Lets Talk Ordnance.

By KovuTalli, in X-Wing

Since I haven't seen a thread discussing it specifically I thought I'd make one. This thread is specifically for Torpedos/Missiles and Bombs/mines. Feel free to discuss Cannons and turrets too but I feel those need less discussion as most of the time they will pay for themselves.

Also this is not a thread designed to soak fun out of running secondaries, its just for a bit of fun and theory-crafting, the Most Important thing when playing X-wing is to have Fun .

I will update this post as and when we get maths/figure out what is and isn't worthwhile. Anyone who is good with numbers feel free to help out and post. I would also like to point out this is Not Gospel , if you wish to run something, run it, it's all about fun. Also these are mostly my views but will edit the "Is it Worth" as and when more opinions and maths come in.

Lets talk Ordnance .

Let's figure out what is "worth" the points and what isn't.

There is no denying it there is nothing quite like rolling your dice for your missiles and getting 4 or 5 hits, or dropping a bomb/mine right in the middle of a swarm or in your opponents flight path, but are they worth the points?

Torpedo's.

Proton Torpedo's.

Cost: 4

Range: 2-3

Attack Dice: 4

Special: You may change one of your Focus results to a Critical hit .

From what I have read already around the forums, Standard Proton Torpedo's are not worth their cost, at least, not on any ship with 3 or more attack. But might be worth while on lower cost Y-wings and Bombers to make up some much needed Punch.

Worth the points? : Not in most cases.

Advanced Proton Torpedo's .

Cost: 6

Range: 1

Attack Dice: 5

Special: You may change up to 3 of your B lank results in to Focus results.

Costing 2 more points than standard Protons and only being usable at range one. (Or range 2 with Major Rhymer) However it does weight in with a 5th attack dice and if you have a Target lock and Focus you can get at least 3 hits and odds are you will roll a hit or focus on your other dice so most of the time with a focus you will be hitting for 4 or 5 damage.

Worth the points however? 6 points is half the cost of an academy Tie and a third of the cost of a Gold Squad Y-wing. However, having it hit 4 or 5 dice is good against anything with 2 or less agility. So if you are firing these on Wedge they will most likely one shot a Tie or Interceptor due to the -1 Agi, even better if its a named Tie. Vs Rebels these give you quite a nice punch against a B-wing or a Falcon, it also has a chance of one shotting an X-wing if the defender rolls poorly. Which means for 6 points you can kill a ship costing 12+ points in one turn.

Personally, I would recommend these but maybe only carry one, two at max and use them wisely and early to try to kill off a high value threat. Especially since if you do the maths at 6 points you can double even Penta its value if you manage to kill a named Tie or X-wing.

Worth the Points? : Yes - need to do more math/theory crafting but they do seem to be worth while.

Edited by KovuTalli

Missiles.

Ion Pulse Missiles.

Cost: 3

Range: 2-3

Attack Dice: 3

Special: If it hits, deal One Damage and defender receives Two Ion Tokens . Also Do Not Discard your Target Lock .

Works just like an Ion Cannon or Turret, but requires a target lock and deals Two Ion Tokens which will effect a Large ship immediately.

Worth the Points? : If you are vs a large ship list it can be good to have it disabled and locked to a straight one, for 3 points. Sadly again it is once use only.

Cluster Missiles.

Cost: 4
Range: 1-2

Attack Dice: 3x2

Special: Perform this attack Twice .

Again another four cost, but you get three dice, twice. This can be nice to get some alpha damage at range 2, however it is two rolls not all 6 at once so it makes this card worse than it looks, it means you can only spend focus once unless you have a ship list that gives focus to the ship with this attack before it attacks and it means the defender gets to roll two sets of defense dice instead of just one.

Worth the points? : Debateable, it depends what you are shooting at, if it is a low Agility target such as 1 agility, they can be nice for some damage at range 2, anything at 3 agility or more? Most likely not.

Concussion Missiles.

Cost: 4

Range: 2-3

Attack Dice: 4

Special: Change a Blank result to a Hit result.

More 4 costs! 4 cost, for 4 dice which a chance to make a blank a hit. Seems a bit pricey at 4 cost but it can give an A-wing or a Bomber a nice alpha strike at range 3, odds are you will get one hit, maybe two.

Worth the Points? : Not in most situations.

Assault Missiles.

Cost: 5

Range: 2-3

Attack Dice: 4

Special: If it hits Every other ship at Range 1 takes One Damage .

5 Cost but really nice utility, works well vs Swarms to break them up or to get damage spread on them, it can also give a nice 4 dice at range 3 vs the main target.

