| Warheads: Warheads have not changed much between X-Wing vs. TIE  Fighter/Balance of Power and X-Wing Alliance.   X-Wing Alliance does however; introduce a new warhead, the ion pulse  warhead, which will be covered later on in this particular section.  Warheads are best when viewed as  "tools" for taking down an enemy craft and not simply a means to  destroy it.  Though they are commonly  used to destroy an enemy craft, their potential for combat is greatly expanded  on when viewed a tool more than a means.   Though most warheads are designed for use against medium to larger  targets, the majority of warheads may be used against all targets.
 When used in this form - that is, against all targets  - they allow the player to take greater control of the situation and thus dictate the flow of combat.   You will almost always find yourself facing greater numbers, and thus,  firepower.  It is therefore critical  that you dictate the flow of combat   This may be achieved by simply obtaining a lock and "firing  away", or using the warheads selectively, such as against a formation or  in a head-on pass. A warhead does not always have to hit its target to  be effective.  There will be times when  you need to engage a target or multiple targets immediately which are out of  your laser range.  It may also be that  you can not close the distance in time to engage them before they engage their  target.  When this is the case, you can  simply fire a warhead at the attacking craft and force them to break their  attack and evade the warhead.  Though the  warhead may not hit and destroy the craft, it has given you the time needed to  close the distance and engage the attackers with your laser cannons. It is important that you consider your warheads  tools, and that you be willing to use them  They are not loaded onto your craft to simply "exist”, but  rather to be deployed.  Remember, you  will often, and more than not, be able to return to your command ship to rearm  your craft when you do expend your warhead payload. The  Various Warheads: There are two primary warheads, the concussion  missile and the proton torpedo - both with two variants - the standard warhead and the advanced warhead.   Both are the most common warheads used by star fighters and are  effective in combat.  There are three  other types of warheads and one type of ordnance.  The three other warheads you may equip your craft with are the heavy  rocket, mag pulse torpedo, and the ion pulse torpedo.  The one kind of ordnance you may carry is  the space bomb.  Though the mag  pulse and the ion pulse are both "torpedoes", they are  suited for use against smaller craft.
 The concussion missileis the  "standard" warhead and allows for the greatest load-out of any  warhead on any craft.  The advanced  concussion missile warhead is by far the better of the two  variants and should be carried at all times when possible as it allows you a  greater edge in combat with no sacrifice in load-out.  The concussion missiles are best suited to smaller craft,  primarily star fighters, as its speed and maneuverability are best used against  them.  While they can be used against  transports and larger targets, such as capital ships, their explosive yield is  not sufficient enough to warrant their use on them.  Concussion missiles should not be used in pairs, but rather,  fired solo.  This allows you to engage  the greatest number of opponents with your warheads.  Quite often, a single warhead will be sufficient to drive an  opponent off or allow you to finish it off with lasers.  If warheads are fired in dual-mode, then it  is easier for a pilot to evade.  If you  wish to fire multiple warheads at a target such as a starfighter, it is advised that you fire them in single-fire mode.   This forces the target to have to evade both missiles separately as  opposed to jointly.  As a result, this  yields a greater probability of the second warhead hitting the target. The proton torpedoand advanced proton torpedo are best suited for use against medium targets.  This in general, includes all transports  such as the assault  transport, shuttles, and the Corellian YT-Series transports.  The advanced torpedo may be  used against slower and cumbersome attack craft such as the B-Wing strike craft  and the Skipray Blastboat.  The proton  torpedo and advanced proton torpedo are the most common warheads  deployed against capital ships.  As with concussion missiles, torpedoes should be fired separately for the  same reasons.  The heavy rocket is the premier warhead  for use against heavy targets, capital ships, and stationary emplacements as it  boasts a significant explosive yield, speed, and may be carried in sufficient  numbers by most craft.  It is not  suitable for use against small and medium-sized targets as its speed and  maneuverability do not allow it to pursue targets effectively.  The explosive yield of heavy rockets is far  more than is required for such targets, making it a waste of resources.  The magnetic pulse torpedo is a more of  utility-oriented warhead that may be used for offensive purposes.  The mag pulse torpedo renders  inactive the weapons systems of any craft it hits for a duration of  thirty-seconds.  The mag pulse does not inflict physical damage of any sort against any target.  A unique feature of the mag pulse torpedo is that it is not affected by shields.   It will take effect regardless of shields. The ion pulse torpedo is also a  utility-oriented warhead that has far more potential than its counterpart, the mag  pulse torpedo.  The ion pulse torpedo  is an energy-based warhead which will disable the electrical systems of any  unshielded target it makes contact with.   The warhead is not capable of bypassing shields, and thus will only  inflict damage on shields.  This damage,  when compared to the yield from a strafing run or a minor warhead such as the concussion  missile, is negligible.  