Are proton Torps as bad as I think they are?
imo they r overcosted for a one-shot chance.
what do u think?
even advanced torps are questionable at 6 pts?
even if they cost 1pt less id not use them.
Are proton Torps as bad as I think they are?
imo they r overcosted for a one-shot chance.
what do u think?
even advanced torps are questionable at 6 pts?
even if they cost 1pt less id not use them.
It depends on your play style. Proton torpedoes do have their place on the field. They are best against imperial ships without shields, since that crit can do some damage. They aren't particularly useful if your play style sees you constantly focusing though, since the ability of the proton torp is pretty much wasted if you do. Best as a one shot, alpha strike weapon on a Y-Wing or X-Wing.
APT on the other hand can be devastating. If you can focus, that's 3 certain damage with a good chance of 5, which is huge. Definitely worth the cost if your play style revolves around you focusing as well as knife fighting. Couple these with Fire Control System on a B-Wing and you can seriously bring the pain.
Edited by SableGryphonhmm, APT on a y-wing could be nasty, esp if it gets a free target lock or early target lock and then follows up with a close range focus shot. One shot cannon but may be worth it.
I feel you need either Squad Leader, "Dutch" or Kyle to make APTs worthwhile. You need to be able to guarantee you can get TL and Focus on a ship at Range 1, and that's quite hard to do if you can't get an extra Action or Token onto the ship that is firing the APT.
More ships > torpedoes.
A decked out 3 ship rebel list with torpedoes up the wazoo will lose more than a vanilla rebel list with 4 ships.
The reason is simply that 4 ships shooting is better than 3 ships having one round of slightly more powerful shooting.
If I were to run a rebel list with torpedoes it would have 4 ships and I'd squeeze in a torpedo(s) with my last 4-8 points. I'd also have a specific delivery system in mind. Rodent's advice on this is good.
Edited by onebitI used APT only twice so far, and each time it did a OneShot vs X-Wings - always with at least 3 hits (+1 crit at one game and 2 crits at the other). Even if a ship survives an APT strike it will be seriously crippled, there's most likely at least one crit involved that will get through. It's tricky to use, see posts above
As for the normal torp, I put it in only if there are 4 points left over, and even then I rather go for engine upgrade before putting a torp on.
I think the PT is a great choice if you do not have a chance or the option to get a second action because you have a good chance to bring through a critical hit. It is much better than most of the 4 point missiles, if you have not the ability to reroll or the second action.
Missing the additional defense die at range three, can be a pain too.
PTs are excellent if you happen to be shooting at a ray shielded target... ![]()
Hopefully they will see a new lease of life against Epic sized targets.
Edited by DB DraftPut APT on Wedge with Push to the Limit and Jan boost the shot to kill a tie bomber in one hit. works like a charm.
I am not a big fan of torpedos. It's not due to spending serious points for a marginal firepower increase. But they force you to stack your actions. Generally, firing regular torps without focus is marginally better than a focused/TL attack 3 shot. So you either settle for something slightly better, or hope your target stays in range 2-3 next round to add the focus. Advanced torpedos need range 1 to work.
Both of these force your actions. I used to box as a hobby, and I find that x-wing is a game that needs to be played in such a fashion. Torpedos arent something that can be fired off in a single turn AND be a good investment, unless you put them on a platform with PTL, in which case they just become more expensive. Playing a fast and loose style lets you adapt quickly to changes in the environment, and torpedos restrict this heavily.
Put APT on Wedge with Push to the Limit and Jan boost the shot to kill a tie bomber in one hit. works like a charm.
This is a good example of what I am talking about with torpedos. While that hit is certainly devastating, it requires a 29 point character, with an additional 10 points of upgrades, with another expensive ship giving it a boosted attack, to one shot an enemy ship. Thats more points than 3 blue squadron pilots with some to spare for upgrades.
The more ships you have, the more dice you throw every turn.
The steadier your attacks, the less you leave to chance.
However, there is also the Alpha-Strike fleet, wherein you depend on 1 massive salvo of missiles and/or torpedoes to break their fleet to the point where your less powerful main-guns can mop up the remains easily.
The way this plays out is that folks will pick lots of cheap pilots, give them each one bit of ordnance, and send them otherwise naked into combat.
In those fleets, the Proton Torpedo is highly prized, as it turns a typically missed shot (a Focus) into a Crit. Considering that you want to dump your ordnance as quickly as possible with such a fleet, taking the extra turn to Target Lock and THEN Focus means that you're more likely to have a ship go down with a missile still un-fired, this is often seen as a straight upgrade to the Concussion Missile in the ships that can run both (Bombers en masse, or Slave-1 in the specific).
Speaking of Bombers, the cheapest pilot there is a 16 pointer, which means you can run an Alpha Strike fleet of 5 ships with a Proton Torpedo each!
Considering that every other ship that can carry missiles/torpedoes of any sort is 17 points or more, you're looking at a fleet of 4 ships elsewhere. If you use 4x Rookie Pilots, and give them each a Proton Torp, you've got a great Alpha Strike, and very good clean up as well!
I've used Major Rhymer in the TIE bomber with APT to make the range 2 instead of 1, just make sure you have a focus token before firing. Several times I've been able to cripple the YT-1300 or b-wings with just one shot making them easy to clean up with my other ships.
Edited by newmagrathea