Missile/Torp prices… dead on or overpriced?

By nimdabew, in X-Wing

I know some people here use missiles extensivly and I was wondering if anyone thought that a particular missile was over priced or not. The cost of the missile is already really high and even just a base -1 point for missiles would have me take them way more often.

Cluster missiles: I think that they should be priced at 2 points. It would at least be worth getting the requirements for shooting themm to a reasonable level (IE TL one round, save, focus, shoot the following turn)

Concussion missiles: I think they should stay the same buy cost 3 points.

Homing Missiles: I think they are priced correctly due to being able to not requiring to spend the TL.

Assault Missiles: Correctly priced IMO.

Proton Torps: 3 points would amke me take them a LOT more often.

ADV torps: I haven't played with them yet, but the requirements for firing them to their full effectivness is already pretty high.

What do you all think about the price of torps and missiles?

This is kind of a moot point but i wish the original design for the Missile/Torps had been a little different. Its hard for me to take Torps on an x-wing for example, just to get 1 extra dice on 1 attack. To me that almost seems like a waste of points, especially since if you get an X-wing in range 1 they attack with 4 dice anyway. Now i know that the torps/missiles have other benefits (attacking at range 3 with no range bonus to defender, and various other benefits to attacker per card text), so I'm not saying i don't like them or don't ever use them. I just would have prefered a different design to the system.

Something Like this: 2 points for an Upgrade called "Torpedo Targeting Sensors" or something. Then you pay 2 points for each torpedoe. So 1 torp cost a total of 4 points, 2 cost 6pts, 3=8pts. Each type of ship would have a max number they could take, X-wing could take a max of 2, y-wings can take 4, etc. The same type of design for missiles too. If this had been the way it was done, I think it would be a lot easier and more fun to take Missile/torp uprgardes for me at least. And i think it would make the game a little more thematic and speed up the pace of the game too, which i would like as well.

All that being said, with the game's actual design, i tend to only view missiles/torps as worth the points on ships with a lower primary weapon value, A-wings, Y-wings, Advance. At least then these ships get one heavy hit.

I agree in general. They are costed to not be "auto-include" but for a specific purpose. Which is fine I guess, but frequently this means not being worth it.

I'd would like it better if they adjusted the points as you said OR made it so none of them spent the TL. This would make them more reliable, since thats frequently the issue. I roll four dice, get one hit and thats dodged…snooze. If I could consistently get ~3hits at their range, they'd be much better. They still may all be dodged or whatever, but at least a majority of the time you could count on a good amount of alpha-strike damage.

Personally I think the prices are about right. Let's look at the proton torpedo for example, four dice, can turn on focus into a crit, which means it is slightly more accurate than a standard four dice attack. Costs four points to take, which if you think about it, the cheapest ship in the game, the Tie fighter piloted by academy pilot is twelve points with three hull, so even if you only deal one actual damage that's still a third of the hits you need, or effectively four squad points worth of damage. Add on that that hit will often be a crit and it seems pretty reasonable, like all things it's a gamble but if you don't like that why are you playing a dice based game?

i think regular protons r overpriced. if they were 3pts i still might not use them. i just cant justify the extra points on a one-shot effect. far better to spend those points on an extra shield if im a rookie x-wing. having said that wedge might be the best pilot to use them but i think id rather use the points on a droid b4 a torpedo as it had more than a one-off effect.

i really like the new advanced torps. bombers in particular will be very intimidating with one of these onboard. combine the advanced torps 5 dice with another effect to get a free target lock or reroll or focus attack and u have yourself a huge game changer.

The thing is all thise things can be game-changing. The lots of attack dice paired with the special abilities and the fact they dont modify agility at range 3 can mean a oneshot on a 30 points plus Soontir Fel. Or you don't hit **** and poof there go your 4-5 points…

I think it is a gamble, and most are correctly priced. The cluster missiles might be a point too expensive. But then cluster missiles can **** agility 1 ships, but they get perceived very weak if you use them against agility 2-3…

It all depends on the targets, IMO. Firing torps at Tie Fighters is mostly a waste (Though wedge w/ Dead Eye when he has a target lock is brutal), but firing torps at the Falcon can typically pay off pretty well. I'm thinking 4 rookies w/ Proton Torps could be a spoiler build to some of the large ship builds, as long as you don't roll like trash on all of the torps.

My general feeling is overpriced. As a combo, I think Missiles/ A-Wings are overpriced by a point. 5 Prototypes with missiles might be viable if they came in at 20 points.

RedWilde said:

My general feeling is overpriced. As a combo, I think Missiles/ A-Wings are overpriced by a point. 5 Prototypes with missiles might be viable if they came in at 20 points.

The problem is not that prototypes with misiles are too expensive, it is that skill 1 pilots never get off missiles because they just don't get the target lock when they need it. They move, dont get a lock since anyone moves after them. Then next turn they get a lock but get too close to fire missiles (except cluster, but hey they are not good against high agility). In subsequent turns you manoeuver, K-Turn and if you have a competent enemy, it is very hard to get off missiles with skill 1 pilots. Oh and of course you lose ships in the process.

So you might try 4 Green Squadron A-wings with Deadeye and Homing/Assaut missiles. At least they will get the missiles off. It is a one-trick-pony list but if you get some good kills or crippling critical hits, the damage is done and the enemy won't have the firepower left to kill 4 elusive A-wings.

That being said i agree they sometimes seem expensive for one shot weapons that need a lock. As i said it is a very high priced gamble, and if the gamble goes bad, you will lose the game thts quite clear.