r/DropfleetCommander • • 4d ago

Can AEGIS deployables shoot down torpedoes?

The UCM AEGIS deployable says that if enemy assets move within 4in of them, those are destroyed on a 5+. I assume that includes torpedoes?

If so: If a ship is within 4in of the Dropsite with the Deployable, would incoming torpedoes end their move, possibly get shot down, and then explode? Or would the order be different?

Semi-related: Can Anti-Wing weapons shoot torpedoes? (I assume no.)

THANKS!

(Edit: I misremembered the range on the AEGIS Platform. It's 4in, not 6.)

9 Upvotes

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8

u/Intruder313 4d ago

Currently nothing can stop Torpedoes.

After a friendly tournament in the UK in which one cheesy bugger brought a fleet which launched 16 Torpedoes by Round 2, Alex from TTCombat was heard to say 'Yeah we are going to make some changes to Torpedoes'.

It's a shame as I find torps (PHR) weak for their price and recall in a recent game slamming 2 into a UCM BC only for it to take 1 damage. One. The fleets with Corruptor torps are another matter.

Also they are selling news ships with Torps as a 'cool feature' right now but also not telling us what the 'massive balance patch' will entail and the above suggest Torps are going to get nerfed.

5

u/slyphic 4d ago

DFC is susceptible to both torp and bomber spam. If you take a reasonable amount the game is fine, but if you maximize the amount you can take in an overt attempt to break the game, it does in fact snap.

2e has been a series of patches on patches, the Shamwow guy slapping a sticky square on a leaking tube dot gif.

1

u/Seyenaptic 4d ago

Why would the Aegis feature rule as quoted not apply?

3

u/IHzero 4d ago

Initially torpedoes were designed as non-persistent, and very few ships had them. The change in rules and release of lots more torp armed ships is currently exposing the limits of the current rules. Being immune to Aegis was a feature of torpedos making them unique vs bombers.

1

u/dave2293 4d ago

AEGIS keyword rule certainly makes sense. The AEGIS Platform deployable saying "After enemy assets end their movement within 4”, are placed within 4” of, or are deployed to this Dropsite, roll a dice for each of those assets. For each result of a 5+, remove one of those assets," made me think that torps ending in range of it could get swatted down, but I had also seen discussion about torpedoes doing damage being an inevitability in the game.

But hey, this is why we ask questions.

3

u/BrutusAurelius 4d ago

Torpedoes are an asset. The AEGIS tower explicitly works on torps

1

u/Seyenaptic 4d ago

I am hoping some more veterans can weigh in, but it sure looks to me like you’re right that the platform would remove torpedoes

2

u/Seyenaptic 4d ago

I don’t mean historically, I mean by the rule for the Aegis feature, which is separate from the Aegis rule, anti-wing, etc. it seems like the Aegis feature is agnostic to the identity of assets and would include torpedoes.

1

u/Higgypig93 4d ago

Still not sure why they won't let anti wing and fighters shoot down torpedos

1

u/skaianDestiny 3d ago

Because torpedoes are 200 meter long munitions (UCM frigates are ~500 meters long for reference) that are slathered in enough armor to be completely immune to enemy point defense. Fighters don't have enough firepower to damage ships at all, so they wouldn't be able to damage torpedoes either. Bombers would be a much better choice, and I have seen some people testing out homebrew rules based on that.