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You are here: FFG Forums /  Miniatures /  X-Wing

X-Wing
Take control of powerful Rebel X-wings and nimble Imperial TIE fighters!
Moderator: FFGStuartFFG_IanGecko Topics: 1426 | Posts: 17224
Proton Torpedoes
Published on 05 September 2012 - 00:18:05
Page 2 of 2 (22 messages) « First page... 1 2
Reply #16 | Published on 06 September 2012 - 16:07:38

 I find the Concussion Missile a better buy.  It's suplementary ability isn't as good, but since it is basically a proton torpedo that you can equip on a TIE advanced, it raises attack dice from 2 to 4 instead of 3 to 4.  I also wonder if hitting your enemy really hard for a single hit is better when you are fighitng a few x-wings and y-wings rather than a swarm of TIEs.

Without Signature

Reply #17 | Published on 06 September 2012 - 16:13:04

 I also wonder if the proton torpeodes are not a better deal on your y-wings since they only start with 2 attack dice

Without Signature

Reply #18 | Published on 06 September 2012 - 21:07:04

Zembar_ said:

 

Budgernaut said:

I was thinking something similar (as far as 4 attack dice), but being required to fire at a range of 2-3 means that you'll sometimes shoot at a TIE at range 3 who will get a defense bonus, making it 4 attack vs 4 defense. but then, I guess that's where the focus roll becoming a crit really gives the proton torpedoes a leg up.

 

 

Actually, the extra defense die only applies to the primary weapon, so it's still 4 vs 3 at range 3. Yet another advantage. 

 

 

Holy cow! Totally missed that rule! Now I'm super stoked to run a 3-Y-wing squad!

Reply #19 | Published on 06 September 2012 - 23:03:47

Hrathen said:

 I also wonder if the proton torpeodes are not a better deal on your y-wings since they only start with 2 attack dice

I think so. Especially on Horton Salm. 

This Space For Rent

Reply #20 | Published on 07 September 2012 - 00:45:39
4
7

 P-Torps are going to be very good for Y's as Hrathen said.  Double the dice with potential bonus damage.  Also it allows them to hit long range with much greater potential of making it count.  And since they can take 2 per ship, that only adds to their potential effectiveness.

I would suspect that they'll work best against unshielded ships though.  Have an X knock down the target's shields and let the Y-Finish him off.

-DavicusPrime

VIR PRUDENS NON CONTRA VENTUM MIGIT

Reply #21 | Published on 07 September 2012 - 13:12:17

DavicusPrime said:

 P-Torps are going to be very good for Y's as Hrathen said.  Double the dice with potential bonus damage.  Also it allows them to hit long range with much greater potential of making it count.  And since they can take 2 per ship, that only adds to their potential effectiveness.

I would suspect that they'll work best against unshielded ships though.  Have an X knock down the target's shields and let the Y-Finish him off.

-DavicusPrime

I got very excited and started loading out Y-wings with lots of goodies.  But 2 p-torps and an ion-turret const 13 points.  That is a TIE fighter by itself just on upgrades.  But if that y-wing can kill two TIEs and mess with a third, then it should be worth it.

Without Signature

Reply #22 | Published on 08 September 2012 - 00:18:05

Tricked out Ys can be worth it.  I pushed one the other night and he had one kill and four assists.

Without Signature
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