Which torp for the X-wing?

By Eyegor, in X-Wing

Before I start I know the "correct" answer is NONE.

However, that answer is unacceptable to me. I've been thinking about this forever and can't find a good way to make torps work for our titular ship. If you were FORCED to fly either the T-65 or T-70 with ordnance how would you do it?

Proton torp guidance chimp, like a man

Plasma is ok as it’s cheaper... I admit I prefer to gunfight with the Xwing.

Seismic and groan about the 2-point tax

Wedge+Adaptability+Proton Torps+Guidance Chips (33)

Pick an Astromech if you have the points and are feeling frisky.

There is a good PS10 alpha strike list for rebels, and it can accomodate Wedge.

Airen Cracken (19)
Veteraneninstinkte (1)
Harpoon Missiles (4)
Steuerungschips (0)

Horton Salm (25)
Zwillingslasergeschütz (6)
Protonen-Torpedos (4)
R2-D6 (1)
Veteraneninstinkte (1)
Steuerungschips (0)

Wedge Antilles (29)
Anpassungsfähig (0)
Protonen-Torpedos (4)
R2-D2 (4)
Steuerungschips (0)

Total: 98

View in Yet Another Squad Builder

It is not easy to fly, though, and probably not so good that it is a top contender. But as a solid tier 2 list it works, to me it feels about as strong as imperial alphastrike.

25 minutes ago, Admiral Deathrain said:

There is a good PS10 alpha strike list for rebels, and it can accomodate Wedge.

Airen Cracken (19)
Veteraneninstinkte (1)
Harpoon Missiles (4)
Steuerungschips (0)

Horton Salm (25)
Zwillingslasergeschütz (6)
Protonen-Torpedos (4)
R2-D6 (1)
Veteraneninstinkte (1)
Steuerungschips (0)

Wedge Antilles (29)
Anpassungsfähig (0)
Protonen-Torpedos (4)
R2-D2 (4)
Steuerungschips (0)

Total: 98

View in Yet Another Squad Builder

Blitzkrieg ;)

Wedge : intensity, BB8, APT, chips.

That one hurts if you get to deliver it ;)

Or I'd use chips and proton, with Deadeye and R2D2 on Luke. Because fluff>>>>>> gameplay (or not^^)

More seriously, X-wings are already overcosted, so either plasma as a filler, or Flechette for an engagement round at R3 (stress+no range malus is always better than the laser shot).

Poe Dameron (PS9) (33)
Push the Limit (3)
Advanced Proton Torpedoes (6)
BB-8 (2)
Pattern Analyzer (2)
Autothrusters (2)
Black One (1)

Total: 49

View in Yet Another Squad Builder

Easy enough to set up foc+tl r1 with ps9 and bb8 repositioning. Expensive but fun

I like APTs for the T-70s. You can add Intensity, R7-T1, and Guidance Chips for a solid attack IMHO. You close in and try to make things go boom. Points go through the roof too...

A build more for Epic play; hit the big ships with the torps (they'll be the ones with the shields ;) ), the dogfight the rest.

Red Squadron Veteran (34)

T-70 X-Wing (26), R2 Astromech (1), Plasma Torpedoes (3), Expertise (4), Guidance Chips (0)

Plasma would be my go to, as it is pretty optimized for performance vs point cost. I really want to roll Wedge in with Expertise and APT at range 1 of someone though.... In the 1 agility meta, it basically would mean 5 hits/crits are getting through.

For a random Torpedo I'd say Seismic as it an let you "ping" any number of obstacles provided you aren't looking at one in range AND arc.

Flechette is a cheap all-rounder. To pass on some stress and ignore range three mods is well worth it imo, especially if you have r3a2 on team.

Seismic I guess, I think it is better an extra action to cause some 1 damage splash around an obstacle.

Other than that I guess Flechette because it is cheap with 2 points so not having a second torp slot for EM is not that much of a disadvantage and has an automatic effect for most ships.

Snap Wexely, targeting astromech, advanced proton torp, pattern analyser, stay on target, and guidance chips. 40 points. Like every x wing it's stupid expensive for how tough it is, but it's almost worth it when you pull it off.

10 hours ago, Giledhil said:

Wedge : intensity, BB8, APT, chips.

That one hurts if you get to deliver it ;)

Or I'd use chips and proton, with Deadeye and R2D2 on Luke. Because fluff>>>>>> gameplay (or not^^)

More seriously, X-wings are already overcosted, so either plasma as a filler, or Flechette for an engagement round at R3 (stress+no range malus is always better than the laser shot).

R7-T1 might work well there instead - as an action you get a boost, target lock and focus - a good combination for delivering a finicky range 1 weapon.

Flechette torpedoes have their uses - I remember once trying 4 rookies with flechettes and targeting astromechs, and being able to Koiogran turn then stress the enemy if they koiogran turned to match was rather annoying! Unfortunately, flechettes are a bit hum-drum these days more because the hull 4 'cap' on effectiveness means they do naff all to Miranda Doni, Nym, any large ships (except IG-88), Norra Wexley, Lowhhrick, Deathrain, Horton Salm, and any Vaksai with a hull upgrade. That's a pretty broad swathe of what you actually see on the table at the moment.

Seismic Torpedoes actually sound like not a bad idea - if you're not going for an ordnance-heavy squad, and not wanting to give up Integrated Astromech, siesmics give you something you can do with your torpedo slot that can actually help in the game - clearing a path to allow some not-all-that-manoeuvrable X-wings to slip through an obstacle field without ending up stressed to high heaven or out of formation.

2 minutes ago, Magnus Grendel said:

R7-T1 might work well there instead - as an action you get a boost, target lock and focus - a good combination for delivering a finicky range 1 weapon.

R7-T1 is better than BB8 for getting into R1, but BB8 shines when flying into crowded areas. I think they are of equal value here, and you can choose depending your playing style.