Looking at Torps vs Missiles

By Larky Bobble, in X-Wing

I´ ve always been a bit disappointed that Torps and Missiles function so similarly. I´ d have prefered a Torp to have been a 2dice attack that, if it hits, has a catastrophic effect (with missiles being much as they are now or potentially with more dice for a smaller catastrophic effect).

But it´ s too late for that until 2nd edition...

So as a way to differenciate them for me would be for torp/missile attacks to gain or lose 1 attack die depending on the target. This could be by base size or by agility. Disclaimer: I haven´ t tried either yet...

So torps would get an extra die against large bases and lose a die vs small bases. E.g. A proton torp would be either a 5 die attack vs large targets or 3 dice vs small targets. Alternatively Torps could be +1 die vs AG 0 or 1, and -1die vs AG 2 or more.

The missiles would be the opposite of the torps. +1 die vs small bases, -1 vs large OR +1 die vs Ag2+ and -1 vs AG 0 or 1.

There would be no points cost changes required, with a relatively simple to learn implementation that should be closer to how Xwing the computer game defined them....

My own solution, not nessisarally 2.0 required.

Yeah, but I´ m more after finding a way to make all the already available torps and missiles work as they should. I.E torps should be easy to dodge in an agile ship but hit very hard when they do hit, wheras missiles should only dent big boys but pop small ships that don´ t get lucky....

It´ d shake up the meta, torp JMKs wouldn´ t be effective vs many lists. Tie Bombers would show more versatility, etc...

I think the contracted scout U-boats with the pre-timing dead eye R4 Agromech combo proved that an alpha strike in X-wing using secondary weapons that are discarded could work. So 2.0 is not needed , FFG just needs to put that combo where you spend a focus token and get a target lock for a ship like TIE Bombers and Punishers without having said upgrade combo spill out to ships that don't need them such as the JM5K.

Edited by Marinealver

My approach would be to erratta Guidance Chips.

For missiles, cancel 1 evade.

For torpedos, on a hit, reroll any number of attack dice. (Protons can modify eyes on this roll, focus tokens cannot)

If torps are supposed to hit less often but cause more damage, there could be a global rule that the attacker reduces the number of torp attack dice by the # of greens the target has, then all damage is doubled. So I have a 5 reds torp firing at Vader, I will roll only 2 reds verses his 3 greens. Would need to be a 2.0 thing though as I think that the reds of many torps would need to be increased.

My preference, I've said it often, would be different dice (Quoting myself from an old topic on this):

Accuracy die (blue): has no crits, and several double hit symbols (not sure how many). Double hit symbols on this die require two evades to cancel, but deal one damage if uncancelled. Used for missiles (canonically small, fast, nimble things designed to track and kill light ships, but didn't do much damage against big things with lots of shielding and armour) but also for any similar high-accuracy-low-damage scenario like flak cannon equivalents, TLTs, etc.

Normal die: the current red die.

Damage die (black): has a lot of crits, and several double hit symbols. Double hits on this die require only 1 evade to cancel, but deal two damage if uncancelled. Used for torpedoes (canonically slow, powerful things that are almost impossible to tag fighters with but can cripple large ships and capital ships) and other high-damage-low-accuracy weapons such as HLC.

This way you could have missiles and torps using relatively lower numbers of dice and still doing what they're supposed to do against the ship types they're supposed to do it against, rather than the current situation where to be good they have to do big piles of dice and be basically equally effective against both ship types.

I'd also like to see special effects attached to specific die results like the surges in Descent/ImpAss, but that's a WHOLE nother thing and would definitely require a ground-up rules rewrite.

I'd love to see this concept, but the trouble is that you'd either have to live with a whole bunch of stuff not using them appropriately (i.e. the whole current crop of secondary weapons, not to mention probably several primary weapons) or errata them. It could even be possible to combine different dice, or to add or upgrade to specific coloured results (e.g. add a black doublehit to an otherwise red roll, but there would have to be a cancellation priority order for this. Probably blue doublehit > hit > black doublehit > crit).

I think this could actually be worked in by errata, but the opportunity has long since been missed.

1 hour ago, thespaceinvader said:

a WHOLE nother

Having never seen it written down before I didn't think it was possible, but this actually looks worse written than it sounds spoken. :P

I think the best thing to do is to extend the range of Torpedoes, but then double the green dice for the target. That means they are deadly for larger ships.

The problem I have is....isn't there a lot of EU stuff where Torps are used to blow up Tie Fighters?

4 minutes ago, heychadwick said:

I think the best thing to do is to extend the range of Torpedoes, but then double the green dice for the target. That means they are deadly for larger ships.

The problem I have is....isn't there a lot of EU stuff where Torps are used to blow up Tie Fighters?

*shrug* even a nearby explosion is enough to pop a soap bubble XD

The TIE Advanced/Raider/AdvProto missles are great.

11 minutes ago, thespaceinvader said:

*shrug* even a nearby explosion is enough to pop a soap bubble XD

Guess a Tie can always blank out...

Heck, these are protagonists we're talking about. Their proton torpedoes always roll all crits, and they always shoot at the TIE without an evade token and get Major Explosion>Direct hit.

While I do wish torps and missiles were differentiated a bit more (so far torps have all required you to spend the lock, so there is that), I don't really like the idea of one being good/bad against low agility and one being bad/good against high agility. The game already has enough elements in it that are match up dependent, and adding another would further make this into a game of squad list paper, rock, scissors.

On 14/5/2017 at 1:22 PM, Pewpewpew BOOM said:

If torps are supposed to hit less often but cause more damage, there could be a global rule that the attacker reduces the number of torp attack dice by the # of greens the target has, then all damage is doubled. So I have a 5 reds torp firing at Vader, I will roll only 2 reds verses his 3 greens. Would need to be a 2.0 thing though as I think that the reds of many torps would need to be increased.

I like it, but I dunno about needing to up the reds there. A Deci or Ghost would weep at the sight of any Torp list coming their way (as they should) whereas Soontir would chuckle, until he remembers the Emperor, sitting in the Space Cow behind him...

On 15/5/2017 at 10:20 AM, heychadwick said:

I think the best thing to do is to extend the range of Torpedoes, but then double the green dice for the target. That means they are deadly for larger ships.

The problem I have is....isn't there a lot of EU stuff where Torps are used to blow up Tie Fighters?

I never read the X wing books, but that would explain a lot of how this board game approached them regarding (Proton) Torps. Personally, my experience from the XvT, X &T games gave me the impression that you could pop anything at point blank with a Torp, with great timing! At shortish range you could get a Ywing or the like easily enough. Mid sized ships were the real game for Torps though...

To Kdubb above: You´ re right, it would make them situationally better or worse and therefore you´ d be thinking whether it a big/small base meta (or High/Low AG depending) and therefore you´ d have a call to make. I don´ t think it´ d be bad for them to differenciate them more than just by symbols and general range odditioes though. I want my Concussion missile to stand apart from the Proton Torp in a Tic/Tac way (to a TIE bomber), not just be minor dice mod difference.

Or in other words the change from a torp slot in the x wing to a missile slot in the kihraxz should make a meaningful difference to what they're good against rather than no difference at all...