Ordnance, just decrease defender agility?

By gamblertuba, in X-Wing

OK, the internet needs another of these threads about as badly as it needs another cat video...

Read a comment from Bipolar Potter in the house rule thread about not letting an opponent roll green dice against ordnance just like a proximity mine. That seems a little too strong to me as some of the torpedoes become insta-kills for interceptors etc.

My $0.02:

Errata: When defending against a missile/torpedo secondary weapon, the defender's agility is decreased by one.

Would that be enough to make you carry ordnance? Has somebody proposed this idea already? Seems like it would help cluster and homing missiles more than the rest but wouldn't be too crazy.

This doesn't truly make a lot of sense, generally ordnance is a more cumbersome weapon that if anything would be more easily avoided. I much prefer the method of if this thing hits its going to hurt no matter what. The best errata/suggestion I've seen along these lines is to cancel all green dice if the attack hits.

Cancel all green dice, and make everything not a <crit> a <hit> If of course the missile isn't evaded.

missiles hurt when they hit you, but if evaded they are one shot and do nothing.

Edited by DariusAPB

Fluff-wise, I would suggest that ordnance contain an internal guidance mechanism of some sort. The tracking of the weapon as it approaches the target decreases the effectiveness of evasive maneuvers. Cancelling all green dice on a hit would make for certain death or nothing which is probably OK fluff-wise but might not get ordnance out on the table much more often.

Simple ordnance fix, suggested and discussed elsewhere:

"If this attack hits, cancel all defence dice results".

You're hit by a missile/torpedo, you take ALL damage rolled.

Would love to see a reduction to evade dice. since missle and torpedos turn and lasers do not I think it makes sense to reduce green dice. Look how hard Obi-Wan had to work to avoid Jango's missles.

Simple ordnance fix, suggested and discussed elsewhere:

"If this attack hits, cancel all defence dice results".

You're hit by a missile/torpedo, you take ALL damage rolled.

That's actually pretty neat. And it sort of fits in with something I thought about recently after playing X-wing Alliance (Thank goodness for GoG): There, the difficult part of shooting missiles and torpedoes seems to be getting a lock on your target. After that, it's pretty fire-and-forget. It might take a while to get to the enemy, but it usually will, and it will hurt.

I think that torps should double the defender's agility, but also double any damage that gets through. This makes them worthless against high-agility targets, but devastating against slow, lumbering ships.

I would make missiles cancel one evade outright, rather than reducing a die.

There would probably need to be a balance pass after these changes.

but but... cat videos are the best

I think that you should get an automatic hit in addition to what you roll. That way you have that increased chance to hit but doesn't over power the damage.

The problem comes in that if you flub your starting roll, you still wasted too many points. I don't think it's enough to make people want to use ordnance.

Then again, if you went with an objective based game (as opposed to death match), then you might see more ordnance used.

I think the Defenders' agility is just fine at 3, it doesn't need a weakness to missiles.

/sarcasm :)

I think the Defenders' agility is just fine at 3, it doesn't need a weakness to missiles.

lower case "d"

I've been pondering whether something that would allow Missiles to prevent Focus tokens from being spent on defense would be worthwhile. Missiles are supposed to be more accurate than torpedoes, so this would help reflect that accuracy.

For Torpedoes, a similar idea would allow the attacker to roll additional attack dice equal to 1/2 the damage of the attack (rounded down) if the original attack hits and add the result to the damage of the attack. I like the "Cancel all defense results if the attack hits" option better.

Edited by PhantomFO

Ok, so this just hit me while reading the thread.

An idea to discuss for ordnance.

For every Ordnance other than the Flechette & Ion ones.

"For each uncancelled (hit) or (crit) result that deals a damage card, deal 1 additional face-down damage card."

This makes shields more meaningful and turns ordnance into more of a finisher than anything else because you'll want to drop their shields before firing off your missile/torp.

I still think the "if it hits cancel all defense dice" is op. You could taking out a falcon in 1 turn with 2 awings with proton rockets. I think a better solution is to not have to spend the TL only require that you have a target lock that way you can reroll bad rolls.

Edited by Jaden Ckast
I still think the "if it hits cancel all defense dice" is op. You could taking out a falcon in 1 turn with 2 awings with proton rockets.

The Falcon's a low agility ship anyway, and I'm fairly sure it has more than 10 health.

Simple ordnance fix, suggested and discussed elsewhere:

"If this attack hits, cancel all defence dice results".

You're hit by a missile/torpedo, you take ALL damage rolled.

