Extra Munitions

By Crabbok, in X-Wing

Ships that the ordnance fix does not fix :X-Wing, Z95, A-Wing, E-Wing, YT1300, YT2400, Tie Advanced, Tie Defender, IG88, StarViper. So it helped 5 ships to some extent, but did not help 10. On 4 ships it only helps 1 slot. The Tie bomber is the only one that it gets help on multiple slots. Is that correct? If so is it really a fix.?

The a-wing got Aces, The Yt-1300 is still a very powerful hard to take down ship with a lot of HP. The 2400 is a great turret platform with open options during the squad build process. The IG88 Uses cannons, period. The E-wing is a very powerful ship focused on survival and doubletap or support. The ships you mentioned (TIE defender aside) don't really need much of a munitions boost because they don't rely on munitions as their primary form of attack.

I had the same basic idea for this, only I thought there should be one for each ordnance type, and that they'd add another slot to replace the only they ocupied.

So a total flop of an ordinance fix. hurray less reason to buy ships.

I'm super impressed with the overwhelming ability of so many here to write off the entire release with barely information at all.

Well done.

*golf clap*

So a total flop of an ordinance fix. hurray less reason to buy ships.

It's a conservative version of a fix. It's possible it's too conservative, but time will tell.

(I agree wholeheartedly with those who are frustrated with the difficulty of picking up target lock for low-PS ships, and the poor action economy.)

So a total flop of an ordinance fix. hurray less reason to buy ships.

It's a conservative version of a fix. It's possible it's too conservative, but time will tell.

(I agree wholeheartedly with those who are frustrated with the difficulty of picking up target lock for low-PS ships, and the poor action economy.)

To sympathize with FFG, those are the hardest aspects of the problem to fix. Also, new ordnance may circumvent some aspects of these problems.

Actually it looks like munitions failsafe would just override the tokens before they trigger. Since munition failsafe only says you have to discard if you hit you wouldn't have a chance to discard a token before that effect triggered if you missed.

You have two competing abilities. In my experience, that would mean you get your choice of which one to resolve.

I'm super impressed with the overwhelming ability of so many here to write off the entire release with barely information at all.

Well done.

*golf clap*

Who's writing off the whole release now? I see a lot of people (justifiably) writing off Extra Munitions, but hardly anyone has claimed that the individual ships it comes with are write offs, let alone the entire release.

I'm super impressed with the overwhelming ability of so many here to write off the entire release with barely information at all.

Well done.

*golf clap*

Who's writing off the whole release now? I see a lot of people (justifiably) writing off Extra Munitions, but hardly anyone has claimed that the individual ships it comes with are write offs, let alone the entire release.

It's not a bad card, just probably not up to the task of single-handedly solving the ordnance issue.

So a total flop of an ordinance fix. hurray less reason to buy ships.

It's a conservative version of a fix. It's possible it's too conservative, but time will tell.

(I agree wholeheartedly with those who are frustrated with the difficulty of picking up target lock for low-PS ships, and the poor action economy.)

Right now, I look forward to trying it out with homing missiles, especially.

Edited by AlexW

So a total flop of an ordinance fix. hurray less reason to buy ships.

It's a conservative version of a fix. It's possible it's too conservative, but time will tell.

(I agree wholeheartedly with those who are frustrated with the difficulty of picking up target lock for low-PS ships, and the poor action economy.)

I think people looking at it as a complete ordinance fix have misinterpreted the goal of the card. It's much more of a "dedicated bomber" (not just TIE) fix and was necessary for the wave 7 ships, too. It will make bomber types feel more like they should.

Right now, I look forward to trying it out with homing missiles, especially.

It'll definitely be at its best with ordnance that has fewer struggles on the action-economy front (or in combination with Jonus).

the question is... is this actually the ordnance fix.. or is it only the beginning.....?

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.

