How good is munitions failsafe?

By The_Brown_Bomber, in X-Wing

ok so now its here, does this upgrade actually make bomber squads more viable?

I have yet to actually see someone play it, and I honestly don't think it will do enough to make torpedoes and missiles viable in any build. It eats up your rather valuable modification slot, and though it prevents your ordnance missing completely, it doesn't prevent them only doing 1 or 2 points of damage (which would still be a waste of the 5+ points you spent) and doesn't do anything to make you survive long enough to get a second chance to fire. This assumes you even live long enough for the first chance, and if you don't then Failsafe is just yet another wasted point.

Edited by DR4CO

Worth the points for ordnance delivery. Saw it make itself useful in a couple games of the local tournament on Saturday. If you dont like losing your stuff after a bad roll, its a must have.

It hasn't solved any of my issues, which are the inconvenience of needing several actions to set up the good shot, the weird range restrictions, or the high points cost.

I use flachettes on occasion and if I can fit in a Failsafe I do, but at that point its just another way to spend one point with the occasional fringe benefit of stressing on a miss. I feel like ordnance's issue is how cumbersome it is. Proton Rockets get around this, but are fairly restricted in use. New ordnance has a better chance of fixing things then Failsafe.

It allows you to keep firing (as normal) until you actually hit... a must have upgrade.

I've used them on my (BBBTT) bomber build.

I guess that I already learned how not to waste my missiles/torpedoes (ie. Jonus & focus), because I haven't had such bad luck that the ordnance doesn't do at least one damage.

Now, when I do get just one damage, I am a little annoyed at having spent 4+ on that missile/torpedo, and having one of those points be for the failsafe hasn't made it any better. Thankfully, at just one point, it's kind of in the 'oh-I-might-as-well' category.

im thinking assault missiles + mun.failsafe is about the only way id play this card.

Its good on a ship that has a single missile or torp slot that you really want to get off - like Assault missiles on a Z-95 against a TIE Swarm, where you can dial a 1 ahead on a miss and try get a shot again the next turn. On a ship with more than one missile/torp then I wouldnt bother because you are more likely to want to change from a range 2-3 weapon to a range 1-2 weapon the next turn if you are closing.

Edited by MaverickNZ

It is cheaper than say doubling-down on ordinance upgrades. Still I often find I only get one chance to shoot an ordinance before everything is back out of range and/or my Bomber/Y-wing/B-wing gets destroyed.

Think of how much money you spend on car insurance, home insurance, life insurance, health insurance why wouldn't you spend 1 point on munitions insurance

Came in handy on my bomber 2/3 games this past weekend. The key is not to screw around and get TL quickly and let it fly.

Range 3 flechette torpedo shots against high agility targets ? I think thats nice.

I think it really depends... I wouldn't kick out another upgrade to get it, but if I have ordnance and an extra point available then why not.

I don't think it is an auto-include any any stretch of the imagination, but it certainly is more viable for range 1-2 ordnance then 2-3 imo.

I also agree with Stu above, it does let you let'em rip faster...

Cluster+Failsafe vs. Low agi ships did really well in friendlies the other night!

Failsafe is SUPERB in two situations:

A) When the ordnance cares about hitting (e.g. Ion Pulse Missiles, Assault Missiles)
B) When the ordnance doesn't give a d*** about hitting (e.g. Flechette Torpedoes)

With all other ordnance, it's "meh" at best, and bad at worst.

Cluster Missiles are an interesting case:

If they are kept if either attack misses, then Failsafe is astonishing.

If they are discarded if either attack hits, then Failsafe is disappointing.


Interestingly, the ordnance I would not consider useful with Failsafe are the ordnance I simply refuse to run in general

(Proton Torps, Adv Proton Torps, Concussion, Homing)

Failsafe is SUPERB in two situations:

A) When the ordnance cares about hitting (e.g. Ion Pulse Missiles, Assault Missiles)

B) When the ordnance doesn't give a d*** about hitting (e.g. Flechette Torpedoes)

With all other ordnance, it's "meh" at best, and bad at worst.

Cluster Missiles are an interesting case:

If they are kept if either attack misses, then Failsafe is astonishing.

If they are discarded if either attack hits, then Failsafe is disappointing.

