Could fully loading up a Bomber be a GOOD thing?

By Crabbok, in X-Wing

An upgrade (or even better, an FAQ update) that lets ordnance also use the reroll of the target lock spend to fire it would help a ton in making ordnance more reliable.

Edited by keroko

As one who actually loaded up a bomber to 60 points (just for lols) it isn't the way to play bombers.

Major Rhymer, Marksmanship

Dual Homing Misses

Dual Adv Proton Torpedoes

Proton Bomb

Shield upgrade

and paired him with weapons engineer Kagi to feed him target locks. I manage to kill 1 Tie Fighter (in one hit) With Marksmanship Adv Proton torpedoes Range 2 (Rhymers pilot ability). The next turn 2 tie interceptors and a Budget Boba Fet (I forgot which one) at range 1 removed all 7 hits from the bomber (shield and 6 hull). Needless to say I lost that one.

The trick is to spread your points around, what ever ship of yours is considered the biggest threat that is the ship to go down first, even with Biggs control.

Not to say that having 2 torpedoes or 2 missiles are a bad thing however with munitions failsafe now there really isn't a need to double down on say torpedoes or missiles. So if anything use weapons that fill the gaps such as 1 proton and 1 advanced torpedo. That way you can fire the proton torpedo at rang 2-3 and if they close the gap to range 1 then use the advanced proton torpedo. Or you could say assault missile-cluster missile so you got a missile shot at range2-3 and at range 1-2. The only advantage to putting another torpedo or missile on a ship is if you can afford the PS 1-2 to carry the other munitions ship.

Edited by Marinealver

Munitions Failsafe will go a long way making your payload on that bomber worthwhile.

Multiple ordnance encouragement?

Expanded Missile Bays, Modification, 2pts
Reduce the cost of all missile and torpedo upgrades equipped to this ship by 2.

The more I think about that one the more I like it. More to it than meets the eye. It's in competition with Munitions Failsafe + all other mods and is only any good if you equip multiple ordnance.

Edited by Lagomorphia

Multiple ordnance encouragement?

Expanded Missile Bays, Modification, 2pts

Reduce the cost of all missile and torpedo upgrades equipped to this ship by 2.

The more I think about that one the more I like it. More to it than meets the eye. It's in competition with Munitions Failsafe + all other mods and is only any good if you equip multiple ordnance.

(emphasis is mine)

So for 2 pts I can get free flechette torps? ;) I'd do that on my bombers!

You can't really come up with any mods/upgrades that reduce the cost of them because FFG has already decided they didn't want to go that route by releasing the more recent ones at a cheaper cost

I've got it:

Trigger Happy: EPT - 3 pts

When firing a secondary weapon, you may fire All secondary weapons at the target, ignoring the Attack:Target Lock, or Attack:Focus header. Then for every weapon fired beyond the first, inflict one damage to your ship.

You may not reroll or modify dice on secondary weapon attacks.

Lets someone fire ALL their ordinance, but it has to all be at one ship, at once. They are gonna get a ton of dice, but since they can't modify or reroll any of them it will be hard to hit. Also it deals damage to the ship that fires them afterwards.

I've got it:

Trigger Happy: EPT - 3 pts

When firing a secondary weapon, you may fire All secondary weapons at the target, ignoring the Attack:Target Lock, or Attack:Focus header. Then for every weapon fired beyond the first, inflict one damage to your ship.

You may not reroll or modify dice on secondary weapon attacks.

Lets someone fire ALL their ordinance, but it has to all be at one ship, at once. They are gonna get a ton of dice, but since they can't modify or reroll any of them it will be hard to hit. Also it deals damage to the ship that fires them afterwards.

I you can't modify the dice though, your damage will be much lower.

I you can't modify the dice though, your damage will be much lower.

Lower that the orifinal ordnance yes, but it breaks assault missiles, flechettes, and a few others.

My issue with ordnance is that you pay (a lot of) points for a one-shot item with questionable effectiveness due to needing a target lock first. (this means it costs points ánd an action! Plus you need good PS because you need to move last ideally etc)

That's why I prefer to use them with Jonus so I can have 2 reroll + the random bonus of the ordnance (focus to a crit, blank to a hit, 2 attack), it makes the shot much more effective.

If not, and if I know that I won't be able to TL+Focus, I'll take Homing missiles so I can reroll any dice, or flechette torpedo because they're cheap and give a stress either way. Combined with Munition Failsafe, you can turn your bomber into a 3 attack dice unit for a couple of round that gives stress. A Scimitar with 2 Flechette is only 20pts, 21 if you add Munition Failsafe. I'm also waiting for the Proton Rocket because you'll keep the focus needed to modify your roll.

But other than that, yeah, ordnance sucks.

It is my opinion that Attack Wing actually handles ordinance far better. Most missiles and torps when fired are simply "Disabled". You simply spend an action to remove the "Disabled" status (reload) and you may fire again. Most of the more powerful secondary weapons do remain one shot however, or require some kind of other prerequisite (like the Borg cutting beam requiring the enemy ship be in a tractor beam and at range band 1).

The diffrence with Attack wing ships is they are "big" ships with cargo bays and armories to store more torps to reload and fire agian. 1 man fighters dont have that option