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Marinealver

Best Pilot for the Job (Torpedo Weapons)

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So we all know torpedoes are not doing that well as for upgrades they often cost the most points and only due a single attack often spending your TL action. Still there are pilot abilities that can make the most out of those upgrade cards into packing a huge punch. So first off the torpedo weapons.

 

  • Proton Torpedoes

First up Proton Torpedoes, and the best pilot for them is a no brianer

 

Horton Salm

 

Being able to reroll two blanks at the range of Proton torpedoes makes this Y-wing bomber a scary opponent. Rolled a focus the Proton Torpedo can modify that to a critical hit. Runner up would probably be Redline with the double target lock for rerolls but isn't as necessary as proton torpedoes come with a focus modification ability so proton torpedoes still go to Horton.

 

  • Advanced Proton Torpedoes

Next Advanced Proton Torpedoes. The most expensive and takes the longest to set up but there is one pilot who will be glad to take this.

 

Keyan Farlander

 

Acquiring stress is not a problem for B-wings and even easier with Cards like Stay on Target and Push the Limits. Advance sensors allow for getting a target lock the same time you get stress thus setting up the range 1 shot for this 5 attack beast that will get no fewer than 3 hits as well as dump stress. Runner up would be Guri with the ability to gain a focus at the same range of the APT. However Farlander's ability also doubles as a stress sink as well.

 

  • Flechette Torpedoes

Okay now my personal favorite I will argue out of all the torpedo weapon upgrades this is the best of them (still not much in comparison to the rest of the game.) Flechette Torpedoes.

 

Hobbie "Kelvin" (X-wing)

 

What is better than a single stress. How about giving double stress. Pair up with R3-A2 you can double stress a ship and spend the target lock to ditch the stress token. Runner up is a toss between nera and horton however with focus = miss if you don't have focus modifiers then the runner up will go to Nera thanks to the trick shot being able to stress any phantom at range 2-3.

 

  • Ion Torpedoes

Last and could be least (I'm still at odds if Adv Proton Torpedoes is worst or this.) Ion Torpedoes.

 

Nera Dantiels (B-wing)

 

It was a toss up between her and Redline. However with her being able to fire outside of arc she can easily select a ship that has the lowest agility and splash the rest. Throw in Dead-eye E2 and recon and or the new guidance chip and firing this is no problem. 

 

Do you agree with these match ups? Do you think the runner ups would have done better or is there another pilot that can use torpedoes better than the ones I mentioned. Comments below.

 

 

  • Plasma Torpedoes

Shield destroying mayhem. Can strip shields off of a B-wing or even a shuttle in one hit.

 

Redline (TIE-Punisher)

 

You just cannot afford to miss with this weapon giving it's potential to do an extra damage worth of shields. Sadly this is only good against heavily shielded ships with 4 or more tokens on it. Runner up would be Horton Salm but his rerolls only effect blanks where Redline gets to reroll all dice.

 

Do you agree with this list? What are your best match ups.

Edited by Marinealver

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For me, Nera and Horton are the only pilots I'd consider for Proton Torps (They're only slightly better than Concussion Missiles, which can be equipped on much cheaper ships, and then they're only better if you have no ways of dice modification during the attack).

 

Another good pilot for Advanced Protons is Krassis Trellix, who would pick up the Slave 1 title to do so. The reason? Recon Specialist, and a desire to use his pilot ability at Range 1.

Still, Prockets would be better on him, and not having a range 1 option at all might be better still.

And, of course, there's Major Rhymer, who gets to use them at a much longer range, and with an EPT.

 

Flechette and Ion Torpedoes are the creme de la creme, for me.

Ion Torps act as a Torpedo/Control analogue to Assault Missiles, but are far more devastating on their own.

Flechettes are astonishing on Nera, but also are phenomenal on the humble Scimitar Squadron Bomber. Both love using them with Munitions Failsafe, and the latter can fly alongside Captain Jonus, to turn them into true deathsticks.

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What about Rimmer Rhymer? 

Major Rhymer does have a good ability making APT range 1-2 and all other torpedoes full range. Still though there is more advantage in increasing the chances in hitting. Nera has a better ability being able to trick shot out of arc which beats range modification in arc in any match up.

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What about Rimmer Rhymer? 

Major Rhymer does have a good ability making APT range 1-2 and all other torpedoes full range. Still though there is more advantage in increasing the chances in hitting. Nera has a better ability being able to trick shot out of arc which beats range modification in arc in any match up.