The space bomb is not as much a warhead as it  is raw ordnance.  The space bomb is the  most powerful weapon a starfighter can carry and is generally deployed against  facilities.  The space bomb is equipped  with a target computer which is capable of homing in on a target, but  minimally.  Because of this, it is recommended  that it only be used against a fixed target.   While the bomb can be lauched under 2.5 (two and one-half) klicks, the  tracking system does not perform adaquately enough to ensure a probability of  impact greater than 50% (fifty percent).   The ideal launch range is just under 0.5 (one-half) klicks.  When the bombs are released,  the pilot should break at a 90º (ninety degree) angle and move away from the  target as quickly as possible so he is not caught in the blast radius. The space bomb lacks an independant propulsion  system.  This means that the bomb moves  at the velocity of the craft at the point which it is released.  Because of this, it is strongly recommended  that the bomb be released at the greatest speed the craft can travel at.  If a pilot directs all shield and laser  power to his engines and flies the attack run properly, he should not have to  worry about being hit by defensive fire from his target.  Also, the greater the approach speed, the  greater the departure speed.  While this  also means that the bomb will travel faster and cover the distance shorter, it  also allows the pilot to retreat faster assuming that the range at the point of  launch is constant.   Blast  Radius and Proximity Damage: In X-Wing Alliance, warheads have a blast radius that  results in proximity damage.  Keep this  in mind when engaging multiple targets, as selective warhead placement can  allow you to eliminate multiple targets with an average of less than one  warhead per target.  An example of this  is a flight of R-41 Star chasers exiting a hanger.  This will work against all craft.  However, heavier craft as the Alliance B-Wing bomber will require  you to either fire multiple warheads at a single target or to use your  lasers.  The central purpose behind  using the proximity damage is to make a more effective use of your warheads and  not deploy the missile where it would have been more effective to simply use  lasers to "mop up".
 You are flying a TIE Advanced, armed with eight (8)  concussion missiles.  A flight of six  (6) R-41 Star chasers exits a hanger, in a two by three formation.   1          23          4
 5          6
 In order to make the most effective use of the  warheads you have available, you need to disperse your warheads amongst the  targets.  In this case, you would want  to fire a warhead at targets one, four, and five; or targets two,  three, and six  When you fire your  warhead at target one, the blast radius will affect targets two,  three and four.  Most likely,  target one will not be destroyed by the missile, but severely damaged  and destroyed by your next warhead.   Your next warhead should be fired at target four.  You will allow the proximity damage from  your first warhead affect targets two, three, and four.  When your next missile detonates on target four,  it will destroy him, and the proximity damage should damage targets one, two,and three furthermore if not outright destroy  them.  The third missile will be fired  at target five  Targets five and six will have sustained damage from the missile that hit target four.  When you launch your missile at target five,  it should destroy it and severely damage target six. Note that when you move to engage the formation, you  will need to be swift as your time will be limited before the formation breaks  to engage you.  It is best if you have a  joystick with enough buttons such that you can switch between targets and  firing settings quickly and comfortably.   Firing  warheads: Warheads are self-propelled, being able to engage a  target at a minimum speed of travel.   The speed with which the warhead moves to engage a target is the sum of  the warhead’s minimum speed and the speed which the launching craft is  traveling at the point of launch.   Because of this, it is preferred that the warheads be launched at the  greatest speed possible under the given conditions.  The greater the speed at which a warhead moves to engage its  target, the harder it is for the target to either evade the warhead or  intercept it with defensive fire.  While  it is generally preferred that the warheads be launched at the greatest speed  possible, it is not a requirement.
 The  Head-on Delivery: The head-on delivery is an option that lends itself  to being overlooked.  This may be  attributed to the fact that it is unorthodox.   Warheads will almost need a lock if they are to be effective against  smaller and medium class ships.  The  head-on deployment of warheads does not require a lock.  It does however; require patience and a  steady hand.  The head-on may be performed within a range of two-point-five klicks.  This is the range that most smaller and medium targets require,  though it is recommended that it be executed at the greatest range possible,  preferably between five and six klicks.   You must make sure that the target will not deviate from its course to  engage its intended target, or that it is targeting you.  If you intend to do the former, you will  need to be well in advance of your target's intended target.  To initiate the head-on attack, you will  need to select your target and have it bracketed so you can line up on it.  Once you have your target, you may want to  decrease your speed as to reduce the closing speed and allow you time to line  your sights on your target.  You will  need to "eye" your reticule on the center of the target's yellow  box.  When you feel that your reticule  is centered on the target's box, fire a single warhead.  You may fire dual warheads at your target,  but it is highly suggested that you fire only a single warhead should you miss.