Which of course still isn't a general fix. Though hey, maybe Nera will be more useful...but it's only a net savings of 2 points to take Extra Munitions + Proton Torpedo over Proton Torpedo + Proton Torpedo. Ehhhhh. It's a bit underwhelming if the 'fix' is just new ships/pilots that use the still overpriced stuff better, and only for less than half the ships that can use the upgrades. Maybe those new missles and torps will change stuff up.

This is obviously one component of the ordnance fix, we still have the bombardier crew card, plasma torpedoes, advanced homing missiles, ion bombs, the new bomb on the k wing that I can't make out and the new Ion something on hounds tooth.

Extra munitions is gonna be a fun card.. my tourney list this weekend was a Decimator and 2 bombers.. I could drop the hull upgrades and take the EM and have 4 prox mines and it the decimator with it and have 2 proton bombs, tell me that, that isn't a boost to my game.. haha

The problem I have with ordnance fix isn't so much that it doesn't fix costing, it's that it doesn't make ordnance FUN.

missiles and torps aren't fun, it's rolling the same dice at the same time as a primary attack with the same requirement for being in the firing arc, at the same or worse range of 1-3.

It doesn't feel like a proton torpedo. Firing a torpedo should be like Luke at the end of a new Hope -- hold your breath and squeeze the trigger. Maybe you won't hit, but if it does the result should be devastating. Instead, by the time the blanks are accounted for and the opponent has rolled evades, you're lucky to get one or two hits. Yay.


Exactly, for fun reasons it should have a so/so chance of hitting, but if it does hit it should really, REALLY, hurt.

The problem is, you don't want it to be a random instakill on high agility low hull ships in Interceptors.

A long time ago people suggested that after all dice are resolved double the number of hits suffered. That still sounds like the most fun fix to me, but I can't remember if somebody pointed out an obvious flaw.

I had suggested that actually. I don't know if I was the first to do so. I posted it in one of the threads about theorizing a fix and it got completely ignored. That was like last week or something.

Edited by GroggyGolem

Lol a scanner box ad missiles

Uh oh - we better not make the mistake of first choosing extra munitions and THEN adding a secondary to our bombers.

this helps one facet of the problem facing ordnance use. Hopefully there is more on the way to address the fact that using ordnance is choosing to have poor action economy and that lower pilot skill ships often can't fire their ordnance because their target has moved out of arc, out of range, or were too far away to get a target lock in the first place.

Some kind of upgrade that allows a ship to perform a free target lock at the beginning of the combat phase but only works if your ship is currently carrying a secondary weapon that requires a target lock to fire might do the trick. Improves action economy only for missiles/torpedoes that need it and makes it easier for low pilot skill ships to actually fire their ordnance. Maybe they should gain a stress when they use it to help balance it against things like PTL and Experimental Interface. 1-2 points?

So, any thoughts on how this interacts with a Munitions Failure critical hit? As the Extra Munitions upgrade reads "When you are instructed to discard an Upgrade card, you may discard 1 ordnance token on that card instead" and Munitions Failure basically instructs you pick and discard a secondary weapons card. I'm assuming you get to discard a token instead.

I would think you could discard the token, either way if you discarded the card you would still have the token to use

I don't see why everyone's so surprised I've been saying letting ordinance fire more than once is how things would go for ages now.

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)

or Nera

perhaps there is a fix in the pipeline for the true ship to ship munitions? as Bombs are not really meant for anti-ship usage. but yeah this community and myself have beat this horse with many innovative and easy suggestions for a fix. at least FFG is moving in the right direction. now OTOH I think more folks may be singing this song in the future: lol

Ships that the ordnance fix does not fix :X-Wing, Z95, A-Wing, E-Wing, YT1300, YT2400, Tie Advanced, Tie Defender, IG88, StarViper. So it helped 5 ships to some extent, but did not help 10. On 4 ships it only helps 1 slot. The Tie bomber is the only one that it gets help on multiple slots. Is that correct? If so is it really a fix.?

Also the Firespray with the Slave-1 title can double up on missiles and bombs.