yeah, my bombers tore up a CR-90 in the past, now the bombers will be target priority #1
epic just got EPIC!!!!!!
now come the raider and my journey to the dark side will be complete........
Empire rules!!!! Rebel and scum Drools!!!
![]()
yeah, my bombers tore up a CR-90 in the past, now the bombers will be target priority #1
epic just got EPIC!!!!!!
now come the raider and my journey to the dark side will be complete........
Empire rules!!!! Rebel and scum Drools!!!
![]()
Yeah I have this thing about viewing all of the X-Wing ships with an EPIC Play filter.
I do not care about 100 point standard play that much at all.
STAR WARS IS EPIC.
![]()
Personally, the more I look at the Punisher, the sexier I think it looks. Native boost on a heavy bomber? Extra munitions? Hell, I am ALL OVER that bad boy.
The Hounds Tooth is just freaking awesome, esp with the Nashtah Pup thing, the K Wing looks an awful lot of fun. I'm not 100% sold on the Scum fighter yet but it's early days, let's see what it can do.
All in all, I couldn't be happier. Wave 7 looks set to introduce a whole new set of options and tactics to my favourite game. Superb ![]()
Now we just need a Scum huge ship.
Extra Munitions is not very good for generic Tie Bombers. The only good thing is that it doubles your bomb load, but I really don't care about that so much. Tie Bombers have always been ordnance carriers. Ordnance is still not worth it without some sort of ability to modify the dice. Now, you get to shoot a crappy ordnance twice and spend 2 pts extra for the favor.
I'd argue that it is pretty good for them.
Not only are you doubling your bomb loadout, but you are also doubling any ordnance you take. You could take an ion torpedo, an assault missile, and a proton bomb, and get doubles of each for only 2 points - for example. But what is more likely is that you take a single missile and single bomb, and you get 4 shots instead of just the 2 now. For only 2 points.
It's awesome and it gives options. It doesn't have to just be for bombs, it works for all bombs, missiles, and torpedoes that are equipped.
Leave it to our boy Crabs to get right down to the good view on stuff!
![]()
Dat Crabbie!
![]()
Now we just need a Scum huge ship.
YEAH WE DO BABY BOY!
![]()
![]()
![]()
No we don't.
We need a 2nd Imperial Huge and 2 scum huge. Don't wish to be short changed!
OK....I've downgraded my opinion of "it sucks" to "it's OK".
No we don't.
We need a 2nd Imperial Huge and 2 scum huge. Don't wish to be short changed!
Just one of each would be a good start
...We need a 2nd Imperial Huge and 2 scum huge. Don't wish to be short changed!
GOZANTI

WILD KARRDE

Thanks for making a thread with a positive post. It has been very dark in here lately.
No we don't.
We need a 2nd Imperial Huge and 2 scum huge. Don't wish to be short changed!
I love you... like a Star Brother and such and so forth...
![]()
Thanks for making a thread with a positive post. It has been very dark in here lately.
That is why you and I and everyone here have to work on the evil... to kill it off, and such.
![]()
...We need a 2nd Imperial Huge and 2 scum huge. Don't wish to be short changed!
GOZANTI
WILD KARRDE
Is she done yet FFG?
![]()
I put this in it's own post and got no response so sorry for reposting. I know we're (you all) are discussing if ordnance if fixed/buffed or not so....
Okay so.........
Most fixes have stated the main reason for ordnance not being used is:

Now for three points (Munitions Failsafe and Extra Munitions) after your first purchase the balance of your ordnance will cost 1/2 and hit twice. Of course you have to live long enough to fire twice.
Except for two items; two of any ordnance will either be the same or less cost and can include Munitions Failsafe (at the cost of taking a different modification of course).
And this doesn't include any of the new stuff.
Questions:
[Edited for better spellin']
CODEX ELDAR IS COMPLETLY BROKEN AN-Oh wait, wrong webiste! ![]()
Wave 7 is hideous an- Hah! Just kdding! I like wave 7!
KEEP THEM WAVES COMMING FFG! and also keep up the end of the world rpgs, 40C, netrunner and anything with Cthulhu on it!
I put this in it's own post and got no response so sorry for reposting. I know we're (you all) are discussing if ordnance if fixed/buffed or not so....
Okay so.........
Most fixes have stated the main reason for ordnance not being used is:
- Over costed compared to other upgrades such as the HLC that is not a one-shot weapon.
- Fickled Dice - This is especially bad for a one-shot weapon
![]()
Now for three points (Munitions Failsafe and Extra Munitions) after your first purchase the balance of your ordnance will cost 1/2 and hit twice. Of course you have to live long enough to fire twice.
