Flechette Torpedo + Munitions Failsafe

By Buhallin, in X-Wing

That was the first thing I thought of when I saw those two upgrades. Why do you think it slipped though testing and wasn't intentional? They are coming out around the same time roughly.

Because the idea of a missile that stresses its target even though it didn't fire is idiotic. Doesn't mean it's not intentional, of course, and I don't think I ever claimed it wasn't intentional. But it's still a very dumb interaction.

And before someone goes down the "Pilot is stressed about because of the lock even if it doesn't fire", explain why they're super-stressed about a Flechette Torpedo but not a Concussion or Homing Missile? Or an Advanced Proton Torpedo?

Sorry I was referring to the guy who assumed this "slipped through testing."

Couple things to keep straight, it's a torpedo so to my knowledge the YT-1300 can't take it. If it also works with ion missiles I dunno.

Here is a list that exploits this:

Kath Scarlet — Firespray-31
Deadeye
Gunner
Flechette Torpedoes
Munitions Failsafe
Slave I

Captain Jonus — TIE Bomber
Deadeye
Flechette Torpedoes
Munitions Failsafe

Scimitar Squadron Pilot — TIE Bomber
Flechette Torpedoes
Flechette Torpedoes
Ion Pulse Missiles
Ion Pulse Missiles
Munitions Failsafe

Not sure if it will be worth it, but thats a lot of rerolling on Flechettes, and then gunner on kath.

Here is a list that exploits this:

Kath Scarlet — Firespray-31

Deadeye

Gunner

Flechette Torpedoes

Munitions Failsafe

Slave I

Captain Jonus — TIE Bomber

Deadeye

Flechette Torpedoes

Munitions Failsafe

Scimitar Squadron Pilot — TIE Bomber

Flechette Torpedoes

Flechette Torpedoes

Ion Pulse Missiles

Ion Pulse Missiles

Munitions Failsafe

Not sure if it will be worth it, but thats a lot of rerolling on Flechettes, and then gunner on kath.

You're going to do a LOT of stress, and no damage...

You could really exploit this on B-Wings as well.

Blue Squadron, FCS, Gunner, Flechete Torpedo, Munitions Failsafe, Crew Upgrade. (may not be possible if both munitions failsafe and Crew Uprade are modifications.)

Even if you only have one shot with the torp and miss, it is still quite nasty.

Take focus as an action. Shoot the torp (and hopefully miss). Stress the opponents ship. Gain a TL, Gunner kicks in, shoot with TL and Focus.

Repeat.

That is one stressed, badly damaged ship......

Edited by Englishpete

I don't know why we're surprised. Just further proof that FFG play testing is not everything you guys think it is.

Before people start yelling again: this doesn't make the game bad at all. I just think we can expect to see more dumb card interactions.

Actually all it proves is a lot of people like to jump to conclusions.

You could really exploit this on B-Wings as well.

Blue Squadron, FCS, Gunner, Flechete Torpedo, Munitions Failsafe, Crew Upgrade. (may not be possible if both munitions failsafe and Crew Uprade are modifications.)

Even if you only have one shot with the torp and miss, it is still quite nasty.

Take focus as an action. Shoot the torp (and hopefully miss). Stress the opponents ship. Gain a TL, Gunner kicks in, shoot with TL and Focus.

Repeat.

That is one stressed, badly damaged ship......

The Buzzsaw B Wing is coming! I'm not ready for it to outplay the shuttle!

Of course, we don't know what the as yet unspoilt EPT from the Z95 will be, Decoy.

Draw secondary weapons to you?

Decoy could be the same as DTF but regular Hits instead of Crits.

although if it is the Biggs/Luke + R2D2 gets a huge buff

Edited by IvlerIin

Decoy could be the same as DTF but regular Hits instead of Crits.

although if it is the Biggs/Luke + R2D2 gets a huge buff

I really hope that's not it. Biggs already sees play in what feels like half the rebel lists and Luke could use the new trick to see relevance but that's just an unfun combo to fly against unless you're packing an interceptor in the endgame.

You could really exploit this on B-Wings as well.

Blue Squadron, FCS, Gunner, Flechete Torpedo, Munitions Failsafe, Crew Upgrade. (may not be possible if both munitions failsafe and Crew Uprade are modifications.)

Even if you only have one shot with the torp and miss, it is still quite nasty.

Take focus as an action. Shoot the torp (and hopefully miss). Stress the opponents ship. Gain a TL, Gunner kicks in, shoot with TL and Focus.

Repeat.

That is one stressed, badly damaged ship......

Sure, but that Blue Sqaudron now costs north of 30 points.

No surprise there. But is constantly stressing and not dealing any damage worth the cost?

It is if you have gunner or something similar so that you still get an attack. Hence why it is quite viable on a Firespray or YT-1300.

YT-1300 doesn't have the torpedo option on the upgrade bar, and the Firespray only gets it if you put the Slave 1 title on.

Kath Scarlet

+ Slave 1 Title
+ Flechette Torpedoes

+ Munitions Failsafe

+ Gunner

-{46}-

Captain Jonus

-{22}-

Now we need some Ion Cannons, and we're diabolical. MUAHAHAHA

wow, you all are very short sighted. you think flechette torps and munitions fail safe wasn't play tested well, or that its some haxor new squad build .

It was more than likely play tested and saw, what some of you are pointing out.

