Flechette or Seismic Torp?

By eagletsi111, in X-Wing

I have a bomber with an open torp slot, the other slot has EM.

Which would you equip and why? Also thinking of not equipping either and just leaving a 2 pt less bid.

I'm leaning towards Flechette, because I can cause stress even if I miss. But it's only 3 dice, and I already have Unguided equipped.

What does everyone think?

Neither honestly, they're both very situational

If your list has ps 8/9 you're probably better with a bid orLWF somewhere unless you run into HEAPS of dash on a regular basis

I really hate how seismics are a die roll, it just kills it in my eyes

Edited by ficklegreendice

Grab Seismics Charges or Ion Bombs instead. :)

Plasma is my default for torpedoes. It's 4 dice and is a good choice to take against any list, while helping against Large ships with shields to burn through.

Yea. Already have seismics bombs, got 2 pts left and an open torp slot. probably have to play 7 games or more, so trying to build a slight bit of control incase I need it.

Depends on the rest of the squad.

Flechettes are okay, but the fact that they only work on hull 4 or less targets means they can't be used on Dengar, Dash Rendar, Deathrain, Nym, Norra Wexley, Miranda Doni....basically a depressingly high proportion of the ships you see a lot of.

It's a decent weapon against TIE Interceptors and TIE advanced Prototypes, but Fenn Rau has a lot of action independent defence and offence and (usually) mindlink-provided focus.

Seismic Torpedoes are probably the better one; yes, the damage is unreliable, but don't underestimate the ability to remove an obstacle and then fly through the gap now opened; potentially turning a long range, obstructed shot into a short range, unobstructed one.

Seismic. Because when you absolutely, positively have to get rid of a rock. It does.

This really depends, what is the rest of your list?

Are you flying something that you might want initiative?

Flechette is really only useful on small base ships, and even then it is only a problem if they are already stressed.

The nice thing about a Seismic is even if you don't use it, you very well might have influenced the flying of your opponent, they might break formation or avoid going into the rocks, and as someone mentioned, you ought want to clear a rock out of the way.

So if you must, I suggest seismic, but only if initiative doesn't matter

58 minutes ago, Keffisch said:

....Ion Bombs instead. :)

I filled this in on a TIE Bomber list once and man it paid off, causing the perfect setup death of a Poe and then the remnant ran scared of getting where the Bomber was...nice ?

Good points, Not worrying about initiative, that's why I'm trying to fill the slot

Seismic Torps are a great way to check range and arc during the perform action step.

49 minutes ago, StevenO said:

Seismic Torps are a great way to check range and arc during the perform action step.

This ^ because sometimes its about more than the roll of dice.

Seismic with minefield mapper and cargo chute.

  • Actually seismic won't work on bomb tokens will it?
  • What about cargo chute token. will seismic work on that?
  • I wonder if X-wing will get a grave-chute reroute upgrade?
  • ...

20 hours ago, Marinealver said:

Seismic with minefield mapper and cargo chute.

  • Actually seismic won't work on bomb tokens will it?
  • What about cargo chute token. will seismic work on that?
  • I wonder if X-wing will get a grave-chute reroute upgrade?
  • ...

Ok. I went with Seismics. Went 3-0 with a 504 MOV and won the tournament.

Notes: Seismics worked twice, once to kill a ship with one hit point left. Also versus Minefield mapper, he blocked up the side, and I just blew up the asteroid and flew right by.

2 Times a stress torpedo would have been huge, Fought 3 Tie Special forces, 2 named and 1 basic, all with Expertise. Nasty. Also a Fenn with Expertise, yes they would clear it next turn, but it would have shut down Expertise for sure.

Overall, people forgot I had Seismics and one time with Deathfire, I flew over a shuttle, fired a seismic at the roids in front and dice 2 damage to 2 ships, while at the same time bombing a shuttle with a prox mine.

I think both have their uses, but with Minefield mapper, having seismics was huge.

Seismics do work on Cargo chute.

Edited by eagletsi111
25 minutes ago, eagletsi111 said:

Ok. I went with Seismics. Went 3-0 with a 504 MOV and won the tournament.

Notes: Seismics worked twice, once to kill a ship with one hit point left. Also versus Minefield mapper, he blocked up the side, and I just blew up the asteroid and flew right by.

2 Times a stress torpedo would have been huge, Fought 3 Tie Special forces, 2 named and 1 basic, all with Expertise. Nasty. Also a Fenn with Expertise, yes they would clear it next turn, but it would have shut down Expertise for sure.

Overall, people forgot I had Seismics and one time with Deathfire, I flew over a shuttle, fired a seismic at the roids in front and dice 2 damage to 2 ships, while at the same time bombing a shuttle with a prox mine.

