Proximity Mines Explored

By SableGryphon, in X-Wing

With the most recent change to the FAQ, one upgrade gained an ability and a degree of utility that radically increases the usefulness of this hitherto underutilized upgrade.

The Proximity Mine is an interesting upgrade. This upgrade costs 3 points and occupies the bomb slot. Few ships have had a bomb slot, though this number is increasing. The TIE Bomber and Firespray both have a bomb slot. The upcoming Decimator also possesses this slot. With the advent of Scum and Villainy, the Y-Wing for both factions will also have such a slot. As an action, a ship with this upgrade can drop the prox mine behind it by placing the 1 forward template behind the ship, then placing the mine at the other end. Any ship whose base or movement template crosses this token takes 3 dice of damage, which cannot be modified or defended against.

Historically, this mine did nothing until a ship moved, at which point it exploded doing the damage. Now, however, the FAQ has updated the rules on this little toy. Now, when the mine is dropped, if it overlaps a ship, it immediately detonates, doing 3 dice of damage. If this mine overlaps multiple ships, the individual who dropped the mine gets to choose which one it hits.

This may not seem like a huge change, but the impact is heavy. This means that, for the cost of an action, a ship with a prox mine can do an unavoidable 3 dice of damage to a ship during the movement phase. Defense dice are not rolled and no token can be used to absorb the damage. Draw Their Fire and other such abilities do not work because it is not technically an attack.

Further, if the target is higher PS than the ship carrying the proximity mine, that ship will not have moved prior to the mine carrier, so one can plan their maneuver to move behind a ship, then drop it. Against high agility, low HP ships, this could be huge.

Now, one of the downsides to the prox mine is that it is a bit of a gamble. After all, three attack dice could well roll blanks, or worse eyes which haunt the victim with the threat of death but don't actually do damage. But the same can be true for rolling 3 crits however, meaning that it's a bit of a risk. On average though, the mine should do 1-2 damage, which can be plenty.

But how is the best way to deploy this weapon?

There are two primary uses for this toy now. The first we have had for a while.

Area Denial

One of the potent uses for Prox Mine is area denial. Because the mines are encountered so infrequently, most players have a psychological aversion to intentionally triggering a proximity mine. Even if the mine is unlikely to cause serious damage, such as on a hardy ship fighting against the last remnants of an enemy force, many adversaries will instinctively avoid the mine. We often see players avoid hitting asteroids for the same reason, even if hitting an asteroid would be the best tactical move.

In this situation, especially when asteroids are a factor, dropping the mine will often ensure an enemy does not go into that area. This can be quite the tactical advantage, as their foe exploits their aversion. Even if they do risk the mine, this could be disastrous for them if the roll goes against them.

Take this scenario. Here, the TIE Bomber drops a prox mine to block off the exit for the X-Wing.A round of shooting happens, damaging but not destroying the TIE Bomber, given how hardy they are.

Prox-Mine-1.jpg

Next round, had the X-Wing K-Turned, it would have had prime position on the TIE Bomber. With a PS advantage, even risking a return shot, there's a good change the TIE bomber will not survive further fire from such a foe. However, unwilling to K-Turn into a proximity mine, the only other options are hard turns. This keeps the X-Wing at range 2 to the bomber, which can now follow its prey.

Prox-Mine-2.jpg

Area denial is an effective tactic, but one that is best employed sparingly and at tactically critical moments. 3 points is a steep cost for such a trick, but could well be a winning strategy.

Direct Assault

Now direct damage is possible. 3 dice of damage is best used against vulnerable targets, especially those that are difficult to hit in other ways. This is exemplified by the TIE Phantom. This craft excels at staying out of arc. But can such a craft be damaged by a Prox Mine? It can decloak before movement, meaning area denial is unlikely to be effective.

Take our poor, poor Y-Wing here. Even with a turret, it is taking withering fire and is unlikely to hit the Phantom without support. It does not have arc on the craft and has certainly taken damage. But the craft has a hidden ace up its sleeve.

Prox-Mine-5.jpg

A simple one bank moves it away from its prey. Then the prox mine is dropped. The area of this mine is more than enough to reach the TIE phantom, which now takes the brunt of the attack. The result may not be death, but it could seriously hurt the craft and give the Y-Wing a fighting chance. Further, this damage is done before the TIE Phantom can move, potentially eliminating the threat in before firing even begins. Even if it is not destroyed, there is nothing the enemy can do about this mine. The ship cannot move before the mine is dropped into their lap. Boom.

