wing

By jimmyrut, in X-Wing

I think you are nuts to rate Plasma over Proton. Yes, the ability to change an eyeball into a crit is much much better than doing an extra shield. I also think you are nuts to be so dismissive of Flechette Torps.

I've recently had some fun with an interesting combo of Flechettes and Munitions Failsafe (On the U-Wing). Obviously, not an "optimal" combination, but I don't magically own everything in the game yet so I have fun with what I have for now. The fact that Flechettes stress low-hull ships regardless of hit or miss means that assuming you can get TLs (which on the U isn't any problem) you can take shots with the Flechettes which normally would be a waste because you'd just miss and keep the torpedo while still sticking stress on the enemy. This wasn't a plan of mine originally, it just kind of happened and I found it very amusing.

Dood, Ion Torpedoes are the real deal, watch Rogue One, those y-wings totally owns that ISD!

Oh wait, you mean in the game....

Remember Torp Boats (or triple flying toilet seats)? Yeah, they used Protons, not Plasma, and they freaking hurt. That extra eye to crit is nasty on top of Chimps giving a hit and the BS trick of fill mods always giving at least 3 hits and a crit. Then FAQ nerf! Protons with Chimps are still solid, especially on a 3 attack ship. Still waiting for Maarek Stele in a bomber.

Now do one about missiles and bombs! :)

Why am I seeing Guidance Chips referred to as "Chimps"? Am I missing something really funny?

Why am I seeing Guidance Chips referred to as "Chimps"? Am I missing something really funny?

It's just when it first came out and everyone was typing it...many people kept thinking of Chimps instead of Chips. I think someone even made a alt art card for it.

Different between "Chips and "Chimps" is small, meaning you get some occasional goofs. Some of them stick. Similar to "Snuggling Compartment" for "Smuggling Compartment".

I think you are nuts to rate Plasma over Proton. Yes, the ability to change an eyeball into a crit is much much better than doing an extra shield. I also think you are nuts to be so dismissive of Flechette Torps.

You have to build them up as in the whole ship around the Torpedo/missile weapon. So that means getting a ship with a free torpedo slot for EM and keeping the modification slot open for Guidance Chip. (Until everyone complains about them and FFG nerfs them or bans the upgrade combos that work.

On their own I think Flechettes are the best because they do their effect regardless if they hit. Plasma can get that bonus shield damage but if it is a 1 shielded or no shielded ship then it is worse than a proton. Proton Torpedo is the only torpedo that has natural dice modification meaning you can take LRS or us GC on blanks while PT modifies a focus. The bad torpedoes are Advanced Proton Torpedoes because it is so difficult to set up with both TL range 1 in Arc and a focus token. And Ion Torpedoes like all other weapons effects with a "splash" only work in a swarm heavy meta which the meta is not there yet. It isn't the two ship meta of Wave 5 and 6 but the 3-5 ship meta doesn't make room for things like assault missiles.

Edited by Marinealver

Plasma and Proton can complement one another well so long as you can fire the plasma first and at the same target. Also saving a point is not to be sneered at.

Flechette torpedoes are the cheapest anti-PLT ace upgrade in the game, excluding R3-A2 at the same price. Taking PTL Corran Horn with an extra 2 points of flechettes can be the difference between beating PS9 Soontir or not.

Seismics are in a funny place at the moment, but if TIE swarms become a thing again I don't see why these shouldn't be used.

Plasmas are great, especially against the oh-so-common ghost, and other high-shield ships like Jumpmasters and Defenders. Math-wise, four red dice roll and average of two hits, plus 1 from guidance chips makes 3 hits total.

Protons are higher-offense than Plasmas - they will roll, on average, 2 hits, 1 focus and 1 blank. The focus iis converted to a crit, and the blank becomes a hit. So for four points you get 3 hits and a crit, on average. This makes protons better against unshielded targets, because that crit is incredibly hard to cancel, and its also better against high-agility aces, like Defenders and The Inquisitor, as 4 hit results are very hard to avoid. You can get the highest-power alpha strike in the game with 5 scimitar squadron pilots equipped with proton torpedoes and guidance chips.

Ion Torpedoes are kinda terrible against everything except swarms in 100/6, but I can see them being great in Epic play.

Advanced proton torpedoes are only decent on PTL-equipped ships. The most notable o which is Fenn Rau with PTL, Adv. Torpedoes, Protector title and autothrusters at 40 points. You get a 6-die alpha strike at PS9. You'd have to roll 4 blank results to not get 6 hits out of it. If you roll 6 hits, Soontir is simply dead, as is a lot of other ships. Maybe not the best use of 6 points, but one of the most intimidating. You could also swap out PTL for fearlessness to bump it up to a 7 hit attack, which is just ridiculous (no matter what Soontir rolls or what tokens he spends, he is dead, no questions asked). I might try this in my next casual game.

Of course, we all know that missiles are better than torpedoes, cannons are better than missiles, and turrets are better than cannons...

...

Of course, we all know that missiles are better than torpedoes, cannons are better than missiles, and turrets are better than cannons...