I think both have their uses, but with Minefield mapper, having seismics was huge.

Seismics do work on Cargo chute.

Turn 0 is getting interesting.

46 minutes ago, eagletsi111 said:

Ok. I went with Seismics. Went 3-0 with a 504 MOV and won the tournament.

Notes: Seismics worked twice, once to kill a ship with one hit point left. Also versus Minefield mapper, he blocked up the side, and I just blew up the asteroid and flew right by.

2 Times a stress torpedo would have been huge, Fought 3 Tie Special forces, 2 named and 1 basic, all with Expertise. Nasty. Also a Fenn with Expertise, yes they would clear it next turn, but it would have shut down Expertise for sure.

Overall, people forgot I had Seismics and one time with Deathfire, I flew over a shuttle, fired a seismic at the roids in front and dice 2 damage to 2 ships, while at the same time bombing a shuttle with a prox mine.

I think both have their uses, but with Minefield mapper, having seismics was huge.

Seismics do work on Cargo chute.

Awesome, so what is the exact list?

I vote flechette since almost everyone else voted on seismic. Even if your enemy won't take any stress, it's still 3 attack dice that ignore range 3. If they're used on a ship with 3 attack dice already, then guidance chips will give you a free crit on those range 3 shots. Not bad.

^ Just a hit sadly, as Bombers only have 2 Attack primary.

On 02/08/2017 at 2:38 AM, Marinealver said:

Seismic with minefield mapper and cargo chute.

  • Actually seismic won't work on bomb tokens will it?
  • What about cargo chute token. will seismic work on that?
  • I wonder if X-wing will get a grave-chute reroute upgrade?
  • ...

Seismic Charges can be dropped with maper but will detonate at the end of the first activation phase.

Rigged Cargo Chute will not work with Minefield Mapper, it's not a bomb upgrade.

1 hour ago, thespaceinvader said:

Seismic Charges can be dropped with maper but will detonate at the end of the first activation phase.

It has a bit of theoretical utility with (Rebel) Nym, who can 'hold' the bomb token live as long as needed - giving a much larger 'threat radius' than a cluster mine token.

15 hours ago, Mrk1984 said:

Awesome, so what is the exact list?

============ Shadow Death ============

100 points Pilots ------

"Deathfire" (26) TIE Bomber (17), Extra Munitions (2), Seismic Torpedo (2), Unguided Rockets (2), Proximity Mines (3), Long Range Scanners (0)

Colonel Vessery (40) TIE Defender (35), Ion Cannon (3), Veteran Instincts (1), TIE/D (0), Twin Ion Engine Mk. II (1)

Shadow Squadron Pilot (34) TIE Phantom (27), Intelligence Agent (1), Sensor Jammer (4), Stygium Particle Accelerator (2)

4 hours ago, Magnus Grendel said:

It has a bit of theoretical utility with (Rebel) Nym, who can 'hold' the bomb token live as long as needed - giving a much larger 'threat radius' than a cluster mine token.

As has been well documented. I think Nym is OP. As a prize I had a choice of an aggressor and a Nym. I told them I cannot take a Nym, so I took the aggressor. 3 PW, Barrel roll, PS=10, AC AT, and Unlimited bombs are broken. Bomblet should have been a dual side card so could be used every other turn, 2 PW, and No barrel roll, with no system.

Edited by eagletsi111
1 hour ago, eagletsi111 said:

============ Shadow Death ============

100 points Pilots ------

"Deathfire" (26) TIE Bomber (17), Extra Munitions (2), Seismic Torpedo (2), Unguided Rockets (2), Proximity Mines (3), Long Range Scanners (0)

Colonel Vessery (40) TIE Defender (35), Ion Cannon (3), Veteran Instincts (1), TIE/D (0), Twin Ion Engine Mk. II (1)

Shadow Squadron Pilot (34) TIE Phantom (27), Intelligence Agent (1), Sensor Jammer (4), Stygium Particle Accelerator (2)

I think seismic was definitely the right choice, even with the stress mechanic, Deathfire normally won't impact an Expertise ship (normally higher PS), and you can potentially damage an ace before they have the opportunity to arc dodge.

Did you catch people off guard with a generic Phantom?

Totally. Most people were completely off guard by it. I pumped two 4 dice shots into nym at range 2 and killed him with the Defender. Also people really underestimated Deathfire.

Edited by eagletsi111

I vote Flechette. I think they are highly underrated. It's 2 pts and you get attack 3 with GC changing one to a hit. It stresses anything below hull 5, including Bro Bots (who are large based). That stress can win you the game at the right moment. Stop thrm from doing that red turn around next turn. Also good with Mindlink as it will stress more than one.