Prox-Mine-6.jpg

However, sometimes an enemy perfectly predicts our movement and follows closely, ensuring that they can effectively track our movements. Prox Mines provide an interesting way to deal with these threats. Take our lone TIE Bomber here, with a mean E-Wing barely not touching the craft. The Bomber takes some vicious fire.

Prox-Mine-9.jpg

The next round, however, the TIE Bomber need but move 1 forward and drop the mine. The mine extends beyond the original position of the craft far enough to threaten the E-Wing. Advanced sensors are of no use here, as the mine goes off before he moves. No prediction will save him.

Prox-Mine-10.jpg

Bigger game targets are rarely threatened by a single proximity mine and may feel they can ignore the threat posed by this form of attack. The trick, however, is that Prox Mines do not necessarily have to used solo. After all, TIE Bombers are cheap. A Scimitar Squad Pilot with Prox Mines is only 19 points. Five of them can fit in a list. Or four an a doom shuttle.

Here, we see that an overconfident Falcon has rushed our formation. Fearing not the puny lasers of the formation, it takes some damage, but deals a vicious return blow and has excellent position for the next round, as it can fire outside its arc to maul the Bombers, even if they choose to K-Turn.

Prox-Mine-3.jpg

But they have a different plan. Because the prox mines detonate immediately upon contact, they do not pose any navigational threat to their friends, unlike before the most recent FAQ. This means they can be used En Mass. Our loyal Bombers split apart, dropping 12 unanswerable attack dice on the damaged YT-1300. If that does not kill it, then the Bombers have still dealt a major blow to a critical enemy asset.

Prox-Mine-4.jpg

Finally, it is important to note that the Proximity Mine does not take the attack of a ship. In essence, for the cost of an action, a ship can take two attacks in one round. This could change the course of a battle. In the previous examples, the prox mine has been used to replace the attack, as the ship turned away from the target. But there are often multiple targets.

Take our intrepid Firespray. Unlike our previous situations, the Firespray is higher PS than its targets, which move to attack. The TIE Phantom makes a mistake, moving too far forward, so cloaks to attack next round. The Interceptor moves up, planning to catch the Firespray if it moves slowly or be out of range if it moves quickly.

Prox-Mine-7.jpg

The Firespray sees its opportunity. Banking in, it drops a prox mine onto the Phantom. Which takes 2 hits and a Direct Hit, destroying it. Then, using autoblaster, does three damage to the interceptor which can't dodge any of the hits and thus is also destroyed. In the real world, this would require incredible luck, but rarer things have happened. Still, the chance that a ship can take out two major targets in a single round is an interesting one, though one that requires luck and skill to pull off.

Prox-Mine-8.jpg

Final Assessment

Proximity Mines have always been better than they have been given credit for. They have quite a bit of potential. With the newest ruling, they are quite the threat. They give lower PS ships a deadly weapon to use against high PS, evasive ships. For 3 points, they can change the course of the game. It takes skill and a bit of luck, but they can easily deny assets, force the enemy to move in different ways, and destroy high value targets. They are not to be discounted. If seen on the enemy fleet, they are to always be kept in mind. Forgetting the existence of such a tactical weapon is a deadly mistake.

Never forget, however, that the strongest ability is the one that changes the way an enemy acts. Each time one can force an opponent to do something other than their intended course of action, the chance of mistakes increases. Leading a rival into a mistake can win a battle.

Great analysis. I learned a lot.

Awesome read, and well worth it. Thanks for digging into this Sable.

Plus, seeing a Falcon sitting on 4 mines is quite the image in my head...and makes me want to buy that 4th bomber I've been holding off on.

:D

Awesome read, and well worth it. Thanks for digging into this Sable.

Plus, seeing a Falcon sitting on 4 mines is quite the image in my head...and makes me want to buy that 4th bomber I've been holding off on.

