Has anyone used a house rule for a range 5 ordnance?

By Conandoodle, in X-Wing

If so, how was it? It might be a fun way to breath a little life into munitions.

I'm interested to know how it worked. I'm sorry, but I don't want to start a fresh debate on possible fixes. Rather, obtain feedback on this basic house rule with the intention (should feedback be largely positive) of introducing it in my circle if friends.

I look forward to hearing from you.

I don't have a range 5 ruler, so no I haven't. Wouldn't mind trying it, but I feel like I am most of the community around here. I have gotten 5 people involved though!

5 seems a bit extreme, 4 could be interesting though.

I've done that. And allowed target locks out to 5 also. Makes the xwing a valuable ship, along with defenders and other ships with target locks/ ordinance. Phantoms are much less powerful with torps and msls coming at them from further away.

I haven't tried it but I like the idea. Makes ordnance behave more realistically, and gives ships with access a tactical advantage!

Ahh, didn't think about Target Locks.

I recall in the X-Wing pc games, target locks for torps/missiles came at about 2.5 to 3 km out whilst lasers came down to 1 - 1.5km.

Thought it might also change the dynamic of the game. Eg, Imp player keeps a bomber at range and tries to protect him/her or distract the rebels so that te bomber can fire long shots. The Rebels are then forced to fight through the escort to take down this dangerous foe. It gives a more specific and canonical(?) role to bombers.

Actually I really like that idea. Range 5 might be a bit much and a delay could be interesting, fire round 1 land hits on 2. That is probably too complex, though a token could designate the target, letting them get an evade to compensate for the range.

Huge ships can take a sensor team for 4 points that lets them target lock to range 5 - I would be OK with a modification, four points, that let fighters target lock at range five to fire missiles and such.

You'd have to figure out ranges though - a range five advanced proton torp would be pretty ridiculous. Maybe +2 range to the printed value if the "Extended Range" mod is taken?

That would restrict it to epic play. Better to give a module extended range targeting comp, but honestly, I think it should be included in the cost of the ordinance.

Range 5 is nearly the entire board. Could you safely just say you can TL for anything on the board, then if using missiles/torpedoes beyond range 3, the defender doubles their agility? Then you don't need a range 5 ruler.

For house-rules at least, I realize it completely negates the st-321 title.

Well ok, range 5 is 500 mm, or about 20 inches, a little more than half the board.

I'll second the rule about extending torpedoes by 2 over the printed value. Missiles get +1 in both directions.

It feels like there could be some interesting spotter rules, like: a ship beyond range 3 can only target lock a ship that a friendly ship has in its firing arc. As I type that, I realize that this makes PS 1 ships really valuable!

I don't think the agility should go up. When a turbo laser shoots at range 5 the place it will go is set at launch. Torps and missiles are guided. I would prefer the delayed hit, then a mobile target can try to minimize with evade, or even defensive focus. Gives them a chance to do something, but keeps the threat real.

This is the best ordinance fix I've seen. I like the spotter idea too. This could totally revitalize ordinance.

Well ok, range 5 is 500 mm, or about 20 inches, a little more than half the board.

And that increases the maneuvering part of the game. Good times.

There was a fair bit of discussion about the idea of letting ordnance operate at up to Range 5 and the potential upsides/downsides here:

http://community.fantasyflightgames.com/index.php?/topic/121987-suggested-fix-for-missiles-torpedoes-usable-at-range-5/

Some interesting points in that post. Thanks for pointing it out.

I was very curious to see if anyone actually implemented a house rule (pertaining solely to range) to breath some life into munitions.

I like it. Perhaps a modification like:

Long-Range Targeter (2)
You may target lock enemies at up to range 5.
When attacking with Missile or Torpedo upgrades, you may extend the Range by 1.
Your action bar must contain the target lock icon to gain this upgrade.

Then include it in a huge ship so you can be sure the user has a long range ruler and bam! instant ordnance fix.

I like it. Perhaps a modification like:

Long-Range Targeter (2)

You may target lock enemies at up to range 5.

When attacking with Missile or Torpedo upgrades, you may extend the Range by 1.

Your action bar must contain the target lock icon to gain this upgrade.

Then include it in a huge ship so you can be sure the user has a long range ruler and bam! instant ordnance fix.

I like it!!! My only argument is that making all ordinance cost 2 more will still make it hard to grab. I can see why you have to make it cost something because otherwise people will just take it for the free target lock. Maybe some wacky thing like they did for the tie advanced. Make it cost 2 but then ordinance each cost 1 or 2 less for that ship.

I'd take that in a Vessery list without any missiles or torpedoes. Lock from a distance and just have Vessery dive in like a hawk.

Taking a lock at range 5 is nice for 2 points. TL now, next turn move into range, attack for TL + F.

I'll take 4.