- Adv Proton Torpedo 6 pts = 2 of them for 9 points; Saves 3 and hits
- Flechette Torpedo 2 pts = 2 of them for 5 points; Costs 1 and hits
- Ion Torpedo 5 pts = 2 of them for 8 points; Saves 2 and hits
- Proton Torpedo 4 pts = 2 of them for 7 points; Saves 1 and hits
- Assault Missiles 5 pts = 2 of them for 8 points; Saves 2 and hits
- Cluster Missiles 4 pts = 2 of them for 7 points; Saves 1 and hits
- Concussion Missiles 4 pts = 2 of them for 7 points; Saves 1 and hits
- Homing Missiles 5 pts = 2 of them for 8 points; Saves 2 and hits
- Ion Pulse Missiles 3 pts = 2 of them for 6 points; Saves 0 and hits
- Proton Rockets 3 pts = 2 of them for 6 points; Saves 0 and hits
- Proton Bombs 5 pts = 2 of them for 8 points; Saves 2 and hits
- Proximity Mines 3 pts = 2 of them for 6 points; Saves 0 and hits
- Seismic Charges 2 pts = 2 of them for 5 points; Cost 1 and hits
Except for two items; two of any ordnance will either be the same or less cost and can include Munitions Failsafe (at the cost of taking a different modification of course).
And this doesn't include any of the new stuff.
Questions:
- With the announced card will this be enough to be usable and will it break something else?
- Also will there be enough cards included cards to buff the TIE Bomber, Y-Wing, B-Wing (it really doesn't need a buff)
[Edited for better spellin']
Pats on the back, and a nice drink too... good job Star Brother!
![]()
I like that analysis. Breaking it down element by element helps us see that in most cases, the savings in points is real, and we get something out of that ordinance that we didn't have before - multiple uses.
However, the real kicker is that on certain ships we'll put EM on and double our payload in MORE than one item. For example:
Scimitar Tie Bomber (16)
Proton Torpedoes (4) (single use, usually hits)
Cluster Missles (4) (single use, technically two attacks, usually hits)
Concussion Missles (4) (single use, usually hits)
Proximity mines (3) (single use, usually hits when deployed properly)
Total cost: a whopping 31 points. Cost of the payload: 15 points. Will it survive to deploy all that? Probably not, but it might take out the equivalent points, or it might not.
Scimitar Tie Bomber (16)
Extra Munitions ( 2)
Munitions Failsafe (1)
Proton Torpedoes (4) (Two uses, always hits)
Cluster Missles (4) (two uses, technically four attacks, always hits)
Concussion Missles (4) (two uses, always hits)
Proximity mines (3) (two uses, usually hits when deployed properly)
Total Cost: 34 points. Cost of the payload: 18 points. Will it survive to deploy all that? Probably not, but it's more likely to take out the equivalent points because SOMETHING in that payload will be applicable at pretty much any point. You've increased your payload by DOUBLE, guaranteed your hits, and ONLY added 3 points.
Some might argue that the Munitions Failsafe is unneeded in that circumstance, which would mean you could take 3 of those bombers out for a spin for less than 100 points. Should you take it out like that? Pretty much never, but still, you've reduced the cost on taking double the payload by about 15 points.
In essence, the more you take, the more munitions you take, on a bomber for example, the more EM benefits you. Alex wasn't kidding when he said that that Bomber would be getting some love.
Jacob
Edited by jkokuraI for one love FFG because they saved me from a fate worse than death. With the release of Skitarii in 40k I was all set to sink some of my income this summer into going back down that rabbit hole.
Now, between Wave 7 and Armada I simply won't be able to afford to do all three, plus the FFG stuff will be cheaper in the end than dropping 300-400 on 40k!
So they saved me money (even though I'm buying several of the wave 7 ships and the armada stuff) and saved me from falling back into the nefarious clutches of GW!!!!
Edited by FatherTurinCodex skitarii seems to have that effect on people...
I like that analysis. Breaking it down element by element helps us see that in most cases, the savings in points is real, and we get something out of that ordinance that we didn't have before - multiple uses.
However, the real kicker is that on certain ships we'll put EM on and double our payload in MORE than one item. For example:
Scimitar Tie Bomber (16)
Proton Torpedoes (4) (single use, usually hits)
Cluster Missles (4) (single use, technically two attacks, usually hits)
Concussion Missles (4) (single use, usually hits)
Proximity mines (3) (single use, usually hits when deployed properly)
Total cost: a whopping 31 points. Cost of the payload: 15 points. Will it survive to deploy all that? Probably not, but it might take out the equivalent points, or it might not.