:D

It's such a satisfying image. :)

The hardest part is getting hold of the prox mines in the first place >.<

That said, here's a list I've been considering:

Captain Jonus - Squad Leader, Seismic Charges

Scimitar - Ion Torpedo, Cluster Missiles, Proximity Mine

Scimitar - Cluster Missiles, Proximity Mine

Scimitar - Cluster Missiles, Proximity Mine

Total: 100pts

Squad Leader on Jonus is partially so that I can get the long range Ion Torpedo off, hopefully causing the enemy formation to drift nicely into range for massed cluster loving on the next turn. Once the initial approach is over, the Scimitars can mix it up with the Prox Mines, using their low PS to their advantage to attack opponents before they move. Jonus only has a Seismic Charge as I was 1 point over, but he's more likely to be moving after opposing fighters, and can therefore just drop the charge when he knows he has someone behind him.

And here I went and tweaked Proximity Mines in my house rules to buff them, and FFG goes and FAQs them to make them better. Yay! I wonder if we will see them competitively now. It still costs you 3 points and your action, to do (on average) 1.5 points. In a tournament setting that basically means expecting 1 damage. It is obviously best against high-cost, low hit point targets. I don't think we'll see much use of it en masse, but with this nudge it might be worth considering as anti-Phantom tech.

That's my biggest problem. Your mine damage is literally 1.5. Not two. Sometimes two. But many times one. And sometimes zero. When it's three. Whoopie. Next game. Where it does one.

You should thus account for one damage. One damage for three point is not great. Considering you lose your focus action and your consequent attack is reduced in power you this pay another 1.5 points or 1 hit ish for that prix mine.

Second for the most part dropping the bomb will lean you have no attack to begin with except with the firespray. Thus your damage reduction is even further.

Plus considering you probably put it on a tie bomber which has very little primary attack power for its cost. By opportunity cost you've paid about another 4 points for a ship that because of its low maneuverability and ps probably is about 4 points of an upgrade to the tie fighter with little increase in damage due to maneucerability. Plus the high chance of being critted lowers the damage potential.

--

Good point on the maneuvering problem that got fixed by the faq though. That's really important.

Really the mine should get a focus for itself. That would be best.

Thus I reckon the prox mine actually costs 3+1.5+4 for opportunity cost of the bomber and lost action and lost shot. This for literally 1.5 damages with high variance.

Great exploration of its possible strategic uses though sable.

Edited by Blail Blerg

Awesome read, and well worth it. Thanks for digging into this Sable.

Plus, seeing a Falcon sitting on 4 mines is quite the image in my head...and makes me want to buy that 4th bomber I've been holding off on.

:D

It's such a satisfying image. :)

Hmmmm I do have 7 bombers.. lol..

My biggest problem with the mine is that it only comes in the big kits. You need Firesprays or Most Wanted to run them.

My biggest problem with the mine is that it only comes in the big kits. You need Firesprays or Most Wanted to run them.

That too. I want 5 so i can be funny with them and drop them all on a falcon

And here I went and tweaked Proximity Mines in my house rules to buff them, and FFG goes and FAQs them to make them better. Yay! I wonder if we will see them competitively now. It still costs you 3 points and your action, to do (on average) 1.5 points. In a tournament setting that basically means expecting 1 damage. It is obviously best against high-cost, low hit point targets. I don't think we'll see much use of it en masse, but with this nudge it might be worth considering as anti-Phantom tech.

Well what do you expect with house rules. It might be nice as a game tester to maybe explore different opportunities for expansions within the game. But FFG will undoubtedly change it with each Wave and FAQ release.

I think the opportunity cost for a low pilot skill ship is lower for the prox mine than the seismic charge, the reason for this is that, low pilot skill ships can move and then action to drop and affect any unmoved ship, where seismic is a guess on a low pilot skill ship, so 3 point prox mine on a scimitar, vs 2 point charge on a gamma, or rhymer/Jonus where we're now paying for pilot skill to effectively wield the seismics, and have to gamble on the p.s. Bid.

You need to buy Firesprays to get mines. I got 2 Firesprays, meaning I own 2 mines.

And I'm not going to buy any more of them. Im not a friend of the 3 Firespray list, nor I'm afraid of it.

The only chance to get more mines is to buy the upcoming IG-2000 2 times to get more mines.

The funny thing is - I own so many Proton Bombs, Seismics and all the other stuff I can't never ever use at once - not even in a 1000 point game - but only 2 mines so far ....

But, good job there once again, SableGryphon. Your 'Exploided' and other Articles are always a valuable source for new ideas.

Really good read. Thank you.

I need to test this now. Call forth Scimitar Squadron and tell them to load prox mines this time!

Edited by TheRealStarkiller

If only they were a bit more reliable...

