Advanced Concussion Missiles?

By voidreturn, in X-Wing

I found this interesting from today's article (http://www.fantasyflightgames.com/edge_news.asp?eidn=4975):

SWC17_cardfan_01.png

Note the reused Gray Squadron, Black Squadron, and Stay on Target cards. Notice the unspoiled Advanced Concussion Missiles in the fan?

I suspect that will find its way into X-Wing. Question is, what will they do?

Maybe more comparable with the Adv Protons? Convert blanks to eyes? Interesting find, keen observation!

looks like a straight to hull kinda card, would be nice for 6 points, 1 blank becomes a hit, 4 attack

As much as I would love missiles that ignore shields, I'm equally sure that a missile that can one-shot X- or B-wings won't make it through playtesting.

Not unless they are range 3 or range 1 only.

Not unless they are range 3 or range 1 only.

I predict lots of Rhymer if this is true.

It'd be hard to include a game mechanic of bypassing shields, although it would be pretty interesting. The problem I see with it though is it's only really worth it if you can 1-shot the ship or hope to lay some crits down on a heavily shielded target (Rexler Brath). Otherwise you'll have to eat through the ships shields same as always to get to the hull to finish it off. If they make it weaker, requiring maybe two necessary to down a typical ship then I could see it encouraging some interesting flying. Or maybe they could have some effect that says turn one blank into a crit, although that seems a tad overpowered. Pair a ship with this up with Etahn though (Z-95 swarm) and you could potentially deal some crippling blows early on in the fight. It'd be a very hard upgrade to balance but if FFG wants to make ordnance a part of the game again they might have to get creative.

Edited by AtillaTheFun

3 dice attack, range 1-2. If this attack hits, the Defender sustains two damage and one critical damage. Then, cancel all dice results.

3 dice attack, range 1-2. If this attack hits, the Defender sustains two damage and one critical damage. Then, cancel all dice results.

Seems a little too brutal. Guaranteed three damage just from hitting with the attack is more than many people can hope for with just a regular, even range 1, attack. Also putting these on Lt. Blount would pretty much guarantee being able to take out Howlrunner or a squint in the first turn of combat or heavily damage a heavy hitter in an opponents squad with only one evade die (B-Wing, Falcon). Although I wouldn't mind seeing a falcon lose three shields in one turn!

3 dice attack, range 1-2. If this attack hits, the Defender sustains two damage and one critical damage. Then, cancel all dice results.

Seems a little too brutal. Guaranteed three damage just from hitting with the attack is more than many people can hope for with just a regular, even range 1, attack. Also putting these on Lt. Blount would pretty much guarantee being able to take out Howlrunner or a squint in the first turn of combat or heavily damage a heavy hitter in an opponents squad with only one evade die (B-Wing, Falcon). Although I wouldn't mind seeing a falcon lose three shields in one turn!

Oh, I figured it'd be a little too much. Range 1 is probably more fair, but in the fluff they are long range missiles. Mentioned a low number of dice to limit its accuracy, and would certainly have to spend a target lock to activate them. Didn't mention a price, but would likely be expensive. Wouldn't play in a tournament, but hey, I'd pay six points to pop a TIE Fighter in casual or a league. And like you said, it could help with a punishing alpha strike against hardy ships like B-wings or Threepio Falcons.

It'd be hard to include a game mechanic of bypassing shields, although it would be pretty interesting. The problem I see with it though is it's only really worth it if you can 1-shot the ship or hope to lay some crits down on a heavily shielded target (Rexler Brath). Otherwise you'll have to eat through the ships shields same as always to get to the hull to finish it off. If they make it weaker, requiring maybe two necessary to down a typical ship then I could see it encouraging some interesting flying. Or maybe they could have some effect that says turn one blank into a crit, although that seems a tad overpowered. Pair a ship with this up with Etahn though (Z-95 swarm) and you could potentially deal some crippling blows early on in the fight. It'd be a very hard upgrade to balance but if FFG wants to make ordnance a part of the game again they might have to get creative.

We already have ordnance that can bypass shields: Proton Bombs.

3 dice attack, range 1-2. If this attack hits, the Defender sustains two damage and one critical damage. Then, cancel all dice results.

Seems a little too brutal. Guaranteed three damage just from hitting with the attack is more than many people can hope for with just a regular, even range 1, attack. Also putting these on Lt. Blount would pretty much guarantee being able to take out Howlrunner or a squint in the first turn of combat or heavily damage a heavy hitter in an opponents squad with only one evade die (B-Wing, Falcon). Although I wouldn't mind seeing a falcon lose three shields in one turn!

Oh, I figured it'd be a little too much. Range 1 is probably more fair, but in the fluff they are long range missiles. Mentioned a low number of dice to limit its accuracy, and would certainly have to spend a target lock to activate them. Didn't mention a price, but would likely be expensive. Wouldn't play in a tournament, but hey, I'd pay six points to pop a TIE Fighter in casual or a league. And like you said, it could help with a punishing alpha strike against hardy ships like B-wings or Threepio Falcons.

I think if you're going to have it deal three automatic damage on a hit, there should be some stringent conditions to firing it. Namely, range 3 only (long-range missile), spend Target Lock and a Focus to attack.

Gives it an all-or-nothing feel. High risk, high reward.

