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Captain_Arrr

deadeye and advanced proton torpedo

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Of course it makes sense, but that's sorta like saying "shooting works better when you roll all hits." APT are easier than most missiles in this regard – you can take the TL before you're in the range 1 of the torpedo, then focus the turn you are. Pretty easy!

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You could slap one on Wedge as I think he would be worth carrying one. -1 to defender's Agility Dice and use Marksmanship. Pair him with Dutch Vander who would give him the Target Lock as well as have a Target Lock of his own on a ship to Ion Turret/Blaster Turret/Primary Attack.

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Maybe its my relative inexperience with this game but does anyone else feel that the APT's seem like they will be a lot easier to use on Slave 1 (w/ Deadeye and Recon Spec) as opposed to equipping them on any of the eligible Rebel ships?

You need a way to end up with the double token, one way or another.  Deadeye+Recon is one way to do it.  So is Push the Limit.  Dutch, Garven, Kyle, Jendon, Squad Leader, Lando... all provide other options.  With the possible exception of Jendon (who has to be at Range 1 and is in an otherwise-bad ship) most of the options are relatively straightforward.  The big decider, IMHO, is not ease of use but how much utility you get out of them OTHER than that missile.  Sure, that one shot is going to hit like a truck, but it's still just one shot.  Spending 30 or so points on Jendon for no other purpose is a bad idea.

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I just use push the limit. double up on one turn, unload. Move green and do it all again.

 

This seems far simpler and more universal than all these other more complex combos.

Edited by omegalazarus

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Yeah agreed - take Jonus and Rhymer, put an APT on Rhymer along with whatever else you have in the squad.  Give him PTL.  He can focus, target lock, and fire all at range 2, while having the ability to reroll a couple of dice and focus the shot.  It's brutal, and you still have a lot of points to go around.

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