Possible munitions fix for higher cost munitions

By MIheatplaya25, in X-Wing

How about providing extra points (e.g. 10% of the total squad cost; 10pts in a 100pt game) that each player can spend on 'bonus' munitions upgrade cards.

I feel they should be a limited resource (discard after use) and more difficult to fire off (spend TL) as is, but just more appealing to take. As 'free' upgrades, I'm sure most players would sprinkle a few in.

Edited by Dice lord

I think one of the keys about munitions is he lack of effectiveness, I'd go a different way, instead of making more shots what about making the one mor effective,,,,

Modification "missile guidance system" 1 point?

"When attacking with a "torpedo" or "missile", you may immediately convert all eyes to hits, and then 1 blank into an eye"

So, what if a new action, specific to ordnance, was introduced that allowed them to become multiple fire weapons, but toned down against cannons/turrets. For lack of a better name, call it an "Readying" action. After you fire ordnance, you flip the card face down. As an action, you may take the "Readying" action to "re-arm" an ordnance card, flipping it face up. It may then be used again as normal.

I really like this idea. This seems like an appropriate fix as it addresses all of the issues.

I think people are overblowing the threat of the alpha-strike list if you could fire two sets of ordnance in once go. Yes, the alpha attack would be strong, but ships that can take two lots of the same type either have low attack (Ywing, Bomber) or they're very expensive (BWing), in which case once they've fired off all those missiles/torpedoes they've spent a huge portion of their points and don't have a great deal left on the table.

A version of deadeye that goes in the modification slot seems easiest to me.

this

I don't really see the benefit of this (or Deadeye). OK, obviously there's a slight benefit in that focus isn't target specific - i.e. you don't need to choose your target during the activation phase, but that's only a slight buff, I don't think it's enough to make torpedoes and missiles good value. It actually becomes almost valueless when you consider that you'll generally want a focus to change the results too, meaning you've got rid of the having-to-choose-your-taget-during-activation problem in exchange for a having-to-obtain-two-focus-tokens problem (or target lock anyway and use that for changing the results).

Another alternative fixing that has been proposed would be resolving ordnance (missiles, torpedoes, bombs) attacks in initiative order, and then, proceed to resolve cannons or primary weapons.

By conceding "priority" to ordance weapons, you'll alleviate the race for high PS that was stablished in the last meta. You no longer need Han + VI + Roark to ensure you fire before the phantom... You would only need an ordnance weapon. Suddendly, 4 or 5 points of ordnance seems more attractive if you know that your humble gamma squadron bomber will fire before Han's turret, or Whisper's cloak, or Wedge vaporizes you.

I quite like this idea, but I don't think it would be enough.

So, what if a new action, specific to ordnance, was introduced that allowed them to become multiple fire weapons, but toned down against cannons/turrets. For lack of a better name, call it an "Readying" action. After you fire ordnance, you flip the card face down. As an action, you may take the "Readying" action to "re-arm" an ordnance card, flipping it face up. It may then be used again as normal.

Could work, but I like it less, thematically, than the other proposed fixes.

(Mispost)

Edited by DagobahDave

How about just change the rules for all ordinance cards to say "They never lose their target lock when firing, even if an ordinance card states it. Unless the player chooses to remove it for some reason. Add this to the rules and it's a simple but effective change for all ordinance."

Edited by eagletsi111

I rather like the "readying" idea. I think it fits the theme really well too. In a lot of the old Star Wars games bombs and torpedoes would "recharge" after spending the payload and the player would have to wait a certain amount of time while they reloaded. This mechanic fits that well. Add in some of modification booster card options that allow you to retain the target lock or have an auto-focus etc and it makes munitions a lot more usable. The only downside is that the "readying" mechanic would require a retcon on the basic munitions usage rules. Not that I am opposed.

I do believe had they just rewritten the rules that missiles and torps aren't discarded if they miss, without requiring a 1 point modification, ordnance would be fixed.

Improved Target Acquisition

Modification

Before firing, this ship may spend a focus token to acquire a target lock.

1 point

I think this alone--although I'd probably price it a little higher--would go a long way toward fixing the current problems with ordnance.

I don't think the designers are going to make any changes to the game rules in order to improve munitions. It would be inelegant to do so. If a new action or munitions buff is introduced, it'll probably come in the form of an upgrade or new unique pilot abilities (like Jonus' and Rhymer's), rather than a retrofit that lets us pretend there's a new action icon printed on a lot of older ship cards and base tokens.

Edited by DagobahDave