So it's generally regarded that, by and large, most ordnance is not worth its points. Some manages to pull of somewhat better usability than others, but overall, it's generally not something you want to sink a lot of points into as you rarely get that value out of it.
And, to that end, there has been no end of suggestions as to how the game might be re-worked to make the ordnance options viable.
I think a lot of the ideas I've read (IMHO) tend to go a bit too far, though. And, worse, require selective re-writes that change the behavior of how some weapons work more than others to accommodate the proposed revision. (Target locks NEVER need to be spent to fire? Okay, fine, but what particular value do weapons that already do not discard the target lock gain in exchange? etc)
Coming out of the last tournament I was in that I used ordnance, though, an idea struck me - basically, building on an idea others have suggested a few times, but tweaking it. (Actually, the new method of selecting debris as part of the list is really what made the solution to the problem jump to the forefront of thought...)
Anyway, the tweak is small, easy to implement, and really has no unusual weapon-specific interactions...while, IMHO, fixing the worst problem about ordnance in that bringing the wrong thing to the battle might make it completely useless.
During list building, a ship with ordnance can be noted to have a certain number of points of ordnance as part of the list build. The player may then note down three possible ordnance configurations for the ship that is equal to, or less than, the points allocated in their list for that ship's ordnance. The player is free to choose which of the three options they will use for each ship so equipped during any given match setup, as part of the ship placement on the table (and so this decision occurs within PS and initiative sequence in case of opponents who each have that decision to make).
As an example of how that might work - a player might bring to a tournament a list like:
- Howlrunner (18) + Push the Limit (3) + Stealth Device (3) = 24
- Academy Pilot (12) = 12
- Academy Pilot (12) = 12
- Academy Pilot (12) = 12
- Scimitar Squadron Pilot (16) + Ordnance (4) = 20
- Option A: Flechette Torpedo (2) + Flechette Torpedo (2) = 4
- Option B: Proton Torpedo (4) = 4
- Option C: Proximity Mines (3) = 3- Scimitar Squadron Pilot (16) + Ordnance (4) = 20
- Option A: Flechette Torpedo (2) + Seismic Charge (2) = 4
- Option B: Cluster Missiles (4) = 4
- Option C: Proximity Mines (3) = 3====
100 pts
...as players will be limited in the options they have to choose from, it solves some of the issue of other variants on the idea, where players might take too long puzzling through their choices...and as the optional changes are limited to ordnance, only, it prevents the paralyzing delay of someone trying to re-work their entire list.
It also solves potential MoV wonkiness for partial-list-kills, as the ordnance allocated is what is scored - regardless of whether the ship is actually carrying that much at the time or not (in the above example, the TIE Bombers are always treated as 20-pt ships for scoring, regardless of which ordnance choices they made).
And at the same time, I think this would do a lot to fix the "problem" - the flexibility to make some minor tweaks to the ordnance selection based on the opponent you are facing (dual Firespray? Pass on the flechettes!) should help make the ordnance options somewhat more valuable.
Thoughts?