By Robert M.– January 17, 2013
Okay, I confess to the hyperbole: I sometimes use torpedoes (and other one-shot secondary weapons), and so should you. But you should always do so thoughtfully, and with an awareness of what they are likely to get for you.
(Just a quick take, today, I promise.)
A Thousand Words, Plus One Paragraph
In response to a request on BoardGameGeek, I put together the image below using simulated attack data. The percentages shown have an error of +/-0.1%.
Note in particular that, when shooting at a target with 3 Agility, your likelihood of generating at least one hit (the top left table) is pretty good… as long as that TIE fighter or A-wing is being driven by an idiot who fails to use either Focus or Evade. But even against targets with 2 Agility, you shouldn’t expect more than 2 damage–and you shouldn’t be surprised if you miss.
The bottom line is this: if you’re looking to spend points on single-shot secondary weapons, think very carefully about how they will most likely be deployed, and what they are likely to gain you. I personally don’t like the idea of spending 4 points on a weapon that’s 50% likely to do nothing–so I either don’t run secondaries or I figure out synergies that make them more effective.
Run Torpedoes on Wedge or Salm. Run Concussion Missiles on Vader, or along with Push the Limit. Run Homing Missiles alone on ships with high pilot skill, or with Deadeye on Green Squadron. But don’t just spend 4-5 points on a secondary weapon with the assumption that it will be effective!