Munitions fail safe and stress torps

By Stelar 7, in X-Wing

Did I read right that these two togeather might let you get stress on your target,aaand still keep the torp because you missed?

You read that right.

I may have to think of something nasty with that. Y-wings come to mind.

You keep the torp, but note the key point of that: doing no damage . You're not going to be winning very many games without killing ships, so I'd be very reluctant to consider spending 23 points (or more!) on a ship that will never do any damage.

Well I wasn't planning on doing no damage every turn, if nothing else sooner or later you will hit. Still point taken, it definately isn't game breaking. Aren't there abilities on the transport thst require a stressed target though? It has been a while since I looked at that spoiler.

I certainly wouldn't waste my time trying to build a combo to intentionally miss for the purpose of assigning stress (as this won't win you any games), but the simple combo of failsafe + stress torpedo still isn't bad. If you miss, fine. It still disrupted the enemy for a bit. If you hit, also good. You stressed him and caused damage. Move on and finish it.

Now, you combine Torps that stress on a miss with failsafe and a Gunner....

NOW we're cooking with gas ;-)

Now, you combine Torps that stress on a miss with failsafe and a Gunner....

NOW we're cooking with gas ;-)

Who all could do that? Slave-1 title'd Firespray could do it for sure. I'm not sure about the new card in rebel aces for the B-Wing that adds a crew slot. I just can't remember (if I ever knew) whether the failsafe and the crew adding card will confilct with one-another for space on the ship.

Edited by Nematode

You keep the torp, but note the key point of that: doing no damage . You're not going to be winning very many games without killing ships, so I'd be very reluctant to consider spending 23 points (or more!) on a ship that will never do any damage.

True and the most likely scenario is that you'd want a ship to kill, not control, but it could situationally allow you to Ion a ship off the board and keep the munitions.

"It could be worse".

Now, you combine Torps that stress on a miss with failsafe and a Gunner....

NOW we're cooking with gas ;-)

Nitogren Gas Maybe. The munitions fail safe is a great condolance when you miss, but wanting miss, or trying to miss is pretty lame.

A three attack dice torpedo will probably hit a Y-wing without much difficulty. A Gunner is a pretty expensive upgrade, that might give you a single extra stress token on an opponant.

Now, you combine Torps that stress on a miss with failsafe and a Gunner....

NOW we're cooking with gas ;-)

Who all could do that? Slave-1 title'd Firespray could do it for sure. I'm not sure about the new card in rebel aces for the B-Wing that adds a crew slot. I just can't remember (if I ever knew) whether the failsafe and the crew adding card will confilct with one-another for space on the ship.

Munitions failsafe is a modification, the B-Wing crew card is a title. No conflict here.

Munitions failsafe while nice is far from gamechanging. It seems like it will find the most use with bombers kitted out with a slew of ordnance.

Once bombers have launched there ordnance they are a weak fighter. This just throws them a bone for those times when you catch an exceptionally poor dice result.

The bombers biggest issue is still going to be staying alive long enough to actually launch everything before they eat it.

What about Munitions failsafe, Cluster missiles, and Gunner?

Attack with CM, if the first attack misses, activate gunner and keep CM.

Possibly combine with deadeye so it would be more easily used on the fly?

What about Munitions failsafe, Cluster missiles, and Gunner?

Attack with CM, if the first attack misses, activate gunner and keep CM.

Possibly combine with deadeye so it would be more easily used on the fly?

There is debate about whether both attacks from the cluster missiles have to miss in order for Munitions Failsafe to activate, or whether it might be just the first attack or if either attack misses. My suggestion on that matter is to play it via the least favourable method (both attacks have to miss for Munitions Failsafe to activate) until FFG provides an answer via FaQ.

Munitions Failsafe will, IMO, get FAQ'd pretty quickly to close some of these intentional loopholes. I won't be surprised to see Lt. Blount lose his ability to nick off Stealth Devices at will at some point as well, but I could certainly be wrong on that one.

What about Munitions failsafe, Cluster missiles, and Gunner?

Attack with CM, if the first attack misses, activate gunner and keep CM.

Possibly combine with deadeye so it would be more easily used on the fly?

That's another nice option.

Given the current rulings I can't see any reason that won't work.

Though it doesn't have the same "advantage to missing" that the Frag Torps do.

Given that you'll be able to run it in the same list as an Astromech forcing stress I can see the B-Wing with this kitout doing VERY well at screwing with TIEs of every colour (all the better to miss).

Now, you combine Torps that stress on a miss with failsafe and a Gunner....

NOW we're cooking with gas ;-)

Nitogren Gas Maybe. The munitions fail safe is a great condolance when you miss, but wanting miss, or trying to miss is pretty lame.

A three attack dice torpedo will probably hit a Y-wing without much difficulty. A Gunner is a pretty expensive upgrade, that might give you a single extra stress token on an opponant.

I think many of you guys are missing the point here.

Gunner doesn't let you deal an extra stress token here. Gunner switches you to a primary attack.

So with this set up (ideally using predator to help miss the first attack, and help hit with the second) you are:

1. Dealing a stress

2. Keeping your torpedo

3. Still dealing damage with the primaries!

Granted. It's fairly expensive. But it's pretty powerful as well. No matter what, your target will end up at least stressed.

I won't be surprised to see Lt. Blount lose his ability to nick off Stealth Devices at will at some point as well, but I could certainly be wrong on that one.

I have no idea why you'd expect to see that changed. Nothing in the rule is even remotely controversial, changing it by "FAQ" makes about as much sense as FAQing B-wings to have only 3 shield HP.

Munitions Failsafe will, IMO, get FAQ'd pretty quickly to close some of these intentional loopholes. I won't be surprised to see Lt. Blount lose his ability to nick off Stealth Devices at will at some point as well, but I could certainly be wrong on that one.

As far as the strange interactions with munitions failsafe, it may or may not happen. None of them is game changing. The interaction with flechette torpedoes is essentially the same as R3-A2, but you pay an extra point to not suffer the setback. Seems perfectly fair.

Edited by Engine25