Sprolly G said:
The goal is to fire all torps ASAP, regardless if at range 3.
Imo, a hard first strike is just as good as those extra shields. If they swarm with all pilot skill-1 ties, then you're definitely in business. With a little luck, you could "even the score" right off the bat. Best scenario being, 4 torps, 4 destroyed ties in the first combat phase. Then your dogfighting skills need to take over and better be good, since there are no pilot traits. Also, there is nothing to forget, allowing you to concentrate fully on maneuvering and range.
Worst scenario being that your first combat phase is in range 1…
I think that you missed my point Sprolly - your goal may be to fire all torps ASAP but to do that you need a target lock. If you move your ships first on the first turn then when they take their actions the enemy aren't in range for a target lock. Without Deadeye or Veteran Instincts you won't get to fire torps in the first round. In the second round if your opponent has any sense they'll be at range 1 and you still can't fire the torps.
Without some clever faking out/manouevring on your part or a serious error on the part of your opponent you won't be able to fire that initial torp volley.
Y'know, being at range 1 really isn't that bad for X-wings. In this scenario you still end up with 4 attack dice with Target Lock or Focus, so you've got a pretty solid attack. I'm gonna try out the 4 Rookies with Torps and get back to you (I don't have 4 shield upgrades yet). The tricky part is then deciding throughout the game whether to hold onto the TL in hopes of firing your torpedoes later.