Always liked that one but it makes ordnance better against agile ships. Surely torpedoes are for killing the big ones? Proton torpedoes are for taking down corvettes and Death Stars, not TIE interceptors and phantoms. Ideally torpedoes would be armour piercing rather than green dice piercing but this game has no armour mechanic, although I guess torps done that way are good for getting past Reinforce tokens.

Maybe double all uncancelled damage? Possibly too powerful against Falcons and Decimators, but it would make ordnance better against low agility than high.

Edited by TIE Pilot

I still think the "if it hits cancel all defense dice" is op. You could taking out a falcon in 1 turn with 2 awings with proton rockets. I think a better solution is to not have to spend the TL only require that you have a target lock that way you can reroll bad rolls.

But at least A-Wings would see more play :lol:

I still think the "if it hits cancel all defense dice" is op. You could taking out a falcon in 1 turn with 2 awings with proton rockets.

The Falcon's a low agility ship anyway, and I'm fairly sure it has more than 10 health.

Simple ordnance fix, suggested and discussed elsewhere:

"If this attack hits, cancel all defence dice results".

You're hit by a missile/torpedo, you take ALL damage rolled.

Always liked that one but it makes ordnance better against agile ships. Surely torpedoes are for killing the big ones? Proton torpedoes are for taking down corvettes and Death Stars, not TIE interceptors and phantoms. Ideally torpedoes would be armour piercing rather than green dice piercing but this game has no armour mechanic, although I guess torps done that way are good for getting past Reinforce tokens.

Maybe double all uncancelled damage? Possibly too powerful against Falcons and Decimators, but it would make ordnance better against low agility than high.

Edited by Jaden Ckast

Simple ordnance fix, suggested and discussed elsewhere:

"If this attack hits, cancel all defence dice results".

You're hit by a missile/torpedo, you take ALL damage rolled.

As far as I know, I am the originator of the idea (If I'm wrong, please correct me, I want to give credit where due). I was madly in love with the idea for a long while. I still want to love it.

But someone pointed out to me that this idea gives concussion missiles a 75% chance of 1 shotting Fel. That's probably gone down a bit with Autothrusters, but it's still way imbalanced.

Fluff-wise, it works perfectly. But from a gameplay perspective, it would be rather unfun to know that my awesome arcdodgers of doom would get evaporated by a squad of 6 Z-95s.

Yes the falcon does has more than 10 hp but you would obviously have more than just 2 awings in your squad as well.
You could taking out a falcon in 1 turn with 2 awings

If you don't mean two A-wings, why did you say two A-wings?

Besides, the Falcon is a 1 agility ship. Unless it's a Fat one (and nerfing Fat Falcon-ness is no bad thing) there's not really that much difference to its single defence die turning up blanks. The Falcon is not a good example for a counterpoint at all. Phantoms and Interceptors are the counterpoint.

Fluff-wise, it works perfectly.

Except it doesn't, that's my main problem with it. Torpedoes tend to be for killing the bigger, less agile ships, it'd make torpedoes better against the nimble ones.

Edited by TIE Pilot

Simple ordnance fix, suggested and discussed elsewhere:

"If this attack hits, cancel all defence dice results".

You're hit by a missile/torpedo, you take ALL damage rolled.

As far as I know, I am the originator of the idea (If I'm wrong, please correct me, I want to give credit where due). I was madly in love with the idea for a long while. I still want to love it.

But someone pointed out to me that this idea gives concussion missiles a 75% chance of 1 shotting Fel. That's probably gone down a bit with Autothrusters, but it's still way imbalanced.

Fluff-wise, it works perfectly. But from a gameplay perspective, it would be rather unfun to know that my awesome arcdodgers of doom would get evaporated by a squad of 6 Z-95s.

Justice!

Simple ordnance fix, suggested and discussed elsewhere:

"If this attack hits, cancel all defence dice results".

You're hit by a missile/torpedo, you take ALL damage rolled.

That may almost make ordnance OP. Can you imagine Blount with any missile? He'd be one of the best pilots in the game.

Edited by Jo Jo

An idea I've toyed with is a mod that uses the missile/torpedo slot, and gives you your slot back, and adds the ability to choose effects other than that listed on the munitions cards themselves.

That way, I wouldn't ever kick myself if I took an anti swarm missile and faced a 2 ship list. Or vice versa.

Simple ordnance fix, suggested and discussed elsewhere:

"If this attack hits, cancel all defence dice results".

You're hit by a missile/torpedo, you take ALL damage rolled.

That may almost make ordnance OP. Can you imagine Blount with any missile?

You'd alter the phrasing to "if any damage is uncancelled" to get around that one.

That way, I wouldn't ever kick myself if I took an anti swarm missile and faced a 2 ship list. Or vice versa.

An Assault Missile's still a 4 dice rocket attack.

Edited by TIE Pilot