Worth the Points? : Yes. If running against a swarm these missiles pretty much pay for themselves and plays a lot of mind games with your opponent. It is also good against any one trying to fly in formation. The main draw back is the splash damage can hit your own ships if they are in Range 1 of the main target.

Homing Missiles.

Cost: 5

Range: 2-3

Attack Dice: 4

Special: Defender cannot spend Evade Tokens . Do Not Discard Target Lock .

Again another high cost coming in at 5, but if used vs someone such as Vader or an interceptor it can negate their Evade Token which is nice. However it is still 4 attack vs 3 or possibly even 4 agility with a Stealth Device. It could be nice vs Rebels but none of their ships other than the A-wing or possibly the Falcon with Title would have an evade token. Since you don't discard your target lock you may use it to reroll dice, and if you have a focus token this makes these missiles even more deadly.

Worth the points? : Debatable - Community seems to think, Yes!

Edited by KovuTalli

Bombs/Mines.

Seismic Charge.

Cost: 2

Range: 1

Damage: One.

Special: Hit's all ships at Range One .

This can be used to great effect, it's cheap and can deal one damage to swarms or just a cluster of enemy ships. Especially if dropped from a high Pilot skill pilot after the others have already moved. The effectiveness of this depends on if you can get the opponent to cluster his ships, most likely best chasing a Firespray as then it could also attack with its rear fire arc, or if it performs a K-turn.

Worth the Points? : Yes if used right.

Proximity Mines.

Cost: 3

Range: Area.

Attack Dice: 3

Special: If Ship Base or Maneuver Temple Overlaps , roll 3 attack dice. This token Stays in Play until the game ends or the Mine is detonated.

3 damage and area denial for 3 cost. This can be used to great effect to either force specific movement out of your opponent or on a low PS ship to drop it in the flight path of a enemy ship, the token is also rather large coming in just a bit smaller then a Large Ship base.

Worth the Points? : Debateable - good for area control but its a 4 in 8 chance of a hit or crit per dice.

Proton Bombs.

Cost: 5

Range: 1.

Damage: One Critical.

Special: Deals One Critical Hit to all ships in range 1. Ignores Shields .

Costly coming in at 5 points, but, it is a nice way to deal a Critical hit to a bunch of enemy ships, the fact it Ignores shields means it can be a really nice way to cause early issues for Rebel squads and get an early edge, or Immediately destroy an A-wing if the critical deals two damage. This damage cannot be negated in anyway.

Worth the Points? : Yes - If you can deploy it well.

Edited by KovuTalli

Actually the the card for the Ion Pulse Missile is in the prerelease information about the wave 4 ships, I forget the range, but the attack dice is 3 and it works just like a Ion turret..

Ion Pulse Missile is range 2-3. It is a nice cheap option for Missile Carriers. It also adds some more disruptive options.

Actually the the card for the Ion Pulse Missile is in the prerelease information about the wave 4 ships, I forget the range, but the attack dice is 3 and it works just like a Ion turret..

Ion Pulse Missile is range 2-3. It is a nice cheap option for Missile Carriers. It also adds some more disruptive options.

I have edited this Info in, thanks guys.

You don't spend your target lock to fire your homing missiles, so you can spend it to modify your dice on the missiles. Couple it with a focus token (push the limit, Dutch, tl last round focus this round, etc) and you've got a much better chance of hitting.

I only realized this today. I've never tried them, but may tonight!

You don't spend your target lock to fire your homing missiles, so you can spend it to modify your dice on the missiles. Couple it with a focus token (push the limit, Dutch, tl last round focus this round, etc) and you've got a much better chance of hitting.

I only realized this today. I've never tried them, but may tonight!

Thanks for pointing that out I missed it :D Edited in.

Thanks for writing this up. I haven't had a chance to use most of these, but good to know which ones are more of a waste than they're worth.

And I'm glad the seismic charge gets a good rating...

Cause I have a lot of fun using it.

^^

Edited by Hoosteen

I would just like to add that cluster missiles work wonders if Cpt. Jonus is nearby. One of my favorite Imp builds is:

Cpt. Jonus

Gamma Squadron Pilot w/ Assault missiles, Cluster missiles x2

Academy Pilot x2

This is an interesting thread... but I disagree with a few things... cluster missiles are a good thing, I always run with them... 6 dice is nothing to sneeze at. APTS are pricey and for range 1 use I'd choose a different piece of ordnance. I personally am not a fan of proton weapons. Concussion missiles are nice though, I would choose those over APTs..

Homing missiles are also top notch, don't spend a TL and defender limited in actions against it.. always good. Assault missiles are good too, dealing damage collaterally is nice.

When I run bombers I try to give some close in fun as well as some alpha strike goodness.. cluster missiles and assault missiles are a nice combo, and I always try to get a seismic charge in with it as well.

