Cluster Missles

By hitsline, in X-Wing

OK, I need some help. I'm relatively new to this game, but have enjoyed it thoroughly.

A question has come up regarding the cluster missles card. It says the attack can be performed twice - does this mean that the defender gets to roll the defense dice twice? Or does the attacked get to roll twice and the defender only once.

My interpretation has been that the defender rolls twice as well; otherwise they would've just said you could roll 6 dice on the attack.

Thanks for the help. I come here for any information regarding any questions that arise while playing.

Yes, defender rolls again. An "attack" encompasses a number of steps, which include defense dice being rolled, it's not strictly an aggressor-side thing.

It is 2 attacks. So defender defend twice. Else it would just be a 6 dice attack.

Edited by Wildhorn

OK, I need some help. I'm relatively new to this game, but have enjoyed it thoroughly.

A question has come up regarding the cluster missles card. It says the attack can be performed twice - does this mean that the defender gets to roll the defense dice twice? Or does the attacked get to roll twice and the defender only once.

My interpretation has been that the defender rolls twice as well; otherwise they would've just said you could roll 6 dice on the attack.

Thanks for the help. I come here for any information regarding any questions that arise while playing.

You've got it right. You treat it as two attacks against the same target. The target gets to roll defense dice against each, and you need to modify each attack separately.

The defender rolls twice, it's two separate attacks.

Thanks for the help - much appreciated!

It is 2 attacks. So defender defend twice. Else it would just be a 6 dice attack.

Hence Jonus!

There is a diffference between two 3 dice and one 6 dice attack.

Indeed. The disadvantage is that you roll defence dice twice. The advantage is that 'when you attack' or 'when you hit' bonuses can potentially trigger twice.

Equally, note that tokens only affect one attack unless noted otherwise, so a target can spend a focus token to dodge the first volley and then find he really, really wished he'd held on to it as he rolls two 'eyes' to evade the second salvo....

Some interesting things about Clusters once some of the future releases come out are:

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Tempest Squadron Pilot — TIE Advanced 21
Cluster Missiles 4
Accuracy Corrector 0
TIE/x1 0

x4 of these can Alpha-Strike a Decimator in a single attack run. Only Kenkirk's ability or a Hull/Shield upgrade would save it.

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N'Dru Suhlak — Z-95 Headhunter 17
Opportunist 4
Cluster Missiles 4

If his ability triggers when firing Clusters both attacks for Cluster's gain +1A. Stacked with Opportunist one of the attacks has the chance of an additional +1A.

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Major Rhymer — TIE Bomber 26
Cluster Missiles 4

And of course a 'Classic' Rhymer with Cluster's can have it's range extended to R3 and negate range bonus due to Cluster being a secondary attack.

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Finally Ruthlessness also stacks with Cluster which is quite the nice Anti-Formation for some of the builds that rely on close proximity to teamates

I've tried to use clusters a few times it's just never really yielded spectacular results and it's still more productive to spend those points on epts and upgrades.

The accuracy corrector is a nice one - the accuracy corrector is a **** good weapon upgrade for the advanced once it's launched, too.

I was kind of surprised they let you put that on a 2-attack fighter.

I like cluster missiles for taking down and b-wing. Or really any low agility target.

I REALLY like Cluster Missles on Vessery with Ion Cannon & Outmaneuver.

Another fun combo:

Airen Cracken (19)

Cluster missiles (4)

Munitions failsafe (1)

Against low agility targets like the Decimator or Falcon they help give you a strong alpha attack, with two 3-dice attacks and two extra actions to your wingmates. Against high-defense targets you're less likely to hit, letting you dish out multiple actions to your wingmates every round until a hit gets through.

I've tried to use clusters a few times it's just never really yielded spectacular results and it's still more productive to spend those points on epts and upgrades.

I've used Clusters a bunch and never gotten spectacular results, but I've gotten good results most of the time. You need to pick your target (i.e. not high agility guys), but you usually end up doing good damage, especially if the target doesn't have any Focus/Evades left. I've put it on Scimitar Bomber before and he goes late in the turn. The averages are 2 hits per shot, but sometimes better. Works even better if you put it in conjunction with something that boosts attacks. Examples are Predator and FCS. Col. Vessery loves them if there already is a TL on the enemy from someone else. He just TL's and then gets 2 free TL on his attacks.

The accuracy corrector is a nice one - the accuracy corrector is a **** good weapon upgrade for the advanced once it's launched, too.

I was kind of surprised they let you put that on a 2-attack fighter.

I wouldn't expect to see it on many other 2-Attack fighters, if any at all, but I think it works here because it just struggles so much with its offense.

The accuracy corrector is a nice one - the accuracy corrector is a **** good weapon upgrade for the advanced once it's launched, too.

I was kind of surprised they let you put that on a 2-attack fighter.

I wouldn't expect to see it on many other 2-Attack fighters, if any at all, but I think it works here because it just struggles so much with its offense.

Plus, there's strong competition in the sensor slot for the Advanced Targeting Computer, which essentially makes it a 3 attack ship.

Clusters are good on any ships with low agility, Decimator is my favorite target, but Han and others works too.

Homing missiles although expensive can be really good vs those same ship, because your rolling so many dice and you get to use the Target Lock to re-roll them, since you don't spend it. Plus Issane's ability on the Decimator is nullified.

Right now, torps and missles are really only good at taking down low agility ships and is really what they should be used for.

In an epic game With Vader, and Maarek, I dealt massive damage to the CR-90, with Clusters, plus I got to choose which of his face up damage cards to use. Since it has a 0 agility and vader had focus up and use squad leader to give Maarek a focus, I completely disabled the front of the Cr-90 in one turn. It had already lost it's shields.

Right now, torps and missles are really only good at taking down low agility ships and is really what they should be used for.

Just wanted to say that Assault Missiles are good vs. swarms, but usually need some sort of die adjustment help.

The list that I did really well with through Wave 3 was:

Vader w/ Concussion + Swarm Tactics

Scimitar w/ Concussion + Cluster Missiles

Dark Curse

2 x Academy

I'd have the first two flank and fire their missiles at the same time at the same target. I'd usually kill it, but sometimes just cripple it (and the others would finish it off with pea shooters). It was all about the alpha strike. I missed most of Wave 4 and move on to other lists for the new toys since then. I still think it would do well, though.

Edited by heychadwick