firing multiple weapons

By KelRiever, in X-Wing Rules Questions

I understand you normally only fire your primary or your secondary weapon. Noob question however...if you 'spend a target lock' to fire something like proton torpedoes, I know you don't get to use the target lock ability. But because you are spending the lock, does that allow you to fire your proton torpedoes in addition to your primary weapon? Because you 'spent' the target lock...you didn't need to chose?

Hopefully this question makes sense.

Unless otherwise granted a second attack by a pilot ability, you only get 1 attack per round no matter what, whether it be primary or secondary.

Question does not realy mae sense to me but, no you either attack with primery and spend TL for reroll

OR

You spend TL as a cost to perform certain actions like attacking with secondary weapons. Then there is no primary attack.

Edited by SOLAR FLARE

You guys answered it. The way we were playing was that you could use your proton torpedoes and your primary, because the 'spending' of the target lock gave you a freebee shot.

Honestly, it seemed okay fair. I think nobody would bother with proton torpedoes anymore. The cost for them is prohibitive, it seems to me, if you are exchanging them for your normal firepower and also blowing your target lock without being able to use it to reroll as well.

50 minutes ago, KelRiever said:

I think nobody would bother with proton torpedoes anymore. The cost for them is prohibitive, it seems to me, if you are exchanging them for your normal firepower and also blowing your target lock without being able to use it to reroll as well.

That drawback was just one of the many reasons why missiles and torpedoes were not worthwhile (except maybe on a few specific pilots) for most of the game's history.

Proxy some Guidance Chips.

Swx40_guidance-chips.png

Torpedoes and Missiles were overcosted and underpowered in the early days of X-Wing. The squads that use them now almost all combo them with upgrades like Deadeye, Guidance Chips, Long Range Scanners, and/or Extra Munitions, and sometimes pilot abilities like Miranda's ability to drop a shield token to add a die. A lone torpedo with no supporting upgrades is usually not worth the points, but a fully supported alpha strike can be devastating.

Sigh. Card escalation.

Thanks for answering my questions though.

They can be situational. For example if you are going head to head on another ship, and pass them so neither has a shot on the other, you can still take a target lock. Focus won't do you any good since you'll neither be shooting nor dodging. Then you k-turn back and have the target at range 3. A torpedo is a much better option than your main weapon as the target will not get the bonus die for range. Plus you are probably rolling more dice, and you have an almost guaranteed crit (this is with a proton torpedo). And if you focused that round, you can really lay down a lot of damage. So if you have spare points and a torpedo slot, there are times where the 4 points can be justified. But you are just as likely to spend the entire mission and never get in a good shot with them.

You don't see them often anymore, torpedo bays are far more commonly used for extra munitions.

1 hour ago, KelRiever said:

Sigh. Card escalation.

Thanks for answering my questions though.

It's not really escalation when to go from worthless to on par. Alpha strikes with missiles/torps are viable but not dominant.

Just to head off any future misunderstandings: if a card wants you to be able to do something in addition to spending a token, it will be specifically worded, like the R4 Agromech: "When attacking, after you spend a focus token, you may acquire a target lock on the attacker." I wish you could use a focus to both flip Intensity and regen with R5-P9, but alas.

On 7/7/2017 at 4:04 AM, KelRiever said:

You guys answered it. The way we were playing was that you could use your proton torpedoes and your primary, because the 'spending' of the target lock gave you a freebee shot.

Honestly, it seemed okay fair. I think nobody would bother with proton torpedoes anymore. The cost for them is prohibitive, it seems to me, if you are exchanging them for your normal firepower and also blowing your target lock without being able to use it to reroll as well.

Spending the TL to fire the torps does not count as a 'freebee shot'. And even without adding extra cards to make them more useful, all secondary weapons (torpedoes, missiles, turrets, cannon, etc) ignore range bonuses, so a target at range 3 doesn't get his range bonus of 1 green die. Sometimes, that can help justify the cost a little (depending on the secondary you want to take).

Personally, I like putting a Mangler Cannon onto a Firespray. It makes a 3-dice attack at range 2-3 with no modifier, or a 4-dice primary attack at range 1.

Thanks for the rules clarification. One less defense die does not make Proton Torpedoes worth taking alone in my book. Which is a bit of a shame, I think. I have a whole other post about how I'm a fan for updated cards at this point, but that's a separate issue.

On 7/6/2017 at 8:27 PM, Polaritie said:

It's not really escalation when to go from worthless to on par. Alpha strikes with missiles/torps are viable but not dominant.

Lol not at all :D Dengavura and double scouts combinations everywhere but not dominant at all :D

17 hours ago, KelRiever said:

Thanks for the rules clarification. One less defense die does not make Proton Torpedoes worth taking alone in my book. Which is a bit of a shame, I think. I have a whole other post about how I'm a fan for updated cards at this point, but that's a separate issue.

As noted, that's why Guidance Chips (and a few other things) were added.

Torpedoes:

  • Remove 1 defence die at range 3 (your range defence bonus)
  • Add one attack die (because they're generally 4 dice attacks)
  • Usually add one other beneficial effect (proton torpedoes don't let you spend a target lock on the dice, but give you what's basically a focus token effect instead)

However, there are quite a few other cards since which interact with torpedoes and missiles. Look up the following:

and so on.

Missile- and Torpedo-based squads are doing pretty well at the moment, but most have at least one of the above, often more than one.

'Free attacks' do exist, but only when specifically namechecked as such. The only ones I can think of are:

Edited by Magnus Grendel

@Magnus Grendel also spec ops training, and Luke crew.

On 7/10/2017 at 7:43 AM, KelRiever said:

Thanks for the rules clarification. One less defense die does not make Proton Torpedoes worth taking alone in my book. Which is a bit of a shame, I think. I have a whole other post about how I'm a fan for updated cards at this point, but that's a separate issue.

Yeah, you're not alone in that thinking. Proton Torpedoes are overpriced, and were when they first came out. Most of the newer ordnance is much better value for the points now.