I love the T70, but every list I build (and practically everything I see so far) doesn't include ordnance. Is this a lack of imagination on my part, or do the two really not mix all that well? Sometimes I really wish for a Proton Torpedo, but usually, other upgrades are so much higher on the priority list. Do I err here?
Ordnance and T70, is this a thing?
Integrated Astromech was something of a death knell for ordnance on X-wings.
Even in Epic? It seems like T65 with Torpedoes still have a place there, or am I wrong again?
A single ordnance slot and no other synergies means that slot stays empty.
FFG really needs to add a low point (or 0 point) Astromech that does something for X-Wings that spend the points on a torpedo.
Like Guidance Chips on an Astromech, basically?
Ordnance ships really want to take Guidance Chips in their mod slot, which gives them a greater chance to hit. On the T-70, that slot means that you are missing out on either Autothrusters or Integrated Astromech. Both of those are generally going to help you live longer.
Without guidance chips, you're generally going to have a hard time actually landing a hit with that torpedo. It's why they were hardly ever used prior to Wave 8.
Only time I really run ordnance on the T-70 is Poe/Rey. If you try to build a list with just 3 in standard it gets really tight really fast. Epic they will definitely be better suited for ordnance.
I wish I had more opportunity to use ordnance but they tend not to be worth it most of the time. It is incredibly satisfying when you land 5 hits with Advanced Proton Torpedoes out of arc with Nera, though.
Is a single torpedo slot a thing without missiles or bombs? Probably not.
The real problem with single torp slots is every single torpedo makes you spend the TL to fire. If there were a Homing Missile like torpedo then it would at least be an option but as it is you can't get enough mods without Chimps but X-wings can't afford to take those over the other options. With that said I still love my Advanced Proton Torpedo, Expertise Wedge with BB-8. It's great fun.
I very rarely take ordnance on a ship that cannot carry Extra Munitions. The points costs for the one-off shot are generally too high in my experience. T65s usually want IA in the modification slot while T70s work best with Autothrusters which leaves no room for Guidance Chips.
If I am going to spend the points on Ordnance, I would rather take a dedicated ordnance carrier (preferably one with rules to support it). I rather like Nera Dantels for her ability to 360 torpedoes. ![]()
33 Nera Dantels (26), Deadeye (1), Proton Torpedoes (4), Extra Munitions (2), Guidance Chips (0)
Why not use Seismic Torpedoes?
No need for a target lock!
Automatic hit of target (the asteroid)!
No need for Deadeye, Guidance Chips, long range sensors, or Munitions Failsafe!
So continue to use your integrated astromech!
All for 2pts if you've got them spare!
Ashamedly, missing with torpedoes is the one thing I get really salty about.
4 points, an action and no results my way every time takes its toll. I don't run them anymore. Not even seismic.
Point being I think any upgrade (viable or not) would have to add them to the X-Wing load-out for a reduced cost.
I like this combination:
Advanced Proton Torpedo
Targeting Astromech
Pattern Analyzer
You talon roll somewhere, get's TL, Focus and hopefully you are in R1... here goes 5 hits! At the moment it worked to me in 4 out of 5 instances.
Yeah if you are looking for a nasty ordinance carrier, B-wings is the way to go.
If you want to have only one torpedo, I would suggest looking at a Z-95 with concussion missile and guidance chips for 16 points instead! =)
T-70s (and T-65s) are meant to be versitile. They can be loaded up with crazy Astromechs for shenanigans and take IA for extra durability. They have crazy pilot abilities. Sloops and boosts and that lovely tech slot make for great combos. The torp slot with chimps is a good way for generics to stress, turn obstacles into bombs, ionize those pesky PWTs, or get off some spike damage.
But it I guess if it's not broken it's not worth taken to the tourney.
15 hours ago, Panzeh said:A single ordnance slot and no other synergies means that slot stays empty.
This. A single shot of pretty much any ordnance usually isn't worth it's cost.
Most ships only have them because they have them in the lore.
15 hours ago, WWHSD said:FFG really needs to add a low point (or 0 point) Astromech that does something for X-Wings that spend the points on a torpedo.
Or better yet a low point(or 0 point) Torpedo that does something besides big damage. Like flares or chaff.
Edited by DarthEnderX4 minutes ago, GrimmyV said:Or a bomb slot.
It's less needed for bombs because you don't need target locks or guidance chips to make them worth using, but sure. Chaff for the bomb slot. Flares for missile or torpedo slots.
Edited by DarthEnderXWithout chips, you are wasting a Target Lock in order to get 1 extra dice, and at best 1 less dice at range with some slightly enhanced damage potential from plasma/proton effects.
If E-Wings weren't horribly overcosted, I'd take plasma torpedoes with guidance chips.
Edited by Lampyridae6 minutes ago, DarthEnderX said:It's less needed for bombs because you don't need target locks or guidance chips to make them worth using, but sure. Chaff for the bomb slot. Flares for missile or torpedo slots.
I meant turning that torp a lot into a bomb slot. But then that's taking away from Y-wings
1 hour ago, GrimmyV said:T-70s (and T-65s) are meant to be versitile.
The trouble is that they are overcosted compared to ships that specialise in one area. A versatile ship only works if you can attack a specialised enemy where he is weak but X-wing does not really support this. In practice, versatile ships usually lose against an equal points value of specialised ships of any flavour. X-wings and Kihraxz both suffer badly in this regard.
I think Torpedoes are great in Epic and in some missions for the T-70. While you don't get GC to adjust the dice, it's not fully terrible. You get to adjust at least one eyeball with Proton Torps. They don't get range bonus for defense. If firing Plasma Torps at an Epic, they don't get any evade dice and you do the extra splash damage on shields. Those aren't too bad and can be better than firing main guns. Also, there are ways for Rebels to pass around tokens so that you might get a Focus or TL with the Torpedo attack.
If I could add one rule to the game it would be that any ship can equip two modifications if both mods cost 0 squad points. Bombers should not need to choose between long-range-scanners and chips. X-wings should be able to run chips and integrated astromech.