Interestingly, the ordnance I would not consider useful with Failsafe are the ordnance I simply refuse to run in general

(Proton Torps, Adv Proton Torps, Concussion, Homing)

I understand the hate on Protons and Concussions, but Homing missiles are ok, and if set up right APT's give you basically 4-5 guaranteed hits for your six points. The new rockets make APT's less appealing, but at least APT are not as limited in what ships they can go on to reach their full potential. You have to use an A Wing, defender, or Advanced to truly get everything out of Rockets. For now, ATP's give the most guaranteed damage

Edited by AdmiralThrawn

For now, ATP's give the most guaranteed damage

The problem with ATP is twofold:

  1. You need both the Target Lock and the Focus to get that ideal result
  2. Your foe needs to be in Range 1 and in your firing arc

Now, Concussion Missiles are also phenomenal when you've done No. 1. The only time in which you roll fewer than 4 damage is when you've rolled 2 or more blanks... which are long odds.

When you've NOT done No. 1, Concussion Missiles are superior to APTs, as you've got your raw damage + 1 hit, as opposed to the raw damage + 1 die.

However, it's the Range issue that is the ATP's largest problem: Range 1 is a terrible place to try to shoot a missile. It's the smallest targeting area in the game, and it's also where your Primary Weapon is at its best.

To get into Range 1, you're going to want to stun your opponent, Navigate into position, or use Boost/Barrel-Roll to guarantee the shot... which loses you your Focus.

Add to that the fact that it costs 6 bloody points, and APT is just NOT worth it, even when you do get to deal massive damage with it. Once.

For now, ATP's give the most guaranteed damage

The problem with ATP is twofold:

  1. You need both the Target Lock and the Focus to get that ideal result
  2. Your foe needs to be in Range 1 and in your firing arc

Now, Concussion Missiles are also phenomenal when you've done No. 1. The only time in which you roll fewer than 4 damage is when you've rolled 2 or more blanks... which are long odds.

When you've NOT done No. 1, Concussion Missiles are superior to APTs, as you've got your raw damage + 1 hit, as opposed to the raw damage + 1 die.

However, it's the Range issue that is the ATP's largest problem: Range 1 is a terrible place to try to shoot a missile. It's the smallest targeting area in the game, and it's also where your Primary Weapon is at its best.

To get into Range 1, you're going to want to stun your opponent, Navigate into position, or use Boost/Barrel-Roll to guarantee the shot... which loses you your Focus.

Add to that the fact that it costs 6 bloody points, and APT is just NOT worth it, even when you do get to deal massive damage with it. Once.

I think the best places for ATP's are very specific, as in Major Rhymer or Keyan farlander with PTL an possibly a FCS

I am not particularly impressed with Failsafe for two reasons.

1. I see it as having a rather small niche when you are bringing ordnance on low PS ships and have a spare point that would otherwise be unfilled. This is fine now as there are no other 1 point modifications to compete with it, but this will probably not be the case forever. High PS ships have a fair number of 1-point EPTs that bring more reliable benefits. Failsafe's niche will also continue to decrease as we get new ordnance and just cards in general, increasing the cases where you can swap X for Y at a 1-point increase. Having more than one Failsafe, just means you are eating at least enough points for something more useful, like a Seismic Charge of Flachette Torpedo.

2. Properly using ordnance means Failsafe is just protection against a freak bad roll (maybe, if you live long enough to try again). If your squad is not built to make maximize use of its ordnance, you should probably not be brining it in the first place. If Failsafe gets you to fire them without a lock and focus (or equivalent effects), it is promoting poor practice and bad habits.

It seems better for the 3 dice attack warheads, as 4 dice ones are not likely to miss most targets. But even then, the possibility of getting a second chance to launch your warhead isn't so hot.

To bring this discussion back to MF and not ATPs, in my opinion MF was a crappy bandaid to make ordnance a more viable option in this game.

Yeah its ok on lower priced ordnance like fletchette and IPMs, but it makes already expensive stuff like torps and missiles even more **** expensive. Now my torps are 20% more expensive and I still may only get hit point of damage in with them. I rarely don't hit at all with Torps and Concussion missile, but a lot of times I only get maybe one hit in. Its frustrating.

Personally I think MF should have been a 0 point mod and its only drawback should be taking up your modification slot.

The problem then is it becomes a free auto-include on pretty much every ordnance carrier, and you have fundamentally changed how ordnance works instead of making an upgrade that offers choice.

The problem then is it becomes a free auto-include on pretty much every ordnance carrier, and you have fundamentally changed how ordnance works instead of making an upgrade that offers choice.

And I don't think thats a bad thing. Ordnance needs a serious buff in my opinion.