Wave 7 Article is up!

By Crabbok, in X-Wing

extra ordinance for 2 points could work out ok

It looks like the ordnance fix is 2 part so far.

1st part is this:

swx33_card_upgrade_14.png

And the second part seems to be in the form of alot of new missiles and torpedoes.

Sigh.

I do not like this fix. It doesn't address the action economy problem with munitions, which is much worse than the single use aspect, and it makes them even more expensive to equip. How often during a game am I likely to even spend more than one of those ordnance tokens? Probably not very often.

EDIT: Wait. It goes in the Torpedo slot.

...How is this a fix at all? To equip it I have to surrender one of my slots. Most ships can't even use it.

What.

Edited by President Jyrgunkarrd

PS 9 Khiraxz with expose = 6 dice at range one

Lone wolf seems like a better choice here by far

It looks like the ordnance fix is 2 part so far.

1st part is this:

swx33_card_upgrade_14.png

And the second part seems to be in the form of alot of new missiles and torpedoes.

Sigh.

I do not like this fix. It doesn't address the action economy problem with munitions, which is much worse than the single use aspect, and it makes them even more expensive to equip. How often during a game am I likely to even spend more than one of those ordnance tokens? Probably not very often.

Look at the Highest PS punisher, it allows you to get two target locks when you acquire one (on the same ship) much better and makes homing missiles great

Okay, lets see if I can do this:

Bossk (35):

Wen you preform an attack that hits, before dealing damage, you may cancel 1 of your [Crit] results to add [Hit] results.

Talghbane Cobra (29):

When attack or defending, double the effect of your range combat bonuses.

Glitterstim (2):

At the start of the combat phase, you may discard this card and receive 1 stress token. If you do until the end of the round, when attacking or defending, you may change any focus results to a hit or an evade.

Miranda Ooni (?) (29):

Once per round when attacking you may either spend 1 shield to roll 1 additional attack OR 1 fewer attack to recover 1 shield. (Holy crap!)

Advanced Slam (2):

After performing a SLAM action, if your ship did not overlap an obstacle or another ship you may perform a free action.

"Redline" (27):

You may maintain 2 target locks on the same ship. When you acquire a target lock, you may acquire a second lock on that same ship.

Cluster Mines (4):

Action: Discard this card to drop 1 cluster mine token set. When a ship's base or maneuver template overlaps a cluster mine token that token detonates.

Pretty sure that is all correct.

Edited by Resv

It looks like the ordnance fix is 2 part so far.

1st part is this:

swx33_card_upgrade_14.png

And the second part seems to be in the form of alot of new missiles and torpedoes.

Sigh.

I do not like this fix. It doesn't address the action economy problem with munitions, which is much worse than the single use aspect, and it makes them even more expensive to equip. How often during a game am I likely to even spend more than one of those ordnance tokens? Probably not very often.

Look at the Highest PS punisher, it allows you to get two target locks when you acquire one (on the same ship) much better and makes homing missiles great

One pilot that gets around part of the problem is not a fix.

The 2 pt extra ammo is pretty good, but it still doesn't address the fact that you need a target lock and that target lock cannot help you reroll when you fire them.

bombardier has something to do with when you drop a bomb (2 forward)

It looks like the ordnance fix is 2 part so far.

1st part is this:

swx33_card_upgrade_14.png

And the second part seems to be in the form of alot of new missiles and torpedoes.

Sigh.

I do not like this fix. It doesn't address the action economy problem with munitions, which is much worse than the single use aspect, and it makes them even more expensive to equip. How often during a game am I likely to even spend more than one of those ordnance tokens? Probably not very often.

Look at the Highest PS punisher, it allows you to get two target locks when you acquire one (on the same ship) much better and makes homing missiles great

One pilot that gets around part of the problem is not a fix.

The 2 pt extra ammo is pretty good, but it still doesn't address the fact that you need a target lock and that target lock cannot help you reroll when you fire them.

Joonus or Predator can

Yeah, I second the holy crap on the K-Wing pilot ability.

Also: new turret upgrade! Maybe we finally get the elusive r1-3 turret upgrade?

Damnit.

"Miranda Ooni (?) (29):

Once per round when attacking you may either spend 1 shield to roll 1 additional attack OR 1 fewer attack to recover 1 shield."

That should be an upgrade available to everybody, not one piece of pirate trash!

