Would ordnance with dials be fun?

By dev, in X-Wing

Battlefleet Gothic did something similiar to this.

Once torpedoes were launched they moved straight ahead in the Ordnance phase in a straight line, and bypassed shields. Any that failed to damage the ship they hit would continue off the board.

Tau had guided torpedoes that could do a 45 degree turn before they moved.

It was a very cool mechanic. I don't know how well it would translate to X-Wing given the difference in scale. But yeah, still cool.

Thanks for the great observations and suggestions.

The game can handle 8 dials in tie/Z swarms. If the ordnance took a torpedo slot and cost 4 pts, then the it's doubtful that there are ever more than 8 active dials on a side. Couple that with:

1 needing a target lock to fire,

2 ordnance can be shot down (1 or 2 hull, no greens)

3 ordnance could only last 3 turns

4 ordnance will detonate if the base, or movement template touches anything (many won't make it 3 turns)

5 ships in formation in the back row can't fire w/o hitting their fellow on the front row

These conditions would limit the number of extra dials being set and might not slow the game down too much.

As for it being a buff. It shouldn't be unconditionally better than traditional ordnance, it should be an alternative, that in the right hands can be better. If it deals auto damage (2 or 1 + ion, etc.?) it would be better against some, but not all targets compared to regular ordnance. It would reward good piloting and the prediction of the opponents moves. Another effect as a buff, if the opponent spends a single attack to destroy the ordnance, is that ok compared to a hull/shield upgrade? Probably. Torpedoes could also be used to "cover your flank" or ensure that if a high PS arc dodger goes that way, they will pay a price.

The 1st turn range is limited to a straight 5 plus the base. So it's shorter range, but longer range in the sense that it could keep going. To get more than 1 of these to hit the same ship in 1 turn will probably require the 3 banks. (or firing from multiple angles) You'd be lucky to get more than 1 to hit in a turn, especially considering the dial would be set in planning.

There a 3 basic ways to handle the timing of the ordnance. At PS 0. Activation, Combat, spend the TL, fire/move the torpedo. Set dials, then PS 0 move the torpedo again (effectively a double move). repeat if necessary. This certainly simulates a fast torpedo. It will also mean the torpedo is easier to guide, more likely to hit, thus speeding up the game. It may be over-powered.

The second way to handle movement is at the beginning of combat. Works the same as the PS 0 method, except no double move, the second movement occurs after all ships have moved. Less effective against the high PS guys, and more challenging to fly.

The third method would adjust the cost, and different ordnance would move at different PS.

As an alternative to the small base being used for the ordnance template, the 1 straight could be used.

One way to think about this is as a limited offset for low PS ships to give the high PS guys something to think about. Reward great piloting. At any rate, if anyone play tests this sort of thing, let us know.

Cheers!

Let them move after everything else. Since they are active seekers they would not need a movement dial. Use a straight 2,3,4,5 and a boost. After everything has moved , you would move the active seekers. They would automatically use the movement that allows them to close to the nearest possible position of its target. If it contacts the target it explodes. I would actually like to see a speed 6 also in order for it catch any ship. You would also need to put a turn limit on them as they would be short ranged and run out of fuel. Maybe let them stay on the board 3 or 4 turns. Might want to use a K-turn as one of its possible mvt. Other wise targets will attempt to fly right past the weapon and force it to make a large turn.

Edited by librarian101