Rebellion Ordinance

By Voxslain, in X-Wing

Being chaos-loving anarchists, Rebels have no ordinances.

I've been running Corran Horn:

Horn +PTL+FCS+APT+Stealth A great little ship to deliver a massive blow and if the ship is still alive then use Horns ability to finish it off.

I am also running Z-95's with Homing missiles to some good affect.

A bit off-topic but...

Your setup requires

Action: TL, Focus

Expends 6 points. (APT consumed)

Grants 5AD with sort of Focus (only mod 3 AD)~3.75 damage, 4 AD with TL~3 damage.

~6.75 hits before defenses.

Contrast with Marksmanship+FCS (also at RB1)

Action: Marksmanship

Expends 0 points. But you do lose the opportunity actions of PTL.

Grants Corran's double tap 4AD (super-focus+TL)~3.75 hits and 4AD (super-focus+TL) ~3.75 hits

This 7.5 hits (with higher crit potential) before defenses...and you can do this all game long...

Still 9AD has a higher spike potential...so if the Force is with you... :D

Now if only there was a way to combine Marksmanship with Expose for Corran...

Edited by Tiltowait

I've read one some forums there are z-95 missile/torp swarms that have been running the racket on some local scenes. just purely by mixing and matching and using swarm tactics to get shots off at key targets with a missile/torp for nearly every situation its could be clever but don't own any Zs yet and never seen a full list of one of said squads. Something i'm interested in trying at some point though

I wasn't playing, but I've seen this in a local league:

Airen Cracken

Lt. Blount

3 Talas

All with Assault Missiles

Against a TIE Swarm. Cracken Missed, gave an action to a Tala. Blount Hit. Double Action Tala hit. Second Tala missed, Last Tala hit. Seven TIE Fighters wiped, and only Howlrunner got to fire.

Now, its certainly not reliable. Same player has been wiped several times with the same list. But it happened. Have also seen Captain Jonus and 3 Scimitars, all with Assault Missiles and Seismic Charges. It has beaten me, and two other players in the Third round, second of combat, and another in the fifth round. But, also, that player has lost repeatedly because of whiffed missiles.

Ordnance CAN be very punishing. It can ALSO fail repeatedly. Because of that risk, you have to ask if it's worth it.

That scenario has more to do with the Imperial player being stubborn in his tactics than ordnance being really effective. I know you want to keep a swarm together, but you just shouldn't do it against certain lists. Spread out when facing a bunch of assault missiles. He may take out a Tie or two, but once he's spent his missiles, its just a couple of Zs that can being easily outmaneuvered by Ties. Also, 2 attack dice against 3 agility is a lot more favorable than 2 v 2.

Edited by Jo Jo

The reason I dont use them is because you have to discard it after you use it I rather build my squads with something permanent for the game duration.

personally i like the ion missiles and flechette missiles purely because i feel they're very anti-phantom and also useful in large because ion controls movement and stress does as well to a degree. but i will admit i find their actual uses to be a sort of random chance and something id only use to anticipate phantoms and/or large base ships in the case of ion missiles. otherwise i second the popular notion of having something that lasts all game long. i love ion cannon defender and i cant see a single ion pulse missile paying off quite as well unless its a large ship or something i can steadily pummel two turns in a row ( so say i catch a wedge without his biggs right there {fat chance} i can single him out for two turns with ion missiles and two turns is a good chance to hull someone).

i feel missiles and torps need more secondary effects but i also enjoy having things to give me more control on the board :)

I think where we will start to see rebels carrying more missiles and torpedoes is when the imperial epic ships show up

:rolleyes:

I think where we will start to see rebels carrying more missiles and torpedoes is when the imperial epic ships show up

:rolleyes:

Nah. Most torpedoes and missiles are only one additional attack at best (4 versus the 3 X's and B's are capable off). Comparing the times I brought fully loaded Bombers to the time I brought a trio of Phantoms, the Phantom's ability to shoot every turn and be able to properly modify these dice far outstripped anything the Bombers and their one-hit wonders brought to bear.

I'm going to try Advanced Protons with Rhymer in an Epic game, but thats a lot of points in a 100 point game, I haven't been able to fit them in.