Extra Munitions

By Crabbok, in X-Wing

Here is one part of the fix it seems. not bad. Not exactly what I was expecting though.

swx33_card_upgrade_14.png

The good thing here is that it lets you carry 2 bombs on a TIE Bomber or Y-Wing. Versatile it is.

Oh wow the Slave-1 title actually has a purpose now!!!!!!

Edited by Crabbok

Ha that was my suggestion of tokens lol

Alright so I can spend 7 points on a HLC or 6 points for two Proton Torps on a B wing... Hmmm.

Edited by Danath

how would you get proton bombs on a b wing?

So many bombs in Wave 7. Bomb-City

Alright so I can spend 7 points on a HLC or 6 points for two Proton Bombs on a B wing... Hmmm.

7. Proton bomb is 5 and this thing is 2

And B-wings don't get bombs...

Edited by UnfairBanana

Makes me think of Afroman's because I got high song.

Was going to move my ship, but then I got bombed.

Was going to move 2 green, but then I got bombed.

I think he maybe meant to say Y-Wings? Gonna be sweet to have Y-Wings with 2 bombs now.

Emon Azameen in the Andrasta can now equip 6 Bomb/Mines! ROFL Craziness! Whoops no he cant! ha ha almost had myself going for a ride on that one

That 'fix' is not a fix. It's terrible.

Oh well. :|

I think he maybe meant to say Y-Wings? Gonna be sweet to have Y-Wings with 2 bombs now.

Emon Azameen in the Andrasta can now equip 6 Bomb/Mines! ROFL Craziness! Whoops no he cant! ha ha almost had myself going for a ride on that one

I might actually consider taking two protons for 7 points with Emon instead of Andrasta.

So since it goes in the torpedo slot for refits, how does that work. Is it in addition to the torpedo or missile that also goes there?

Edited by librarian101

Extra munitions and various bombs are going to be the only upgrades I ever use anymore. BOMS 4 LYFE

So since it goes in the torpedo slot for refits, how does that work. Is it in addition to the torpedo or missile that also goes their?

No. So this is only viable on ships with a torpedo slot to spare. Bomber, Y-Wing, Punisher, K-Wing?, Firespray...

Not including Wave VII ships, Extra Munitions can be used on Bs, Ys, Decimators, Bombers and Slave I title Firespray.

I don't think it's terrible, but it's not a general fix for ordnance. I suspect that some of the K-Wing and Punisher pilot abilities will do more with ordnance.

Edited by DagobahDave

Oh look, a fix that doesn't actually fix ordinance. Amazing. its good for bombers sure, but this does less than nothing for standard ordinance.

Oh man, you mean i get twice as many missiles that I STILL have to spend my action to fire? What a useless Wave.

The only thing i care about in this wave now is that TIE only card with the Punisher. Defender fix anybody?

I'm fine with it. As FFG have told us many times, they won't just keep making Chadraan Refits for everything as the fix. So we were never just going to get 'this makes ordnance cheaper' as a card.

A-wings got cheaper.

TIE Advanced got a new slot

So now, bomb/missile/torpedo 'boats' get extra ammo.

It's great that FFG don't just give us the same thing all the time. They actually think about each one and what would help it in a unique way.

That 'fix' is not a fix. It's terrible.

Oh well. :|

Have to agree. This doesn't fix munitions, it just makes them mildly less terrible. They're STILL overcosted, STILL very expensive, and STILL too difficult to get off. On Prox Mines? Sure. On Proton Torpedoes (AKA the MOST ICONIC FRIKIN' ORDNANCE IN STAR WARS)? No. Not worth it. Not to mention that, as others have said, it's wasted on ships like the X-Wing (which shot the FRICKIN torpedo into the FRICKIN Death Star . . . and could use a bit of a boost in this game), which only have one torp slot. Not impressed, FFG, not impressed.

On the other hand, the rest of the munitions and bombs they revealed at least look really cool, so we'll see . . . . ('Course, I would've liked to actually see what some of those do, but I guess we only get a look at two cards . . . *sigh* . . . long wait for not a whole lot . . .).

EDIT:

I'm fine with it. As FFG have told us many times, they won't just keep making Chadraan Refits for everything as the fix. So we were never just going to get 'this makes ordnance cheaper' as a card.

A-wings got cheaper.

TIE Advanced got a new slot

So now, bomb/missile/torpedo 'boats' get extra ammo.

It's great that FFG don't just give us the same thing all the time. They actually think about each one and what would help it in a unique way.

