to those who think ordnance is useless

By Funk Fu master, in X-Wing

Playing 150 points against wife last night

Fat Dash has 2 shield left. Delta squadron Pilot shoots off some cluster missiles. First shot 2 hits and 1 crit. I roll 1 evade. I'm thinking he's fine. Second roll, 3 cries, come on...no evade. That's fine, not dead...2 direct hit criticals...KABOOM

I was agahst, wife was cackling, manically...

(SHHHH!!!! As a TIE Bomber pilot I don't want people to realize believe that ordnance is any good.)

Ordnance is broken.

That's a fact.

There's nothing to see here.

Move along.

Edited by Mikael Hasselstein

Playing 150 points against wife last night-

Annnndddddddd you lost whatever point you were trying to make :P

Ordinance is quite hilarious at higher point levels, this is common thought. It's at the base game level where it's far too expensive and clunky to justify its existence.

Unless it was just a fun post about your wife demolishing you with a giant explosion (Typical day), then kudos to her and may her missiles be ever blessed with crit rolls (or just pack as many points worth of tempest squadron Advances with AC and cluster missiles as possible)

Edited by ficklegreendice

more lke dashs green dice suck. but nice roll for your wife.

cluster, prockets are basically the only two ordnances worth considering in 100 pts.

for fun, prox mines, are ok.

assault missiles are completely worth it in epic.

the rest are honestly a waste of life.

oh flechette torps arent too bad. go well with Nera too.

of all the ordinance, I'd say flechette torps and ion pulse missiles are the only ones worth considering. They have considerable control effects that aren't a completely ****** waste of points if dice go bad (well, ion can go bad, but if you just get one measly hit you've ioned the target versus a proton exploding for 1 damage and nothing else).

Proton rockets are also decent, but they have very specific platforms (Jakes and Tycho, basically, and maybe Vader once he gets good)

Cluster missiles may be very powerful once the Tie/x1 comes out, and we know they're alright with Vessery

Edited by ficklegreendice

I read this thread title and thought it would be a picture of a proton torpedo card folded up under a table leg to stop the table from wobbling...

Playing 150 points against wife last night

Fat Dash has 2 shield left. Delta squadron Pilot shoots off some cluster missiles. First shot 2 hits and 1 crit. I roll 1 evade. I'm thinking he's fine. Second roll, 3 cries, come on...no evade. That's fine, not dead...2 direct hit criticals...KABOOM

I was agahst, wife was cackling, manically...

Second

That is a pretty rare thing to happen

Try it again and see if you get the same results.

I've seen cluster missles roll focus blank hit, then focus focus blank etc etc so many times.

It needs ways to reroll and modify.

Just because yout wife got lucky with duce and with crits does not make them worth taking

Again your also playing in a higher pt lvl, so sometimes they are okay if you have specific pilots imo. Jonus is a must imo.

For 100 pt games the only good ordinance is prox mines (I've won and killed so many ships with them I've lost count) and proton rockets

Edited by Krynn007

I've had much fun and decent success with Advanced Proton Torps on a pair of B-wings - doing 10 to a Falcon without the aid of crits is a beautiful feeling

I think this thread proves it's own point.

3 people posting above me each claim only certain ordinance is good - and each one of them chose a different ordinance. :P

Me, I'm like Mike. I like me some ordinance on my bombers.

Honestly, ordnance is dang near useless even in the 'Star Trek' cousin-game...and it doesn't even discard, there, while otherwise being nearly a carbon-copy of ordnance options from X-Wing. (Rather, you place a 'disabled' token on the card when you use it - it takes an action to remove a 'disabled' token from an upgrade)

The problem there is the same thing as here - the action economy of using them is really poor (you need to...usually...at least burn an action on a TL you can't use for anything interesting) given you are looking at one, maybe two more dice rolled vs primary attacks. And they are soooo expensive. (Although obviously FFG has started factoring that in, and newer secondary-discards are getting cheaper)

I think ordnance is useful, but is better when you can use that 1 turn of damage improvement to your advantage.

My thoughts on the matter.

I don't know that anyone disputes the value of ordnance in Epic and other higher point limits. It's mostly the 100 point standard format that renders ordnance largely useless. At higher limits, you can afford to bring a missile or a torpedo or whatever without gimping your raw capabilities, or you can bring things to boost your action economy, which the 100 point limit generally prevents.

Ordnance has never been useless,

It's been inconsistent, with earlier ordnance being less efficient.

Well this post was just to have a humourous rant against an amazing sequence of hurtling cubical random representational character generators, not to shake up the oh so precious Meta deity that everyone on here seems to worship.

But maybe I have highlighted the simplest fix to ordnance, play larger games! I find 150 points much more satisfying to play with anyway as you can make some really interesting builds, and it can smooth out some of the OP-ness of certain units.

