I don't see the advantage of torpedoes, what am I missing?

By Bulwark, in X-Wing

Just playing around with a list that is made for torpedos.

Dutch Vander + ion turret cannon

Horton Salm+ R2 astromech+ proton torpedoes (X2)

Ten Numb + Proton torpedo+ Marksmanship

Pros: Sturdy, Dutch can increase overall action effecincy, both Ten and Horton have pilot abilities that make the torpedos great against low or no shield targets, Dutch can cover the others with his turret, Horton's pilot skill negates a lot of the drawbacks of a two attack ship.

Cons: Slow as anything, Low agility, couldn't fit a turret on Horton but hopefully the R2 will help him get things in his arc enough to not be crippled by that, High shield targets will take away a lot of what makes this team workable.

<head smack>

I forgot that advanced protons are range 1 only and so Horton's ability doesn't apply. If I put a regular torp on Horton instead, that frees up two points. Swarm tactics on Wedge? Drop Veteran Instincts on Kyle to put Marksmanship on Wedge? Better ideas?

But you don't need it when you've already got Recon Specialist, which works better with Kyle anyway.

But you don't need it when you've already got Recon Specialist, which works better with Kyle anyway.

True, but Kyle has a Blaster Turret, so if he gives a Focus away, and spends a Focus to fire his turret then he has none left to modify his own attack dice. Some slow flying early will allow him to stock up on tokens before the fight breaks out if he has the Moldy Crow title.

Just playing around with a list that is made for torpedos.

Dutch Vander + ion turret cannon

Horton Salm+ R2 astromech+ proton torpedoes (X2)

Ten Numb + Proton torpedo+ Marksmanship

Pros: Sturdy, Dutch can increase overall action effecincy, both Ten and Horton have pilot abilities that make the torpedos great against low or no shield targets, Dutch can cover the others with his turret, Horton's pilot skill negates a lot of the drawbacks of a two attack ship.

Cons: Slow as anything, Low agility, couldn't fit a turret on Horton but hopefully the R2 will help him get things in his arc enough to not be crippled by that, High shield targets will take away a lot of what makes this team workable.

The irony of this list is that the lowest-skilled pilot is the one that hands out locks. If you time it well he ought to be able to target something, though.

But I like it. I would love to see this squad in action, especially against a TIE swarm. It might get eaten alive, but the Y-wings would definitely take a few eyeballs down with them.

Just playing around with a list that is made for torpedos.

Dutch Vander + ion turret cannon

Horton Salm+ R2 astromech+ proton torpedoes (X2)

Ten Numb + Proton torpedo+ Marksmanship

Pros: Sturdy, Dutch can increase overall action effecincy, both Ten and Horton have pilot abilities that make the torpedos great against low or no shield targets, Dutch can cover the others with his turret, Horton's pilot skill negates a lot of the drawbacks of a two attack ship.

Cons: Slow as anything, Low agility, couldn't fit a turret on Horton but hopefully the R2 will help him get things in his arc enough to not be crippled by that, High shield targets will take away a lot of what makes this team workable.

The irony of this list is that the lowest-skilled pilot is the one that hands out locks. If you time it well he ought to be able to target something, though.

But I like it. I would love to see this squad in action, especially against a TIE swarm. It might get eaten alive, but the Y-wings would definitely take a few eyeballs down with them.

Yeah, can't really do much about the pilot skill at the squad building stage. In game you might be able to have Dutch hang back a bit then charge foward once combat is immenient. It's a pretty high skill squad so at least one or two generics should stumble into Horton and Ten's target lock range with some luck.

I think it would depend on the opening volly, They're all sturdy ships and even if they can't get a torp off Horton with a focus and his ability and Ten with marksmanship should be able to down or at least cripple one with focus fire even at range three with minimal damage. I think they key would be keeping dutch alive and within range of the others until at least two torps were fired.

Oddly I think the best squad for this build to fight would be elite interceptors. No shields, low hull, Low enough numbers that a good crit would really hurt even if they're still limping along. More nimble sure but the ion should at least lock one down.