This is an interesting thread... but I disagree with a few things... cluster missiles are a good thing, I always run with them... 6 dice is nothing to sneeze at. APTS are pricey and for range 1 use I'd choose a different piece of ordnance. I personally am not a fan of proton weapons. Concussion missiles are nice though, I would choose those over APTs..

Homing missiles are also top notch, don't spend a TL and defender limited in actions against it.. always good. Assault missiles are good too, dealing damage collaterally is nice.

When I run bombers I try to give some close in fun as well as some alpha strike goodness.. cluster missiles and assault missiles are a nice combo, and I always try to get a seismic charge in with it as well.

As I said in the OP, it is mostly my opinion but I will try to fine tune the info and the list as more people post and give feedback :) I feel Homing would be better if it was "cannot spend Focus or Evade" but that might be too powerful, again with Clusters its two separate rolls, so more chance of more dice being cancelled, that and again it's all down to dice, you may hit all 6, you may hit none depending what you are rolling against.

I am thinking that bombers may start running 2 ion pulse missiles. This could really mess up a big ships day. Running the Falcon right of the map is becoming a real possibility. Question on assault missiles. If you hit a large base ship, this increases the blast radius doesn't it?

Edited by Darthfish

I think it should also be noted that if you are running with a lot of ordinance higher pilot skills are nice. It makes it easier to get target locks, and as for bombs it is always nice to have you opponents ships moving first so that you know when to drop your bombs.

I know we're talking ordnance here but to me a problem with the Ion Pulse Missiles is that they cost as much as an Ion Cannon but can only get used once. Yes, they have an edge against large ships but after that the only benefit I see is that they go in a missile slot instead of a cannon slot.

I agree with all of these assessments as long as the opponent flies a swarm . Most of them don't match my experience when he doesn't :P

Meh, Ion Cannon vs Ion Pulse Missile only really matters when a ship has both the Turret and Missile upgrade. For those just with Missiles, the Ion Pulse Missile adds a nice little disruptive strategy.

I used Captain Jonus with 3 TIE Advanced, each carrying a cluster missile. It was an amazing build.... great results. Excellent way to focus fire down a tough ship.

I'd said Ion Cannon and NOT the Ion Cannon Turret. No ships currently have turret and missile option but that would be comparing a 5 point upgrade with 360 degree coverage at R1-R2 to a one shot that costs 3 points and only shoots forward at R2-R3.

Now only one ship can currently mount both the Ion Cannon and Ion Pulse missile but if you have 3 points to spend which you pick should nearly be a no brainer. The Cannon has a wider range, is easier to fire, and can be reused while the missile is one and done even if the effect is potentially better if you happen to be shooting a large ship.

I know we're talking ordnance here but to me a problem with the Ion Pulse Missiles is that they cost as much as an Ion Cannon but can only get used once. Yes, they have an edge against large ships but after that the only benefit I see is that they go in a missile slot instead of a cannon slot.

As already stated by others, not a lot of ship can have both a cannon and a missile. Even if they can have both, maybe you'll prefer another cannon over it and equip the ion missile cause it's cheap and might come handy to slow down a ship. Say, Ion missile to make the ennemy take a 1 straight move next turn and get close enough to use the autoblaster at range one.

I think the Ion missile can be handy and would have been too cheap at 2 points. Same as the Ion cannon would have cost too much at 4. So, 3 for both seems fair to me considering that they both have their use and might see play.

does wedges -1 ability work if he fires with secondary weapons like the ordanances aswell ?

Yes.

And oops on my mistake on the upgrade.

I know we're talking ordnance here but to me a problem with the Ion Pulse Missiles is that they cost as much as an Ion Cannon but can only get used once. Yes, they have an edge against large ships but after that the only benefit I see is that they go in a missile slot instead of a cannon slot.

Entirely true. My only counter-argument is that missile slots tend to be available on cheaper and more agile platforms than cannon slots.

One comment I'd make is that some ordnance really suits being paired with certain upgrades; Bombs generally pair well with the Intelligence Agent, Cluster Missiles pair well with Marksmanship (as it works on both attacks unlike focus), and Advanced Proton Torps beg for a TL/Focus in the same turn - which is most easily delivered by Push The Limit.

Equally, as noted, Jonus makes one hell of a leader for a bomber wave, and significantly increases the nastyness of cluster missile or assault missile salvoes.

Cluster Missiles on Maarek Stele with Marksmanship can be good against any low agility ship. If he can pick up a Focus to go with the attack (like TL on a prior turn), it's even more effective.

Some nice suggestions and discussions, I will update the OP sometime Thursday or Friday when I get home.