That and on the rare occasions that testers align and the Wife wants to play means I want to make the most of them (wife had so much fun tabling me last night on our first game last night that we played a second 150 pointer)

But maybe I have highlighted the simplest fix to ordnance, play larger games! I find 150 points much more satisfying to play with anyway as you can make some really interesting builds, and it can smooth out some of the OP-ness of certain units.

Couldn't agree more - as much as I love the standard 100 point games, there can be a little too much emphasis on that sometimes

Or perhaps not enough emphasis on larger format and Epic games.

Too many ships, pilots and upgrades seem to get written off because they don't fit the standard format.

I guarantee you that a wing of humble rookie X-Wings armed with a Proton Torp each will absolutely SHINE in 300pt lists against Imperial Raiders - especially with a little backup from a squad leader and Dutch

... not to shake up the oh so precious Meta deity that everyone on here seems to worship.

:o

He blasphemed against the Meta deity!

:angry:

Clasp him in irons.

Start up the interrogation droid.

Instruct it to 'encourage' Funk Fu master into seeing the light, recanting his blaspheme, and returning to the faith.

Well, the one thing 'higher point games' really gets you is less of a reliance on "named pilots". When you are filling up a 100pt list, and a basic Soontir is eating up 1/3 of your list... you don't tend to see a lot of generics.

Once generics (which are probably 1/2 of them fairly significantly over-costed) start having to be included in a fleet to fill out the points... it changes a lot of balance mechanics.

IE., putting a proton torpedo on a Rookie X-Wing makes no kind of sense at all, as for that same 25 points, you could bring Biggs instead. On the other hand, if you are fielding a 300 pt list and already HAVE Biggs... and Wedge... and Luke... then starting to put ordnance on generic pilots begins to make a lot more sense as a way to eek some extra value out of them.

Yeah.... this thread could have been named ''To those who think the HWK primary attack is useless'' and then say that yesterday, you fired with your HWK primary weapon at range three behind an asteroid at Soontir (without Autothrusters) with 2 hull left, rolled a crit while he rolled 5 blank, check for crit and reveal a direct hit! KABOOM. A lucky situation doesn't prove a point.

This is not to say that I think ordnance are useless, because I do believe that when you prepare accordingly and don't take an ordnance just to take one, they can be devastating.

But, rolling 2 hit, 1 crit and then 3 crit with Cluster missiles is so anecdotal that it should not even be considered a possibility when making a competitive build and is not really an argument to prove the efficiency of missiles. One can argue that you have as many chance to roll 3 blanks followed by 3 other blanks and just paid 4 points for nothing and left without any action because you did a target lock this turn to be able to fire your missiles.

Question: Does anyone find value in taking Munitions Failsafe with their Ordnance?

Reason for asking the question: I recently got caught up with the expansions (only missing the Lambda, Bomber, Rebel Aces and all the Huge Ships) and I have been more inclined to start running lists with Ordnance now that I have some copies of Munitions Failsafe.

Expose on an Interceptor can win you a game: a situation can arise where given how the dice fell the three dice wouldn't have cut it. But that doesn't make it Expose worth taking.

Expose on an Interceptor can win you a game: a situation can arise where given how the dice fell the three dice wouldn't have cut it. But that doesn't make it Expose worth taking.

Blasphemy! Soon you'll be saying that a K-Turn followed by another K-Turn is a bad decision!

Question: Does anyone find value in taking Munitions Failsafe with their Ordnance?

Reason for asking the question: I recently got caught up with the expansions (only missing the Lambda, Bomber, Rebel Aces and all the Huge Ships) and I have been more inclined to start running lists with Ordnance now that I have some copies of Munitions Failsafe.

Except maybe with the Flechette torpedoes that give a stress even if it misses, I don't really consider munition failsafe when taking ordnance.

It might have to do with the fact that when I do take ordnance, I try to build accordingly and fire them with modifiers to help my rolls (Jonus, Missiles that keep their TL/Focus, double actions, etc) so that I won't miss with them. It can still happen of course, but I'm an optimist that believe everything always go according to plan............... until the son of my apprentice and his friends come in and prove me wrong...... <_<

Expose on an Interceptor can win you a game: a situation can arise where given how the dice fell the three dice wouldn't have cut it. But that doesn't make it Expose worth taking.

Blasphemy! Soon you'll be saying that a K-Turn followed by another K-Turn is a bad decision!

Only if you're flying in a Tie Defender, of course!

Ordnance is tricky. Yes, it can be expensive and hard to justify in a regular 100 point game. However, the ability to cripple or even outright destroy a high value target early in the game can make all the difference. Say you're up against an Interceptor or Phantom or something. Knocking that ship off the board early can be a life-saver. Taking out a dangerous ship before it has a chance to attack over and over again can definitely be useful. But remember: the longer you wait to use your ordnance, the less worth-it it becomes