I totally agree that FFG has done a good job of coming up with fixes in the past, and they are being creative in the way they implement those fixes. But . . . well, the fixes in the past have worked, and that's the most important thing, really.This fix is too conservative. What it's trying to do is fix a problem that doesn't apply to all ordnance equally -- some of the newer ordnance (ie Flechette Torps, Prockets, maybe Ion Pulse Missiles/Torpedoes, and hopefully the new stuff they put out in this wave) is costed fairly reasonably for what it does, while the old ordnance is almost universally ridiculously expensive for a one-shot. They're trying to bridge too big a gap here, and not addressing the single, most universal problem with ordnance: getting it off in the first place. How likely is it that you'll get off two rounds of the same missile/torp, anyway, especially with range restrictions? I mean, Bombers with conc missiles and clusters died often enough without getting off all their missiles; this just makes that same problem worse by limiting the type of ordnance available on the ship to one.

MORE EDITING (because I refuse to double post! At least in this thread! :P):

Now that I think about it, I can actually see this card getting a lot of play alongside bombs and the new munitions. In fairness, you only have to buy it once, and it can go alongside Munitions Failsafe. With the right pilot abilities or FCS or whatever, you could conceivably be firing ordnance every round, although that would be one expensive ship.

Really hoping this is just a warm-up to the REAL fix. Or a part of it, not the whole. Maybe one of those other upgrade cards lets you use the token you spend to fire ordnance, or something similar.

Edited by Ailowynn

That 'fix' is not a fix. It's terrible.

Oh well. :|

Have to agree. This doesn't fix munitions, it just makes them mildly less terrible. They're STILL overcosted, STILL very expensive, and STILL too difficult to get off. On Prox Mines? Sure. On Proton Torpedoes (AKA the MOST ICONIC FRIKIN' ORDNANCE IN STAR WARS)? No. Not worth it. Not to mention that, as others have said, it's wasted on ships like the X-Wing (which shot the FRICKIN torpedo into the FRICKIN Death Star . . . and could use a bit of a boost in this game), which only have one torp slot. Not impressed, FFG, not impressed.

On the other hand, the rest of the munitions and bombs they revealed at least look really cool, so we'll see . . . . ('Course, I would've liked to actually see what some of those do, but I guess we only get a look at two cards . . . *sigh* . . . long wait for not a whole lot . . .).

I think the idea behind this card was to make actual bombers....well actual bombers. It makes sense that certain ships couldn't take this upgrade due to a lack of being able to take the slot for it.

It's probably worthwhile for bombs, but missiles? Torpedoes? You pay a two point premium for the privilege of being able to shoot unmodified dice twice, assuming you can meet the weapon parameters for the requisite shots.

You could've instead just taken the Focus action for free and actually had better overall damage output.

:|

Not including Wave VII ships, Extra Munitions can be used on Bs, Ys, Decimators, Bombers and Slave I title Firespray.

And of those, the B-wing would be better off just taking a cannon or sensor, the Y-wing would be better off taking a turret and A4, and the Bombs on the Decimators and Firesprays were always "If I have the points left", anyway.

And so the pre-Wave 7 Ordnance shall remain in the binders, gathering dust. A shame.

Edited by DR4CO

That 'fix' is not a fix. It's terrible.

Oh well. :|

Don't be such a Debbie Downer.

It's not the only fix. There are also cheaper munitions. There are also pilots that handle munitions better. There is probably some other cards that aren't fully revealed that will also impact the way munitions work.

What this does, is give you extra shots, for only 2 points. If you run a TIE Bomber, this means 2 points give you +3 shots. If you run a Y-WIng, you can have 2 bombs. It gives a ton of options. Try and look at what it does, rather than what it doesn't do.

And I'm still not paying 9-12+ points to fill up ordinance slots on a TIE bomber that now pays a 2 pt tax on top of all that. Throwing good money after bad is a terrible principle.

I think it's a good thing that it's not very exciting. They only give you one per pack - if it were a good card that would compel us to buy multiples of those horrible new ships.

guys all I gotta say

Advanced torp rhymer might actually be a thing

Advanced torp rhymer

pinch me I'm dreaming

(not competitive, just a thing)

Edited by ficklegreendice

OK explain the use of the extra munitions card. It is used in the torp, missile, or bomb slot. Is it considered in place of the normal weapon in that slot or in addition to the weapon in the slot?

So since it goes in the torpedo slot for refits, how does that work. Is it in addition to the torpedo or missile that also goes their?

No. So this is only viable on ships with a torpedo slot to spare. Bomber, Y-Wing, Punisher, K-Wing?, Firespray...

Might be worth it points-wise on a B-Wing. Dantels in particular. It would free up some points in my "Don't Stand So Close To Me" build.