[idea] long range launcher

By treybert, in X-Wing

Yes another ordinance fix, but I think it's a new idea that would fit well.

I remember the old tie fighter games where you could shoot missiles down so this replicates that. Shooting missiles and torpedoes from far away is possible, but we're easily dealt with. This would prevent range 5 ordinance from being massively overpowered in the initial joust.

It also lets ships other than the target assist in dealing with fired weapons.

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A new mechanic card, like bombs. My wording sucks, but I think I can purvey the idea.

At the start of combat, place a torpedo/missile with range 3 into play at range 3 (using the range stick like a maneuver template of sorts) with the long range ordinance token (which has a firing arc, like the bombardment tokens from the transport). You (the launching ship) may not perform an attack this round.

You may move 1 focus and 1 blue target lock token from your ship to the long range ordinance token. The token may immediately spend 1 focus to obtain a target lock on an enemy ship inside its firing arc.

Treat the token as a ship with pilot skill 0 with 1 hull, 0 agility, 0 attack, with the ordinance card equipped. When the token activates, it must use the equipped ordinance card. Treat the range of the ordinance card to be 1-3. Discard the token at the end of combat.

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Probably a modification card to enable this. Could even then have specialized cards that give the ordinance more defense etc. And could even have defense mods that specialize in dealing with long range shots.

Its a cool idea, but not everyone has a range 5 ruler. People were wildly upset at having to buy the Tantive for C3P0...if it was required to also use ordnance cards, I'm sure a lot of people's toilets would clog due to the sheer number of bricks.

You wouldn't need the range 5 ruler, it essentially uses the range 3 twice. And you could still use ordinance in the standard range, without this mechanic. This just lets you shoot essentially to range 6, but gives your opponent time to shoot it down.

Edited by treybert

Given the size of a Proton Torpedo, I really do not see it being that easy to shoot down. In short, I like the idea of extended range ordnance but not the mechanic of being able to shoot them down. Even with the extended range, ordnance is still not that effective (at least not cost effective) under the current XWM rules; being able to engage targets outside their (the enemy's) range would help but not make them that much more effective. I certainly don't see them being devastatingly effective.

The real problem I see with ordnance is that they are not effective against the right targets. Every weapon is designed with a specific target in mind and their performance in the game should reflect their performance in the "real" world/SW universe. For example: most heavy ordnance is designed to attack slow, heavily armored/shielded targets, things that standard fighter weapons just cannot handle effectively; if they DO manage to score a hit (however unlikely) on a fighter-sized target, the results should be rather dramatic! Some ordnance, on the other hand, is specifically designed to engage highly maneuverable targets like starfighters; these weapons should have a greater chance to hit these targets but be less effective against larger/better protected targets.

Edited by Chris Maes