Advance Proton Torps-Do You think you will use them much?

By jedi moose, in X-Wing

Boring day at my office so i figured I'd start a thread on something i've been thinking about.

At first glance i was super excited about the Adv Torps. Throwing 5 dice?! Yes please! Change 3 blanks to focus?! You bet!

But as I think about it more, I get less and less excited. 5 dice is nice, but at range 1 (which is required for Adv Torps) my x-wing can already throw 4 dice, and then i could use a Target lock to re-roll and probably get 3-4 hits. So the 5 dice may not be all that great.The requirements for using these effectively are pretty steep. Acquire a target lock, Maneuver so that TLd ship is in range 1 and in your firing arc, Focus (if you want to get the full benefit of the torpedoe). All of that and it cost 6 points.

So the question is do you think you will use Adv Torps much? Are they useful on any ship in any situation? Or are the really only worth it if you have built your squad with support ships handing out focus tokens and Target locks?

I might consider switching out some of the missile armaments on a TIE bomber squadron I have to replace the cluster missiles for short-range attacks. Otherwise I'm not hot to use them.

I could see myself using Wedge + Push the Limit + Avanced Proton Torpedoes against the larger ships. That's a lot of reliable damage against a YT-1300 or Firespray. I'd throw in two Rookies and some 20 point ship to round it out. Or maybe use Luke instead and have 3 Rookies flying on his wing.

I could see myself using Wedge + Push the Limit + Avanced Proton Torpedoes against the larger ships. That's a lot of reliable damage against a YT-1300 or Firespray. I'd throw in two Rookies and some 20 point ship to round it out. Or maybe use Luke instead and have 3 Rookies flying on his wing.

Ooo. I kinda like that idea. Especially since Wedge reduces the agility. The lambda only has 1 agility to begin with so Wedge could put a real hurtin' on it. I hadn't really though of PTL either, that could make it a bit more of an option. Although now you've spent 9 points on the one ship. If it goes down before I get off my torp i think I'd die a little inside

Wedge + Biggs + Dutch. Salt and flavor the combo as you like, but when I take biggs, he gets R2-D2 100% of the time.

ETA: Wedge with Adv Proton torpedoes, but I could see replacing dutch with jan Ors for a 6 attack dice attack.

Edited by nimdabew

Yeah, I think any ship that dies with its Advanced Torps still in the launch tubes is going to me very sad. It's one of the reasons I am not thrilled about it.

I think B-wings with Fire Control System can probably get some good use out of them, too. But rumors are flying that, to quote Luke Skywalker, "They move like a sleepy Hutt." Attacking the same target twice in a row may not be the easiest thing to accomplish.

2x adv protons give a Y-wing a lot of firepower up close.

Or you trick out the Y-Wing with a normal Torpedo to threaten at long range, the ion turret (or a blaster turret) to scare them close and mid anywhere around you, and then an advanced torpedo to really stick it to them should someone end up in from of it at range 1.

Y-Wings? Look at TIE Bombers. Homing missiles for A-Wings, Proton/Concussion for general use, Cluster missiles/Advanced Protons for close range, and Bombs for when they K-turn behind you.

With 6 HP and two dodge they might last long enough to use them too.

Yeah, I think they fill in a good close-range alternative to the other missiles. When I fly A-Wings I always find myself at the wrong range band for whatever missiles I've chosen. :)

I still don't think I will use them, even with Jan boosting the shot up to 6 dice. They just aren't worth 6 points. Maybe 5 points, but not 6. I also still believe normal torpedoes should cost 2, and a stretch at 3. YMMV

Against an expensive target, like Vader or Fett, I can see them being worth their points - it's an almost guarenteed 5 damage. Even Vader with Stealth or Howlrunner with Stealth is most likely going to get hurt real bad.

Using it against a TIE Fighter will most likely kill the TIE, but it almost seems a waste.

These might, however, shine in scenario use. Imagine a Death Star scenario in which only proton torpedoes will penetrate the ray-shielded target, but any torpedo fired at the exhaust port must score at least 4 hits to blow up the Death Star ("That's impossible," you say, "even for a computer.") But if you were firing Advanced Proton Torpedoes, your chances would greatly increase. ;)

The 5 dice from the AP are almost guaranteed to generate 5 hits (assuming you focus, and firing an AP without focus would be silly). 4 dice from a range 1 attack, even with TL and focus, would only generate 3 or sometimes 4 hits.

This is a pretty big advantage. Not just the one extra hit, but the fact that 5 hits are stacked into a single attack. Highly evasive ships will evaporate. Even Soontir Fel with Stealth, 2 focus and an evade token has poor odds of evading entirely, and a significant chance of dying in one shot. Regardless of your target you also gain the advantage of front loading your hits. Getting a lot of damage early is far more effective than getting it over a period of time. A single AP could easily blast an X-Wing in a single hit, which is a pretty big deal if you do it on that first pass.

They cost a lot, and are difficult to use, but pay off with a tremendous amount of damage. They seem about right to me.

Edited by KineticOperator

KineticOperator, i think you hit the nail on the head. - A single attack, with the potential (a pretty good one) for getting 5 hits is Huge! It can kill an X-wing in 1 shot, strip all the shields off a YT, severely damage a Y-wing, or kill pretty much any tie but the bomber. If it's able to kill half the ships in the game in one shot - IMO it's easily worth 6 points.

& Norsehound has a great point too - Put a conc missile, Adv Torps, and a Bomb, and you can hit anyone in your range bands. (On bombers of course)

Edited by Syleh Forge

I'm surprised no one has mentioned putting them on Firesprays. Consider this combination, made up by John DiMaggio over on Team Covenant:

Kath Scarlet with Deadeye, Recon Specialist, Concussion Missile, Slave 1 title card, and Advanced Proton Torps.

I recently tested out this combination, and it was quite effective. Every time I've tested APT's, they have gotten 5 hits. Of course, some of them usually get evaded, but still, 5 hits will get through most shields pretty quickly.

They are expensive and difficult to pull off, but when they do, they are worth it.

So i spent a few minutes yesterday doing practice roles against various ships to play out scenarios. It kind of got me excited about these torps again. As kinetic operator pointed out, you are almost guaranteed to get 5 hits if you take the focus. Which is extremely likely to drop the target in one shot if its a tie, or severly damage if not destroy an x-wing. Granted their are a lot of factors that could change that: did the defender focus, evade, have stealth device, shield upgrade, agility astromech, etc. And of course, although statistically unlikely, the attacker could roll all blanks and the defender could roll all evades. But the potential to one shot an enemy is very tempting.

That being said, my brother managed to one shot my howlrunner yesterday with a concussion missile, which cost less and takes less planning. So i guess it really boils down to calculated risk and individual play style. But after this discussion and further thought, I'm definitely excited to play around with the adv torps when they are realeased

I will use these to kill big ships. I see Wedge with one in lots of lists.