Tactical Operations Briefing: Basic Tactics
Projectiles
This briefing discusses the various projectiles you can choose
to use in X-Wing vs. TIE Fighter.
Concussion Missiles
A useful weapon against unshielded or damaged fighters. It lacks the
punch needed to dispatch X-Wings, A-Wings, Guns, Y-Wings or TIE Advanced
when used singly. It is also possible to outrun and can be easily
spoofed by counter measures or shot down.
Advanced Concussion Missiles
A superior version of the Concussion Missile. It is faster, less easily
spoofed and packs more stopping power. A single missile will destroy
any craft at 100% shields except the Y-Wing and Gunboat. Should be
selected wherever possible over the Concussion Missile.
Proton Torpedoes
The basic anti-shipping weapon, it is fairly slow but has enough
stopping power to be used effectively on Freighters, Corvettes and
Containers. Although they are not the preferred anti-starfighter
weapon, they can be used effectively in dumb-fire mode if you are
careful.
Advanced Proton Torpedoes
An improved version of the Proton Torpedo with improved speed and
stopping power.
Heavy Rockets
Heavy Rockets are the preferred weapon against capital ships. Although
slow they have excellent stopping power. When firing them be sure
to go to maximum speed to improve the velocity of the warhead and
therefore reduce time to target.
Space Bombs
While Space Bombs are the most powerful projectile, they have very
slow velocity and standard load-out is small (usually at most four
projectiles even in the Gunboat or Y-Wing.) Take Heavy Rockets instead
whenever you can.
Mag Pulse
A special purpose weapon used to temporarily render an enemy ship's
weapons incapable of firing. Useful in two ways: to stop Capital
Ships from firing at you while attacking and to disable fighters
harrassing a ship you need to protect. Have the speed of a concussion
missile.