 If you are targeting a single craft in a formation,  you will want to engage and eliminate as many of the opposition as possible in  the head-on pass.  When you close to  two-point five klicks, you may start targeting and using a lock to engage the  remaining targets.  If your total  closing speed is around two-hundred megalights, you will be able to engage two  targets before closing in to firing range.   Closing speed is the speed at which two craft close in on each  other.  It is the sum of their  individual speeds.  It is highly advised  that at this point you break off. The  Fly-by: The fly-by method requires that you be experienced  with the various kinds of warheads as both you and your target will be moving  and you will not be firing with a lock.   The fly-by can be executed at any time and against any target.  It is highly recommended that you use the  fly-by against slower targets such as Y-Wings and B-Wings.  To execute the fly-by attack, arm your  warheads and select your target.  Once  you have your target selected, remove it from your targeting display by hitting  [ALT]+[C].  Any computer based lock,  which is possible during a fly-by, will result in evasive maneuvers by your  target and defensive fire from armed targets.   Close in on your target and when you feel you are comfortable with  firing, do so.  When doing this you will  need to lead your target.  You will  generally want to fire close to point-blank range.  However, be alert to your own shield and hull integrity as you  will most likely be in the blast radius of your own warhead.  Shielded craft are capable of absorbing the  effects of proximity damage.  Some  warheads, however, have significant proximity damage that can destroy smaller,  unshielded craft and craft with low shield integrity.  It is best to fire a single warhead, as there is a significant  probability that you will miss.
 Evading  Warheads: Just as you carry a payload of warheads, the  opposition can carry them as well.  You  will not be able to readily discern if a hostile craft is carrying  warheads.  You can however, identify if  a craft is able to carry warheads.  The  majority of starfighters are capable of carrying warheads.  Of the craft you encounter, only the TIE  Fighter, TIE Interceptor and all but one of the experimental TIE Fighters do  not have accommodations for a warhead payload.   Therefore, it is important that you are aware of how far away the  different enemy ships are from yours, as that will help you to determine the  likelihood that they will attempt to gain a lock on you.  Craft further away from you are more likely  to attempt a lock-on because your motions are relatively minor and easier to  track.  Because of this, it is important  to know when new fighters arrive and how far away they are.  Sometimes, a squadron of fighters will enter  the combat zone and immediately attempt a lock-on.
 When your H.U.D. indicates that an enemy is  attempting to lock onto your craft, you need to be able to identify the  threat.  The objective is to know where  the threat is so that you may adjust to it and maneuver to regain control and  dictate the flow of combat.  To identify  the threat, have your targeting computer lock onto the craft by pressing  [E].  This needs to be done as soon as  the attempt at a lock-on is initiated.   Otherwise, the computer will identify a different craft. When you have identified the attacking craft, you need  to turn towards it and go to full throttle. By doing this, you increase the  closing rate, which will decrease the amount of time available to the enemy to  obtain a solid lock.  You also position  yourself to shoot down the warhead should you the enemy obtain a solid lock and  fire at you.  This positioning is the  basis for evasion of warheads.  Once the  warhead is fired, it becomes your priority.   You can either press [SpaceBar] when prompted to by your targeting  computer, or press [i] to target the nearest incoming warhead. Should you find yourself the target of a warhead, you  need to turn into it.  Presenting your  backside to a warhead not only allows it more time to track you, but also makes  it harder for you to know where it is in situational awareness.  By having the warhead in your forward field  of view, you can visually track it and shoot it down when it enters range.  When you force a warhead to track you from  the front, it prevents the warhead from adjusting for your maneuvering. Should you fail to neutralize the warhead, you want  to dodge it.  This only requires that  you fly just off of its flight path.   You want to maneuver yourself so the warhead maintains a constant  position in your forward radar dome.   When engaged properly, the missile will overshoot you and loop around to  follow you.  As it passes you, you want  to turn to keep it in your sights.  At  this point, you should simply need to turn at your maneuverability maximum to  allow yourself to acquire a [laser] lock on the warhead and neutralize it. .: Chapter 5: Countermeasures :. |  |