Not necessary to guarantee 3 hits... but at least rerolling a single die or convert a single eyeball would be ideal.

My biggest problem with the mine is that it only comes in the big kits. You need Firesprays or Most Wanted to run them.

Only the Slave-I and the IG-2000 contain Proximity Mines, not Most Wanted. I might end up owning 4 after wave 6 releases...

I think 3 dice are fine. Keep in mind that usually an attack is diminished by green dice (sometimes by quite a lot :) ), so 1.5 damage is quite ok. If the opponent's ship has 4 total HP and takes up 50 points, even taking 1 HP off is a big hit. Chances for crits are also quite high, you get at least one crit 33% of the time!

Proximity mines have surely taken a buff this past faq.

TC has the card for sale in their singles area, when they are in stock again.. buy em up..

I have 4 as of this time.. anyone not needing theirs can send em to me.. lol.. the more the merrier...

Great read Sable, thanks for the inspiration.

And here I went and tweaked Proximity Mines in my house rules to buff them, and FFG goes and FAQs them to make them better. Yay! I wonder if we will see them competitively now. It still costs you 3 points and your action, to do (on average) 1.5 points. In a tournament setting that basically means expecting 1 damage. It is obviously best against high-cost, low hit point targets. I don't think we'll see much use of it en masse, but with this nudge it might be worth considering as anti-Phantom tech.

Well what do you expect with house rules. It might be nice as a game tester to maybe explore different opportunities for expansions within the game. But FFG will undoubtedly change it with each Wave and FAQ release.

Official changes in the right direction are always good. :-) They don't change cards very often, certainly not repeatedly changing the same card every wave. I think I'll tweak my house rule so that after you drop the mine you assign a focus token to the ship. Previously I gave the ship a free action. (Granted, a free action would usually be focus anyway)

I've been having fun with proximity mines ever since the latest FAQ. I think they're pretty awesome, and hopefully yet another little talisman to ward off the Phantom Menace.

They're not always easy to use, however, especially when you want to fly in formation.

Still, I'm quite happy with it.

Great article! I've been thinking that people hadn't absorbed the impact of the FAQ and Proximity Mines yet. I think the Firespray might be the best use of one, especially if they can still fire in their rear arcs!

Second for the most part dropping the bomb will lean you have no attack to begin with except with the firespray. Thus your damage reduction is even further.

I disagree with this. Just because you can't fire at the same target that turn doesn't mean there isn't another target in your sights.

This may make me test out a Jonus+Defender list. Jonus, DTF, Proxies, and 2 defenders with HLCs is 100 on the nose...

So, I ran a Proximity Mine list tonight. Prox Mines had an additional benefit that I did not talk about in the article because I hadn't quite understood it until running them.

Prox Mines can clear blockers.

So, if you have a damaged ship that attempts to block ships and you have the ability to hit it with Prox Mines, it can be removed from the path of friendly ships before you move. Twice, a ship would have blocked several of my moves until I hit it with a prox mine, removing it from the board, allowing me to get better position as well as preserve my actions. Twice in 5 games I was able to GAIN actions by dropping a prox mine. I may have spent the action on the ship that dropped the mine, but the ships that would have bumped did not lose actions they otherwise would have.

Prox Mines can clear blockers.

So, if you have a damaged ship that attempts to block ships and you have the ability to hit it with Prox Mines, it can be removed from the path of friendly ships before you move. Twice, a ship would have blocked several of my moves until I hit it with a prox mine, removing it from the board, allowing me to get better position as well as preserve my actions. Twice in 5 games I was able to GAIN actions by dropping a prox mine. I may have spent the action on the ship that dropped the mine, but the ships that would have bumped did not lose actions they otherwise would have.

I can see how that would work, but it sounds like a pretty risky affair if you design your movements around the assumption that you can get rid of the blocker, but then find yourself in a bumpercars pileup after you roll three no-hits/crits.

Like I said on the other page, I think the proximity mine is awesome, but for now I'm not buying an extra Slave I to get another one. I don't yet know about getting in an IG-2000, which is going to be the next expansion to get one.

I think the phantom is a great example of where this would work great. It's very difficult to tell where a phantom is going to go. But you always know where it is currently. If you can get there you can give it unblockable damage in the action phase.

considering 1.5 damage to a phantom is actually very good. A 3 dice attack with focus net's around 1 damage vs non focused 4 agi.

Also dealing damage on the action phase is great.