 

 

Well also the Empire is more about Missile Ordnance than Torpedoes. The only other ships that use Torpedoes are their Large Bases (Decimator, Firespray + Slave-1).

And who uses Ordnance? That Pilot must be a smeghead...  :o

 

----

 

Anyways for the Rebel Torpedo Carriers I'd rank them as:

 

B-Wings  > E-wings > Y-Wings > X-Wings

 

this of course is looking at the General Craft + Pilots.

 

B-Wings: All their named Pilots affect Torpedoes, they also can equip 2 of them.

 

Pilot-Torpedo Pairings:

 

Ten Numb: Ion Torpedo, once Calculation is released flying R1 Formations against him becomes a very risky tactic.

 

Keyan Farlander: APTs, thanks to his Stress-Focus ability will make APTs extremely deadly in his hands. Also if you feel you could make do without PTL or SoT for stress Deadeye might be a worth while option IF you're fielding torpedoes.

 

Ibtisam: Proton Torpedo, like Farlander a Stress-based ability, but since it is only a single reroll she pairs best with PTs allowing for the increased chance that [Focus] is rolled.

 

Nera Dantels: Flechettes, yes her ability works with all Torpedoes but with Flechettes even Autothrusters + out-of-arc wll be getting stressed. ATs are a strong Anti-Turret device but Nera will still be dealing out Dental work. Even an Aggressor is affected by Flechettes, unless they take Hull over AT.

 

E-Wings: The Named pilots are what edges above the Y-Wing as Torpedo carriers.

 

Pilot-Torpedo Pairings

 

Corran Horn: APTs, like Nera, he actually works well with all forms of Torpedoes. Toss in FCS which most run with him and Double-Tapping becomes even more devastating. Combine further with Opportunist for a total 7-9** Attack + Effects.

**7-9 because if he doesn't survive to double-tap you've lost the payload. Also if your target dies on the first strike FCS has no target to proc on.**

 

Etahn A'baht: PTs, his ability already is a Crit-Converter, add in PT's Focus-Crit and you're potentially dealing 2 Crits with his attack. And there's the added benefit of Allies also landing Crits on his target.

 

Y-Wings: Horton! and Double Torpedo Option.

 

Pilot-Torpedo Pairings

 

Horton Salm: PTs, his ability works well with the majority of Torpedoes, the exception being APTs. I find that PTs work best with him since your Blank rolls become more likely to deal damage if you roll a Focus or a regular [hit] or [crit].

 

Dutch Vander: Bomb Loadout, to an extent the Rebel Version of Jonus. Better as supporting cast to the other ordnance carriers.

Otherwise Torpedo of choice for him would be Ion Torpedo or Flechette, chances are Dutch would also be equipped with an ICT so having a 'control' Torpedo works better with that support-role.

 

(to bad BTL-A4 states "primary weapon attack" rather than "an attack" or "non-Turret attack", ah well..)

 

X-WingsTo many pilots to list... Most of the named X-Wing Pilots perform as well as the generic with the exception of a small few.

 

Pilot-Torpedo Pairings

 

Wedge Antillies: APTs, like Nera, Corran, and Horton He works well with all options, The reason why APTs are a strong choice for him is PTL. Paired with his anti-agility ability means he hits very hard.

 

Wes Janson: Flechettes, Stress-Wes is already a build for him, but even without R3-A2, his ability combined with R3-A2 or Flechettes to stress-lock anyone who isn't Tycho Celchu should be game defining. One thing to note, Flechettes and R3-A2 cost the same amount of points always take the droid, the Torpedo is "Gravy".

 

Garven Dreis: Flechettes, "But Garven's ability doesn't want him to Target Lock" which is why R2-D6 + Deadeye. Flechette's effect is unavoidable against Hull 4 or lower so it pairs nicely with anyone able to take a Torpedo.

 

All the Rest: for the rest of the X-Wings generally Flechettes are your best bet there are some "cool tricks" you can pull off with the likes of Porkins, Tarn, and Hobbie but outside of those tricks they're pretty much like the Generics.

 

-----

Torpedo Rankings based on Generic Pilots

 

Flechettes > Ion > Proton > APT

 

Flechettes Ranks 1, because their effect always occurs vs low Hull ships, which is everyone except all Large Bases minus the Aggressor and Y's and Bombers. The HWK, Starviper, and Aggressor require Hull Upgrades to become immune. Also costing 2pts makes it relatively cheap filler.

