Possible Spoiler?

By TheRealStarkiller, in X-Wing

The card in the lower left corner reading "Expande......."

Together with the artwork this would most likely read "Expanded Magazines"

We know that FFG likes to re-use artworks.

Those torpedo ammo drums are exactly what I imagine the magazines of Tie Bombers.

Gladiator-SD-Product-Shot_v3.png

Now puttin' one and one together:

I bet we'll get this card for Tie Bombers to make ammunition re-usable or more efficient.

I'll have 10, please.

That... would be nice :)

But wouldn´t that negate the munitions failsafe?

it sure says something of "is increased" so maybe bombers get 3 attacks :rolleyes: or increase the number of attack dice on ordonace, or increse the ordonance range to 4 :o hahaha just some crazy speculations

That... would be nice :)

But wouldn´t that negate the munitions failsafe?

Bombs are not considered secondary weapons.

Considering a lot of art does not correspond to what we have in this game, i'm going to say you are reaching. Even assuming it says what you think it says.

None of the icons, tokens, base or dials match anything we have now.

I don't think that image is X-Wing......or am I missing something.?

None of the icons, tokens, base or dials match anything we have now.

I don't think that image is X-Wing......or am I missing something.?

That's Armada. It's the game FFG is about to release. It is capital ship battle instead of dogfights.

None of the icons, tokens, base or dials match anything we have now.

I don't think that image is X-Wing......or am I missing something.?

That's Armada. It's the game FFG is about to release. It is capital ship battle instead of dogfights.

Ok. That makes sense now. Although I had heard of it I hadn't checked it out yet. New job severely cut into my gaming time for the entire summer so I missed out on quite a bit of stuff.

FFG reuses art where it makes sense. They don't let the re-usable art drive game design. Stop digging for hints in other Star Wars games, it's just plain silly.

FFG reuses art where it makes sense. They don't let the re-usable art drive game design. Stop digging for hints in other Star Wars games, it's just plain silly.

Well, I may be wrong, but I noticed Imperial Assault has a AT-ST in it. I am 95% certain that means we are getting ground vehicles in X-Wing. At the very least we should expect Cloud Cars and Snow Speeders between wave 5 and wave 6.

I'll bet you a shiny new nickel you are utterly wrong about that.

It's Shiny! And New!

It's not that big of a stretch. Look at the Armada graphic again. There's a card that uses the X-Wing Navigator art and appears to be called Navigator.

There are several ways to improve the performance of munitions in X-Wing. Munitions Failsafe is one. Increasing the payload is another. I suspect that one of the upgrades we'll be seeing for munitions will be something like a two-for-one missile or torpedo shot (which would mean a four-for-two shot with Cluster Missiles, unless it's a torpedoes-only effect).

I'm not expecting ground-based or atmosphere-bound vehicles, but anything's possible. New factions give us lots of room for new starships without needing to expand the scope of the game beyond space dogfights. And maybe Ben was being sarcastic. :)

Edited by DagobahDave

Better spoiler: Thrawn just joined the LCG.

I bet we'll get this card for Tie Bombers to make ammunition re-usable or more efficient.

Now puttin' one and one together:

Or just add another slot, outright.

IE., 'Modification: When using this upgrade on a ship with at least one [torpedo], [missile], or [bomb] upgrade slot, add one additional upgrade slot of the same type'

Be a real tough call deciding whether to use that over 'munitions failsafe', then...or, heck, any of the other mods, either...

I like where you're headed. Maybe a more expensive Munitions Failsafe that adds extra shots. Failsafe can still be useful because if one shot misses, you still keep the shot. So say the magazine increases shots to two; you miss, you still have two. That way it's not obsolete

I suspect that one of the upgrades we'll be seeing for munitions will be something like a two-for-one missile or torpedo shot (which would mean a four-for-two shot with Cluster Missiles, unless it's a torpedoes-only effect).

What exactly do you mean by this? Something like "when making a secondary weapon attack with the 'torpedo icon' make 2 attacks, one after the other, instead?

Because that certainly sounds like something that could put a serious dent in fat Han builds, would improve ordnance immensely, but would be overkill (and thus overcosted against) small ships and not be a significant buff vs arc dodgers. In other words, everything the game currently needs.

Only problem is that such a card applies all of the rules problems with cluster missiles to all ordnance.

That... would be nice :)

But wouldn´t that negate the munitions failsafe?

Bombs are not considered secondary weapons.

True, but the OP does mention it with torpedo ammo drums, hence my reply.

If it would be for using bombs then you have a point :-)

I think the OP is getting creative with the tea leaves, but I do think that the TIE Bomber should be given something to make ordnance just a little more cost efficient. Maybe something along the lines of what DagobahDave is suggesting. For my part a card that's just a coupon to make missiles and torpedoes just one more point less expensive.

While I embrace MJ's thesis that the game is not perfectly balanced, I really appreciate how they make small tweaks here and there to improve the game's balance incrementally.

I bet we'll get this card for Tie Bombers to make ammunition re-usable or more efficient.

Now puttin' one and one together:

Or just add another slot, outright.

IE., 'Modification: When using this upgrade on a ship with at least one [torpedo], [missile], or [bomb] upgrade slot, add one additional upgrade slot of the same type'

Be a real tough call deciding whether to use that over 'munitions failsafe', then...or, heck, any of the other mods, either...

It would still allow Munitions Failsafe to be used and would be a boost to ships like the Y-Wing and TIE Bomber while not making ships like the YT-1300 or the Firespray more powerful. B-Wings would also get a bit of bump but due the cost of ordnance I'd imagine ordnance would get used on named pilots more often than on Blue Squads.

Edited by WWHSD

This looks like Armada not X-wing,

I'm all for "discard this card instead" for 1-2pt to make multi munitions actually viable. Gotta get the bombs recategorized though, they'd be a whole lot better with rerolls or extra uses.

I suspect that one of the upgrades we'll be seeing for munitions will be something like a two-for-one missile or torpedo shot (which would mean a four-for-two shot with Cluster Missiles, unless it's a torpedoes-only effect).

What exactly do you mean by this? Something like "when making a secondary weapon attack with the 'torpedo icon' make 2 attacks, one after the other, instead?

Something like that, yeah. I don't know exactly what the wording or cost should be, but paying an extra point or two to get an extra shot with a single torpedo or missile is one of the ways that munitions can be made more worthwhile.

Hehe.

How about this:

Extended Magazines

Modification, Tie Bomber only

2 points

"When attacking with a secondary weapon that instructs you to discard it to perform the attack, do not discard it unless the attack does not hit."

Like Munitions Failsafe, just the other way around. Jonus Bombers would become popular.