In the games they were the fastest and hardest to avoid warhead. Power was slightly more than the standard concussion missile, but not as much as the rest of the warheads.

So maybe make it pretty much the same to the current cards stats, but also reduce the defenders agility by 1 or 2.

Weren't Proton Rockets the most damaging in the game?

Weren't Proton Rockets the most damaging in the game?

Second most after space bombs. Space bombs had 0 chance of hitting fighters though. Proton Rockets only had a slight chance, you pretty much had to fire them at point blank range to hit a fighter.

They were also the second heaviest warhead you could equip.

I think it's safe to say FFG is making its own interpretations as to how certain torpedoes and missiles will work.

Potentially random question, I was quite young when I played the Xwing/TIE Fighter games, and don't remember much of how they worked. How did it manage equipping things like ordnance? Were all missiles weighted equally, and if you had a missile slot you just picked what you wanted? Or was it a points system? You mentioned "heaviest Warhead," meaning what? How many options were there?

Edited by Engine25

Generally, the bigger the warhead, the slower it traveled, and the fewer you had in the magazine.

Potentially random question, I was quite young when I played the Xwing/TIE Fighter games, and don't remember much of how they worked. How did it manage equipping things like ordnance? Were all missiles weighted equally, and if you had a missile slot you just picked what you wanted? Or was it a points system? You mentioned "heaviest Warhead," meaning what? How many options were there?

Weight limited the number you could carry. The warhead you could equip most were concussion missiles (8 in an X-wing, if I recall), followed by proton torpedoes, 6 total, heavy rockets at... 4 I think? And then space bombs at only 2.

It also affected travel speed, so heavy rockets were slow and pointless to fire at anything but static capital ships.

Edited by keroko

Potentially random question, I was quite young when I played the Xwing/TIE Fighter games, and don't remember much of how they worked. How did it manage equipping things like ordnance? Were all missiles weighted equally, and if you had a missile slot you just picked what you wanted? Or was it a points system? You mentioned "heaviest Warhead," meaning what? How many options were there?

Weight limited the number you could carry. The warhead you could equip most were concussion missiles (8 in an X-wing, if I recall), followed by proton torpedoes, 60 total, heavy rockets at... 4 I think? And then space bombs at only 2.

It also affected travel speed, so heavy rockets were slow and pointless to fire at anything but static capital ships.

Impressive memory.

Man, what I wouldn't give for a good next-gen Star Wars flight sim...

Advanced concussion missiles were absurd in TIE Fighter. One was basically a guaranteed kill on any unshielded ship, and wookiepedia says that a pair would bring down a TIE Defender or Stormtrooper transport. I don't remember them being quite that powerful, but they were really, really good.

If memory serves, I actually think they were about twice as powerful as the standard concussion missile, but more importantly, they were basically impossible to evade or shoot down.

Obviously FFG isn't going to create some monstrous super-missile for X-Wing, but that's pretty much what it was in the computer games.

For our purposes, I like the idea of a range 3 only missile, which we haven't seen yet. The range limitation would allow you to keep the price reasonable while also making the attack quite powerful. Maybe 5 pts, range 3, requires target lock, attack 5, change one blank to a critical hit? Would that be too good?

If memory serves, I actually think they were about twice as powerful as the standard concussion missile, but more importantly, they were basically impossible to evade or shoot down.

I had this idea a few months ago, but I threw it off as yet another reason players would think ordnance is unreliable. What if there was a modification or EPT that allowed you to shoot down and therefore prevent hits by missiles.

IE: "When defending against a secondary weapon attack, you may discard this card to add your attack value to your agility roll."

Could function as an attack deterrent altogether. "Oh, wait, that ship has that upgrade? Yeah, I'm going to target lock this ship instead."

There is a Counter Measure card in the Outrider Expansion, thoughts on what it might say? Looks like a modification and there might be two of them.

Edited by Engine25

I think if only crits bypassed shields, it wouldn't be game breaking.

There is a Counter Measure card in the Outrider Expansion, thoughts on what it might say? Looks like a modification and there might be two of them.

If it were me I would make the "Counter Measures" effective against turrets, not missiles - something like, ship using countermeasures can only be attacked through the attacker's primary arc. I don't know that ordinance is good enough yet that we need something to specifically counter it, though that may in fact be what the card does. We'll have to see!

Semi-unrelated note: we need more torpedoes. By my count there will be six types of missiles (seven if you count Chardaan Refit) after Rebel Aces, and just three types of torpedoes. Now, there are more missile-carrying ships than torpedo-carrying ships, but you NEVER see missiles on the large base ships so they don't really count - and 4 of the 6 main rebel fighters are torpedo carriers.

To be honest proton rockets probably should've been a torpedo slot, but the way they wrote them up it made more sense as a missile (so the A-Wing and Advanced could carry it).

I found this interesting from today's article (http://www.fantasyflightgames.com/edge_news.asp?eidn=4975):

SWC17_cardfan_01.png

Note the reused Gray Squadron, Black Squadron, and Stay on Target cards. Notice the unspoiled Advanced Concussion Missiles in the fan?

I suspect that will find its way into X-Wing. Question is, what will they do?

Still using "Gray Squadron Pilot" for the American versions, eh?