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Special Torpedoes

 Post subject: Special Torpedoes
PostPosted: Tue Apr 06, 2010 9:32 am 
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Special Torpedoes

A small review

* decided at random
* cost 20 points per vessel
* short burn, guided & barrage entire game
* seeking, melta & vortex one salvo

short burn
Speed of 40cm. Thus an increase of 10cm speed. Which means +20cm in two ordnance phases.
But on a d6 roll of 6 the marker is gone. Serious downfall. Add blastmarkers they may move through.

Long range torp salvo's are difficult. To make full use of it you would need more of these types. Escorts could
really benefit but alas. One such long range torp is only useful against defences.

barrage bombs
Can be fired from low orbit into deep space. Bonus in planetary assault. When attacking ships shields apply, can knock down shields, thus being able to give -5cm move to opponent.

Daft torpedoes. If I could select them in specific scenarios cool but now total meh.

seeking torps
One shot. May turn 45*. Detonate on 5+ in blastmarker (instead of 6+). Ignores friendly ships.

The turn is nice, the single shot worth 20 points.......never.

Guided torps
Same as seeking regarding the turns. But now the firing ship must make Leadership test before torps move & turn. If failed enemy may do so and control torps.

Since these last entire game the best of the bunch really.

melta
One shot. Causes automatic fire critical (no damage hits). Controlling ship vulnerable on prow critical.

Should be fired at ship with blastmarkers. Ideally first this torp & then a barrage torp. But that's a 40pts investment for one attack.
Given the fact turrets apply, armour applies, bfi applies, end phase repair these torps are useless in essence.

vortex
One shot. Causes automatic critical hit when succesfull. Controlling ship vulnerable on prow critical.

Nice if it works but never worth 20pts.



There ya had it. Special Torps are an enourmous waste of points.


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