HAXOR: Oh look my torps didn't damage but take a stress iefnowefnen dueucbdubcd

Player 2: okay, i fire 3 actual dice at you 3 damage

Also while stress sucks there are many holes in this:

Rebels:

1 evade dice = your torps will land no matter how you try to change it

R2 Astromech

The A-wing dial and Tycho

Ibtisam and the new B-wing love stress

Imperials:

Soontir Fel loves stress

The Interceptor dial was meant for stress

stress one tie fighter, there are probably 4 more pointing at you, you want that hit to land

I will say that the Tie Advanc- oh yeah no one runs it

This is a combo that isn't bad. But you will loose....a lot if you build the squad completely around it.

Decoy could be the same as DTF but regular Hits instead of Crits.

although if it is the Biggs/Luke + R2D2 gets a huge buff

---

I really hope that's not it. Biggs already sees play in what feels like half the rebel lists and Luke could use the new trick to see relevance but that's just an unfun combo to fly against unless you're packing an interceptor in the endgame.

I hope it's not as well. But being a Decoy usually means to draw attention away from something more important. Also DTF has a "may" condition. Decoy probably does not have one which is a drawback in comparison to DTF. Also there may be other negatives attached to the card.

Yorr was converted into a EPT through Wingman. Decoy could also be Kagi as an EPT.

Imps complain on occasion about not having a "Biggs"-type of ability to protect their Small Elite High PS Squadrons. Which is why I think it might be like Biggs. I hope it isn't though.

Any squad whose primary target is to miss is not going to do well. To win, hit you must.

Aim to win.

Here is a list that exploits this:

Kath Scarlet — Firespray-31

Deadeye

Gunner

Flechette Torpedoes

Munitions Failsafe

Slave I

Captain Jonus — TIE Bomber

Deadeye

Flechette Torpedoes

Munitions Failsafe

Scimitar Squadron Pilot — TIE Bomber

Flechette Torpedoes

Flechette Torpedoes

Ion Pulse Missiles

Ion Pulse Missiles

Munitions Failsafe

Not sure if it will be worth it, but thats a lot of rerolling on Flechettes, and then gunner on kath.

You know, just take the Kath + Slave 1+ Munitions FS + Flechette (or Proton torps) and you get a decent chance at double stressing a target in one shot. On many targets that is going to be pretty rough way to start a match.

Maybe add Rebel Captive for the additional stress potential. It still leaves a lot of room to add in ships that can support Kath. Seems like a legitimate way to build her as most stress shedding/ignoring effects only deal with one token at a time.

Well, a Wingman combined with green moves hoses the combo but still it seems like one could still overwhelm stress resistant targets with multiple tokens.

And there're a few more options to get rid of stress in the pipeline and even a few ways to use stress as a resource.

And there're a few more options to get rid of stress in the pipeline and even a few ways to use stress as a resource.

Very true, but is it going to be common or efficient enough to make stress irrelevant? I guess time will tell.

I played against Farlander on vassal, he wasn't nearly efficient enough to get rid of all the stress Kath + rebel captive was putting on him. I was able to force him out of the fight for a few turns with double stress. That said, I did get beaten pretty badly, so it wasn't effective enough.

Very true, but is it going to be common or efficient enough to make stress irrelevant? I guess time will tell.

I doubt it will become irrelevant, but their coming will also ensure stress inducing tricks like intending to miss with flechette torpedoes and munitions failsafe won't become too abusive.

I don't think it's going to be all that broken, for the same reason I think Kath sucks. Consolation prizes for missing are rarely a winning strategy.

What this does is highlight the very strange interactions which can arise from making abilities affecting the defender trigger on attacks, rather than hits. This is something we've seen several times in recent reveals, and I'm not a fan of it. They rarely manage to make sense, they lead to silly interactions like this one, and they hamper high-defense builds which, honestly, are on the short end of the stick compared to the tougher ships.

Well Kath + mini-swarm

Kath + Ion Cannon + Seismic Charge + Rebel Captive + Slave 1 + Flechette Torp + Munitions Failsafe

4x Academy Ties.

Ideally Kath can throw 2 stress on a target on the first turn. Then the Ties can swarm it. Throw in a second turn ionization, and that ship wont have any actions for the entire game. I dont know, its an idea that costs 3 points...

No surprise there. But is constantly stressing and not dealing any damage worth the cost?

I would think so if you consider the extra damage you'll do later when they either don't take a green and get no action, or if it's a ship with few greens like an x wing, you'll know pretty much where it's going next turn.

Any squad whose primary target is to miss is not going to do well. To win, hit you must.

Aim to win.

I think this strategy could still be somewhat effective, but yes obviously not if all your ships are doing it. But if every few rounds or when you think it will set your other guys up for better shots you could use that strategy, but only with a couple ships at most. It's basically a support ship kinda thing.

I'm actually thinking Hobbie with the stress inducing R3-A2 and Flechette will work nicely together, but it doesn't really strike me as a win-all solution strategy. At all. Sure, two stress tokens on one ship is going to make things bad, but at the same time you also are forced to do a few things that can be worked around:

1, Hobbie needs to shed the stress he creates by either using Target locks, which makes him predictable and potentially ineffective unless aided by another pilot to get more actions.

2. The torpedo is either going to be used up by hitting the target, or you have to use Munitions Failsafe. These are both fine options, but it creates problems of itself in that you're forced to make a hard decision of either throwing the attack (so you can stress again) or attacking in a way you can hit. It's not terrible, but not especially effective.

3. It's going to cost you 30 (or 31 with Munitions Failsafe) points to field a PS5 X-Wing. While there is nothing wrong with this on it's own, it does make you question the use of points and whether it's really the best option.

That said, I'm going to try it, and I certainly do plan to have some fun with it.