 

Ion Ranks 2, because it is an AoE (Area of Effect) control device.

 

PTs Rank 3, because while it's effect increases chance to strike the chances that the effect goes unused is much higher. Compared to the equally priced Concussion Missiles PTs got the shot end of the stick. (should have read "[focus] or [hit] to [Crit]").

 

APTs Rank 4, because of their Cost and Use restrictions. Being restricted to R1 makes this torpedo very difficult to use, for action-sharing lists and PTL eligible ships they get a slightly easier time using APTs. For the most part It is not worth the 6pts on a Generic. And if you are wanting to stick this on a generic your best options are the Y's or B's as those 2 options have access to Ion Cannons or ICTs which make getting into R1 an easier task.

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You all are forgetting about tarn mison. He can usually have a focus and TL every turn without any additional support, and still haul and astro like R7. I think he is a great PT carrier, and more maneuverable than a typical bwing, though of course he is limited to one shot. Flèchette a are great on him as well. I think he would work well with APT too though I have not tried it.

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You all are forgetting about tarn mison. He can usually have a focus and TL every turn without any additional support, and still haul and astro like R7. I think he is a great PT carrier, and more maneuverable than a typical bwing, though of course he is limited to one shot. Flèchette a are great on him as well. I think he would work well with APT too though I have not tried it.

 

I placed him with Porkins and Hobbie as having a "cool trick" thanks to his lower PS.  The target you want him to fire a Torpedo at probably is also attacking him. So the chances R7 is a better use for the TL is why I he's packaged with the other two and "all the rest". 

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What about Rimmer Rhymer? 

Major Rhymer does have a good ability making APT range 1-2 and all other torpedoes full range. Still though there is more advantage in increasing the chances in hitting. Nera has a better ability being able to trick shot out of arc which beats range modification in arc in any match up.

 

 

Well also the Empire is more about Missile Ordnance than Torpedoes. ...

 

I plan to do one about missiles at a later date. I am still trying to work out the pairings and there will be more Imperials in there as well as maybe a scum and some rebels.

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Merlin, i fly tarn with R7 a lot, and I find that since I don't have to spend the TL until after the attacker rolls, I end up retaining the TL for offense roughly 40% of the time.  so like the focus, it all depends on what they roll.  I find I frequently have both a focus and a TL at the same time, which is why I think he is so good at delivering the torp. he is also more manuverable and with R7, probably more survivable than a lot of other torp carriers.

 

I find that people avoid targeting Tarn with R7 if they have any experience with him, so giving him a torp makes him a little higher target priority as well.  I fly him out front a lot, he is my version of biggs, but he can deal some hurt too!

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Okay, so I know old thread but I went back and updated it with the arrival of Wave 7 and those pilots. Not too much has changed to be honest. The only pilot from Wave 7 of worth mentioning on this topic is well Redline. Wave 7 didn't do that much for Torpedoes and Missiles. EM just makes 2x APTs not as expensive as a new ship.

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Okay, so I know old thread but I went back and updated it with the arrival of Wave 7 and those pilots. Not too much has changed to be honest. The only pilot from Wave 7 of worth mentioning on this topic is well Redline. Wave 7 didn't do that much for Torpedoes and Missiles. EM just makes 2x APTs not as expensive as a new ship.

Good post, and worth revisiting. I do want to point out:

Throw in Dead-eye E2 and recon and the new guidance chip and firing this is no problem.

E2 and Guidance Chip both occupy the modification slot. :(

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Okay, so I know old thread but I went back and updated it with the arrival of Wave 7 and those pilots. Not too much has changed to be honest. The only pilot from Wave 7 of worth mentioning on this topic is well Redline. Wave 7 didn't do that much for Torpedoes and Missiles. EM just makes 2x APTs not as expensive as a new ship.

Good post, and worth revisiting. I do want to point out:

Throw in Dead-eye E2 and recon and the new guidance chip and firing this is no problem.

E2 and Guidance Chip both occupy the modification slot. :(

 

ah, i thought it was a title. No wonder I don't use it much.

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Is it worth while to use Drea Renthal with torps now? Say with •R4-B11, chips and protons?

 

Yeah, makes her the most reliable torp carrier in the game. She was already somewhat better at it than Redline (due to Smiley access), but with Chimps giving her a free mod that just makes her better, well, there ya go...

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