It looks like the ordnance fix is 2 part so far.

1st part is this:

swx33_card_upgrade_14.png

And the second part seems to be in the form of alot of new missiles and torpedoes.

Sigh.

I do not like this fix. It doesn't address the action economy problem with munitions, which is much worse than the single use aspect, and it makes them even more expensive to equip. How often during a game am I likely to even spend more than one of those ordnance tokens? Probably not very often.

EDIT: Wait. It goes in the Torpedo slot.

...How is this a fix at all? To equip it I have to surrender one of my slots. Most ships can't even use it.

What.

This means it's only going to beef up bombers and those ships that can spare a torpedo slot.

My guess is any 3 maneuver to a green maneuver.

I kinda doubt it - that doesn't really do a lot for any of the fighters, actually, and would risk making the TIE Interceptor absolutely crazy OP.

EDIT: Wait. It goes in the Torpedo slot.

...How is this a fix at all? To equip it I have to surrender one of my slots. Most ships can't even use it.

What.

Well, it works for all the 'bombers' in the game - Y-Wing, B-Wing, K-Wing, TIE Bomber, TIE Punisher, etc.

Personally I don't think I'll be running anything besides bombers and punishers with Extra Munitions for a long time after I get my hands on this stuff. BOMBS EVERYWHERE

My speculation on upgrades:

Ion Pr[ojector?]

Whenever a ship executes a maneuver that causes it to overlap your ship, it suffers 1 damage and receives an ion token

Crackshot?

Light Re-

After you perform a white or green maneuver, you may discard this card to rotate 180 (degrees symbol). Then, receive one stress token after the check stress step

Bombardier

When dropping a bomb, you may use the [2Forward} Template instead of the [1Forward] template

Advanced SLAM

Basically if you don't crash after SLAMming, take an action. Cool.

Ion Bomb.

When it detonates, all ships within range 1 take a damage and an ion token. Probably 3-4 points

Cluster mines

I'm gonna bet it's either 1 damage, or two dice a la proxy mine, based on costs

Edited by UnfairBanana

I hope the fix to missiles and torpedoes is not just make new upgrade cards that are better than the old one. That is how power creep starts to get out of control.

Looks like, unfortunately. Extra Munitions doesn't do anywhere near enough and is far too expensive to work on any of the older cards.

So what do we think the Hound's Tooth's arc will be? Normal shots only at 180? Just cannons at 180? Both?

proton bombs for everyone!

2 proton bombs for 7 pts? Yes please. Or on the new bombers, 12 pts for 4? hell yes.

I'm glad that the Slave-1 Title has a possible use now. Second bomb AND second missile for Boba Fett.

I hope the fix to missiles and torpedoes is not just make new upgrade cards that are better than the old one. That is how power creep starts to get out of control.

Looks like, unfortunately. Extra Munitions doesn't do anywhere near enough and is far too expensive to work on any of the older cards.

You kidding? Krassis Trelix would love to have 2 sets of cluster missiles for 5 points.

And X-wings move further into obscurity. So much for space-superiority fighter...

Don't get me wrong, but did TIEs need a buff? No. Ordinance did, granted. And Scum and Villainy needed a good fighter, but unless something is done for better damage mitigation on the X-wing, then it's going to get moth-balled. Which isn't in keeping with the Star Wars vibe at all.

Check out the cluster mine template. They seem to fit together, indicating that they should all be stuck together when dropped. Kind of like making a wall of explosive goodness!

Check out the cluster mine template. They seem to fit together, indicating that they should all be stuck together when dropped. Kind of like making a wall of explosive goodness!

The mine says to drop a set of cluster mine tokens

CAN YOU IMAGINE MANEUVERING AROUND ALL THAT

This doesnt fix ships that only carry one ordance. WTH? Is there more?

And X-wings move further into obscurity. So much for space-superiority fighter...

Don't get me wrong, but did TIEs need a buff? No. Ordinance did, granted. And Scum and Villainy needed a good fighter, but unless something is done for better damage mitigation on the X-wing, then it's going to get moth-balled. Which isn't in keeping with the Star Wars vibe at all.

It affects all TIES and yes they did, I doubt it is anything too crazy or it is cost prohibitive to have a swarm of TIE upgrades within a smaller tie swarm.

Extra munitions coupled with munitions fail safe will be points well spent I think.

Getting excited for this wave now.