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Subject: will torpedos aver have a new ruleing so they are good? rss

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navy 2001
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torpedos do not seem that good atm..or am i missing something?
 
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There is a High Yield Photon Torpedo (sp) resource card which boosts the existing cards a bit if you're into them.



Here are 2 house rules for home games which I feel either seperately used or combined make them worth the points:

It is a missed opportunity that Torpedoes don't have an "area of effect" like all ships within range 1 radius from the target ship get Dice -2 rolled againat them.

The Wandering Inn used an "exploding crits" rule with their torpedoes where upon rolling a natural Critical you keep that result and roll an additional die (if another Critical is rolled it repeats) which made them more exciting.


Either house rule doesn't require a single change to the cards as printed.
 
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Trueflight Silverwing
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navy3002 wrote:
torpedos do not seem that good atm..or am i missing something?


The quick answer is no. They already changed them to use the time token mechanic instead of disabling on the newer versions, but they are still pretty weak. There are a couple of playable torpedoes on specific ships if you build specifically for them, but other than that, they are pretty terrible.
 
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Norman Lee
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In my experience, Torpedo cards are more value on ships with lower PAV. Going from a 2 or 3 to 5 is a substantial jump. Going from 4 or 5 to 5 usually isn't worth it. The ships with single point increase specialty Torpedoes are, in my opinion, the worst value for the points because you typically loose whatever quality or effect is built-in to the standard version of those Torpedoes.

That being said, I did a build with High Yield Photon Torpedoes from the Cairo prize on the Pegasus that is pretty fun.

Secondary weapons are also the only way to utilize your rear fire arc, which on some ships can be a big reason for torps.

I'd say most of the time you can run without torpedoes unless you can work an angle or ability to make them worth it, but they aren't completely worthless as a lot of people seem to think.
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navy3002 wrote:
torpedos do not seem that good atm..or am i missing something?


As a house rule, I always liked the idea that a ship could re-enable one torpedo card in the action phase for free if it did a green maneuver during the maneuver phase.
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Justin Hare
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I have wondered recently about changing the text from spending the Target Lock to simply having one. It provides some relief to the two major complaints: action economy and dice modification
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Michael Pantner
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MaximumDT wrote:

There is a High Yield Photon Torpedo (sp) resource card which boosts the existing cards a bit if you're into them.


Though, if you're playing in an OP, that resource is expired so might not be legal.

I've had some fun with torps as burst damage.

ie, Ent-E with the new Khan. Fire At Will, High Yield Torps (from the Cairo) and Remata'klan. That sits at 49-49 SPs.

If it works right, you get an alpha strike at CS9 of 13 Dice (split into a 6 and a 7).

You'll need to take an Aux for the torps, but that leaves you with either a TL or BS. If you have protocol you can have double BS. If you have someone light Martok 8 on another ship you can have double BS and a single Target Lock.

I also ran the Dominion Battlecruiser with Volley of Torps, that ships torpedoes and secondary torpedo launcher. That gave me (from memory) a 5 attack, a 6 attack and then a 3 attack. Also had protocol so have 2 BS tokens to spend. Had to use Thot Gor and Saakona for that build, would probably also work with Khan (and give people a surprise!) Would be nice to work Remata'Klan in there, but i don't think i have the points

EDIT-
Just checked, with Remeata'Klan (but no secondary torps) you'll get a 7 + an 8 attack.

Also looking at using Retaliatory Strike to trigger a Torp, probably both on Khan aswell
 
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David Griffin
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If you check these forums, especially variants, you will see this question litigated countless times. Torpedoes are terrible and everyone knows it (but WK apparently). There are lots of ways to fix them but WK doesn't want to fix them.
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If it's any consolation, they aren't much better on the X-Wing side. But it seems like a Torpedo should work—even at some cost—on the Attack Wing side. This is, after all, the level of play (ship vs. ship) where a torpedo should work!
 
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navy 2001
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would a simple change help them like say..crits do normal damage to the hull ingnoring shielding?
 
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Christopher Peters
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If they were not on average 5sp for a 5 attack dice attack then maybe. As it is, even with using the resource you have sunk 10 points into a ship to make one attack every three turns. At best. You also need to already have a TL on to of everything. So you are better off taking that 10sp and putting it to get a better ship that already has a 5 dice attack.

Their only redeeming quality is being able to fire an attack out of their rear firing arc.
 
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David Griffin
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Everybody has their personal favorite simple fix. Mine might be to require a target lock but allow a re-roll on the dice. Or require a target lock but not require the player to spend it taking the shot. If they do they can get a reroll. Even that is questionable whether they would be worth taking, at their fairly inflated prices.
 
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