Scimitar Tie Bomber (16)
Extra Munitions ( 2)
Munitions Failsafe (1)
Proton Torpedoes (4) (Two uses, always hits)
Cluster Missles (4) (two uses, technically four attacks, always hits)
Concussion Missles (4) (two uses, always hits)
Proximity mines (3) (two uses, usually hits when deployed properly)
Total Cost: 34 points. Cost of the payload: 18 points. Will it survive to deploy all that? Probably not, but it's more likely to take out the equivalent points because SOMETHING in that payload will be applicable at pretty much any point. You've increased your payload by DOUBLE, guaranteed your hits, and ONLY added 3 points.
Some might argue that the Munitions Failsafe is unneeded in that circumstance, which would mean you could take 3 of those bombers out for a spin for less than 100 points. Should you take it out like that? Pretty much never, but still, you've reduced the cost on taking double the payload by about 15 points.
In essence, the more you take, the more munitions you take, on a bomber for example, the more EM benefits you. Alex wasn't kidding when he said that that Bomber would be getting some love.
Jacob
How many K-Wings and TIE Punishers will you need to equip your bombers? And if there is only one card in the pack as it appears you'll not be able to field the Punisher unless you buy another just for the card.
Extra Munitions is not very good for generic Tie Bombers. The only good thing is that it doubles your bomb load, but I really don't care about that so much. Tie Bombers have always been ordnance carriers. Ordnance is still not worth it without some sort of ability to modify the dice. Now, you get to shoot a crappy ordnance twice and spend 2 pts extra for the favor.
You kidding? The amount of control you can get on a 25pt (standard small ship's ballpark cost) is great. Extra Munitions makes the TIE bomber, especially the lone TIE bomber.
Set yourself a point cost, grab a Scimitar with EM and spend the remaining 7 points on whichever weapons you want (all the ordnance is a good shout except for the R1 only ones which need faster, higher PS platforms). It's no longer a bad call.
How many K-Wings and TIE Punishers will you need to equip your bombers? And if there is only one card in the pack as it appears you'll not be able to field the Punisher unless you buy another just for the card.
One EM per superbomber. That's less gouging and more EM comes with a ton of tokens (enough for the whole bomber) so packing more drives up the cardboard cost.
Again though that only affects tournaments. Casual can use the ubiquitous tracking tokens.
Edited by TIE PilotI put this in it's own post and got no response so sorry for reposting. I know we're (you all) are discussing if ordnance if fixed/buffed or not so....
Okay so.........
Most fixes have stated the main reason for ordnance not being used is:
- Over costed compared to other upgrades such as the HLC that is not a one-shot weapon.
- Fickled Dice - This is especially bad for a one-shot weapon
![]()
Now for three points (Munitions Failsafe and Extra Munitions) after your first purchase the balance of your ordnance will cost 1/2 and hit twice. Of course you have to live long enough to fire twice.
- Adv Proton Torpedo 6 pts = 2 of them for 9 points; Saves 3 and hits
- Flechette Torpedo 2 pts = 2 of them for 5 points; Costs 1 and hits
- Ion Torpedo 5 pts = 2 of them for 8 points; Saves 2 and hits
- Proton Torpedo 4 pts = 2 of them for 7 points; Saves 1 and hits
- Assault Missiles 5 pts = 2 of them for 8 points; Saves 2 and hits
- Cluster Missiles 4 pts = 2 of them for 7 points; Saves 1 and hits
- Concussion Missiles 4 pts = 2 of them for 7 points; Saves 1 and hits
- Homing Missiles 5 pts = 2 of them for 8 points; Saves 2 and hits
- Ion Pulse Missiles 3 pts = 2 of them for 6 points; Saves 0 and hits
- Proton Rockets 3 pts = 2 of them for 6 points; Saves 0 and hits
- Proton Bombs 5 pts = 2 of them for 8 points; Saves 2 and hits
- Proximity Mines 3 pts = 2 of them for 6 points; Saves 0 and hits
- Seismic Charges 2 pts = 2 of them for 5 points; Cost 1 and hits
Except for two items; two of any ordnance will either be the same or less cost and can include Munitions Failsafe (at the cost of taking a different modification of course).
And this doesn't include any of the new stuff.
Questions:
- With the announced card will this be enough to be usable and will it break something else?
- Also will there be enough cards included cards to buff the TIE Bomber, Y-Wing, B-Wing (it really doesn't need a buff)
[Edited for better spellin']
Tis a pity I can only like once