Talk:Advanced Proton Torpedoes/@comment-81.157.150.28-20180713154418/@comment-454133-20180713161556

Stay out of range 1. Those torpedoes are expensive and constitute a huge risk, because all that investment is wasted if you never get into range with a lock to make the shot. If you're just jousting, you may need to carefully play the range planning game, or mix it up with flanking maneuvers, hit&run, etc.

More evil still: Deny them their lock and/or focus by using jam actions, Black One, Hot Shot Co-Pilot, etc. Unless they're incredibly lucky with their roll, APTs really only pay off if they can get a focus and a lock on the turn they get into range 1 (or double-focusing with Deadeye + Recon Specialist). If they're using Expertise instead of focusing, then they'll be afraid to take on stress, which restricts their maneuvers. If they're using Keyan, they're probably investing a ton of points in that one-agility ship (~40) and they're begging to be blown up.

If you do get too close, try to ram them (or make them ram you): they can't fire if you're touching. Then next round speed away and come back for another round of long-range firing that favors you.

If applicable: Put only your cheap ships in range of the APT. Ultimately that player wants to nuke Darth Vader or some other expensive ace or tough-to-kill, but if you play hard-to-get with them and harass/block with your cheaper ships, they either won't get the torpedo off, or they'll get relatively little benefit by nuking your TIE Fighter or already-nearly-dead generic-pilot x-wing, etc. Make them waste their ordnance on the ships they're not worried about, to protect your more important ships.

Last of all, if you're still struggling to find a counter, consider flying an APT fleet yourself to feel out how it works. Sometimes learning how to beat a strategy means playing that strategy to experience its strengths and weaknesses first hand.

I hope that helps!