When you think of the iconic scene in ‘A New Hope’ where Luke Skywalker blasts the Death Star with a set of Proton Torpedoes, you can’t help but immediately feel they provide some bang. Sadly, in terms of having an advantage in the game of X-Wing, that isn’t the case in terms of point cost.
The requirements for launching a torpedo are simple: acquire a target lock and then spend it. The elite pilot talent 'Deadeye' changes this of course. Although it's a great idea to have a focus token on hand as well to ensure maximum damage, you'll see it's not the end of the world. Having guidance chips can help make the results more in your favour, and a fire control system can ensure you're not wasting an action to gain the target lock to setup a shot the following turn. When loading up the torpedo racks, consider the option below.
For 3 squad points, Plasma Torpedoes are the premier selection when it comes to the torpedo upgrade slot.
You’re throwing 4 dice at ranges where most ships only get 3 or 2, and it strips a shield token away, improving your odds to inflict damage. This makes it a great choice for the opening engagement of any battle.
Paired up with Miranda Dooni in a K-wing, and you’ve got the ability to turn it into a 5 dice attack.
Extra munitions is technically a torpedo upgrade, so I’m going to cover it. For 2 squad points, you’re basically getting a doubled amount of ordnance on the ship equipped with it, so the card certainly can be a steal when adorned on the right builds which include but are not limited to:
- TIE Bombers
- TIE Punishers
- Firespray-31 (with title)
I always dream of sticking these on Nera Dantels and unloading onto something that doesn’t get out of her range-1, 360-degree firing arc. Although I haven’t tried it, I look at the price tag and I’m left thinking it just isn’t worth it. Plasma Torpedos have really spoiled us to some degree, as it has produced a cost effective torpedo which has solid damage potential.
If you manage to pull off the attack, you would need to ensure you've also got a focus token ready to burn for all those eyeball results.
The remaining torpedo upgrades hardly seem worth it to me but this, of course, is a matter of perspective. When Seismic Torpedos were first spoiled, I struggled to see why anyone would take them when, for an extra point, you can take...yes you guessed it, a Plasma Torpedo! If obstacles are your problem, you need to work on your flying skills. If you want splash damage, go for something else that doesn't eat up your precious action.
Flechette Torpedoes provide a way to damage the opponent and give them a stress token. There are way more effective ways to induce stress on an opponent but of course these don’t take up a torpedo slot or make you discard the card after the attack (I'm thinking of Rebel captive or R3-A2). Regardless, it is an inefficient use of points, just pay 1 more point for the Plasma Torpedo option.
What are your favourite torpedo options, and what pilots are you selecting to upgrade them with?
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