Torpedoes were on the top of that list after wave 8. But then FFG listen to all the tears and nerfed them to oblivion. Sure say what you want about timing but the pen-&-ink change to small ship only on Deadeye was terrible.

That being said the only good ships to take missiles torpedoes thanks to EM is either a ship with missile/torp or a 2x torp slot ship. Right now there isn't a 2x missile ship that doesn't have a torp slot (ahem.. Assault Gunboat). But it would be nice if there were some ways to boost those single missile/torpedo slots without giving 2x torpedo boats the same benefits. Sort of a wealth redistribution program of some sort. ;)

Why am I seeing Guidance Chips referred to as "Chimps"? Am I missing something really funny?

It's just when it first came out and everyone was typing it...many people kept thinking of Chimps instead of Chips. I think someone even made a alt art card for it.

and a T-shirt... also i think it was a typo in the original release article.

Tropedoes ... for firing lethal TV tropes links at your enemies to keep them distracted all day.

I've recently had some fun with an interesting combo of Flechettes and Munitions Failsafe (On the U-Wing). Obviously, not an "optimal" combination, but I don't magically own everything in the game yet so I have fun with what I have for now. The fact that Flechettes stress low-hull ships regardless of hit or miss means that assuming you can get TLs (which on the U isn't any problem) you can take shots with the Flechettes which normally would be a waste because you'd just miss and keep the torpedo while still sticking stress on the enemy. This wasn't a plan of mine originally, it just kind of happened and I found it very amusing.

Add accuracy correctors and you can "miss" on purpose, and use just as a stressor. (If you read the Accuracy Corrector card you can cancel the hits, then you MAY add two hits. Meaning you don't have to, so you can just cancel the hits.) This will give you unlimited Flechette Torps.

Put Gunner and a Tactician with this trick, it will give you 3 stress at Range 2.

-OR-

With Nera Dantels it gives you 360 of a stressor.

-OR-

On an ARC-170

Flechette Torps + Munition Fail Safe + Tactician + R3-A2

You can deal 3 stress a shot at range 2.

Edited by Jadotch

Why am I seeing Guidance Chips referred to as "Chimps"? Am I missing something really funny?

It's just when it first came out and everyone was typing it...many people kept thinking of Chimps instead of Chips. I think someone even made a alt art card for it.

and a T-shirt... also i think it was a typo in the original release article.

My memory is that the preview art before the card was fully spoiled only showed "Guid... Chi...", and many people sensibly guessed the correct wording. Funny guys then came in and said, "wait, you don't KNOW it's Chips, it could be Chimps!" And a star was born.

Nera w/ FCS, Flechettes, Failsafe, and occasionally Tactician was my go-to (usually combined with Roark and an EPT ship with Swarm Tactics) during the bad old days of the pre-nerf Phantoms, when you either flew Phantoms or Fat turrets.

360-degree stress turrets are fun, and at PS 12 make Phantoms cry.

I think you are nuts to rate Plasma over Proton. Yes, the ability to change an eyeball into a crit is much much better than doing an extra shield. I also think you are nuts to be so dismissive of Flechette Torps.

You have to build them up as in the whole ship around the Torpedo/missile weapon. So that means getting a ship with a free torpedo slot for EM and keeping the modification slot open for Guidance Chip. (Until everyone complains about them and FFG nerfs them or bans the upgrade combos that work.

I disagree that you have to build your whole list around Proton Torps if you take them. Yes, you are probably going to do 4 damage if you take GC and Proton Torps, but if you don't want to go that route, you can always just do Proton Torps. The natural hit modifier built in is still good. OK...so now you might roll 3 hits, but one is a crit. It's still good.

Plasma is good only against ships that have shield. Proton gives you a natural corrector that is also a crit. It adds that extra hit to shields...or does a crit if you don't have shields. Yes, you have to pay that extra point. If you can't spare that point, then you have to go Plasma. I understand that. If there are lots of shielded ships in today's meta I suggest you just wait a few months. You never know what the next ship will be or how things will change in a short amount of time. To say that now that shielded ships reign king could just set you up to have to revise your whole estimate in a few short months.

Yes, Ion Torpedoes are great in epic. I can testify. They do the damage and they splash ion. They aren't so great in regular 100/6, but that doesn't mean they are bad. They just aren't suited to 100/6. That's ok, though. X-wing isn't just 100/6.

Flechette are really good against aces. Back when BroBots roamed the land in large numbers, it was the best thing used to kill them, It was especially easy when they used the bait and switch technique of luring in your forces on one, zip away, and then flank you with the other (always B). You stress them so they can't zip away and blasted them hard before B could do so much damage to you. Done at the right time, Flechette are game winning. Also, they are only 2 pts!!!

Howdy all. I must warn you I started writing this and it may end up sounding like a bashing session against anything that doesn't rhyme with 'Plasma Torpedo'.

In your article, you don't rate seismic torpedo highly. The current world champion said seismic torpedoes were involved in at least 2 of his wins. They aren't completely terrible, and you sometimes do get short on points.

Edited by moppers