Competitive Munitions change

By Hawkstrike, in X-Wing

We know munitions don't have much return on investment, especially in tournament play -- hence all the "munitions fix" thread.

What about a fix that doesn't actually change the munitions themselves? Here's the proposal: Expended munitions are not counted for points by the opposing player.

So if your opponent kills your munitions carrying ship before the munitions are fired, he gets the points for the munitions card, but if you fire the munition, the points are lost to him.

This results in a shift in MoV ... and in a very close game might be able to influence the outcome. So there's an increased benefit for use of munitions in tournament play.

MoV's pretty wonky as is, I'd rather not make it worse :P

Either way, I'm still not gimping my list to deny MoV (though I'd do it any day before playing the fat ****)

for me to even take munitions seriously, two things have to happen at the level of the rulebook not so much the cards themselves

1.) Deadeye becomes the standard, not an ept, so low PS pilots don't cripple themselves trying to set up shots

2.) munitions fire twice, on the first shot they are "exhausted" (turned on the side) and on the second they are discarded with Munitions Failsafe kicking in only on the second shot (since it's only written to affect discarding the weapon)

Edited by ficklegreendice

My first thought here is that if I can get a Tie Bomber to survive 4 rounds of combat, I'd be denying my opponent upwards of 22 points. That's not bad. I'm not sure if it's worth it, but that's not bad.

This does nothing to fix munitions in general though...

This game doesn't focus exclusively on the tourney scene you know...

For a while I've been thinking of a Munitions Side Deck. Doesn't change much for the casual side of things but it does if your list is "Locked-in"

The issue that arises with it is before it only Benefited the Rebels. But with S&V it would now affect 2/3rds of the factions. So it would be a slightly more bearable bullet to bite (sorry Imps; although the Bomber Jockeys should be pleased.)

Swappable Ordnance would be beneficial should you face a Swarm followed by a "Fatty". One you probably want Assault Missiles or Ion Torpedoes and the other Homing Missiles or Protons or IPM + Flechettes (5pts) on a Bomber.

While the in-Game functions of the single shot weapons is unaffected, having the correct Loadout to deal with certain threats gives those weapons carriers a pseudo-Biggs effect.

If the amount of flexibility feels too much there's the possible addition of requiring Initiative to change weapons Loadout. It seems counter intuitive but what would need to be done is have Ordnance Cost 50% when checking for initiative.

It is also thematic to a degree. "Commander we've spotted enemy forces, shall we launch fighters with our current loadout?"

If you look at the Star Wars LCG spoiler on FFG's site today, there is a card for "Advanced Concussion Missiles" with new art.

Something to think about.