What Extra Munitions Actually Fixes

By TIE Pilot, in X-Wing

I think the ordnance fix is more about giving better munition options, rather than fixing the old ones.

I don't think we are ever going to equip an advanced proton torpedo on any ship. ever.

However, the fix is to make the good stuff work better. Ion Torpedoes, for example, or Cluster Missiles. These can work out great. Additionally there still could be some unspoiled EPT that makes them even nicer. There is still plenty of information that we simply don't have yet.

About that... I would be curious to try Nera+AdvProtonTorpedoes+EM+Deadeye+Recon Specialist=39pts

Range 1 ring of kaboom!

Extra Munitions is Limited, so the Bomber can only carry one. That will limit you to two Proximity Mines, which is still solid.

Since the K-Wing and Tie Punisher can carry two bombs. Extra Munition should add one ordnance token to each bomb right. So you would be carrying four bombs (torpedoes/missles).

Extra Munitions is Limited, so the Bomber can only carry one. That will limit you to two Proximity Mines, which is still solid.

Since the K-Wing and Tie Punisher can carry two bombs. Extra Munition should add one ordnance token to each bomb right. So you would be carrying four bombs (torpedoes/missles).

That's correct. I made the mistake of glossing over that Limited note, so I thought Bombers could hold 3 bombs. Unfortunately not!

But yes, the Punishers / K-Wings will be monstrous carriers.

Extra Munitions is Limited, so the Bomber can only carry one. That will limit you to two Proximity Mines, which is still solid.

Since the K-Wing and Tie Punisher can carry two bombs. Extra Munition should add one ordnance token to each bomb right. So you would be carrying four bombs (torpedoes/missles).

That's correct. I made the mistake of glossing over that Limited note, so I thought Bombers could hold 3 bombs. Unfortunately not!

But yes, the Punishers / K-Wings will be monstrous carriers.

Scimitar 16

EM 2

Proton Bomb 5

Flechette Torp 2

= 25 points; able to drop 3 Proton Bombs

Scimitar 16

EM 2

Proton Bomb 5

Flechette Torp 2

= 25 points; able to drop 3 Proton Bombs

Extra Munitions is LIMITED. It means you can only use it once per ship.

Extra Munitions is Limited, so the Bomber can only carry one. That will limit you to two Proximity Mines, which is still solid.

Since the K-Wing and Tie Punisher can carry two bombs. Extra Munition should add one ordnance token to each bomb right. So you would be carrying four bombs (torpedoes/missles).

That's correct. I made the mistake of glossing over that Limited note, so I thought Bombers could hold 3 bombs. Unfortunately not!

But yes, the Punishers / K-Wings will be monstrous carriers.

Scimitar 16

EM 2

Proton Bomb 5

Flechette Torp 2

= 25 points; able to drop 3 Proton Bombs

Where do you get your third bomb?

Extra Munitions works on things that already were working; Homing Missiles, Ion Pulse Missiles, Flechette Torpedoes, and Bombs. These didn't need a fix, but Extra Munitions makes it better to use Bombers to take them. Would you have taken a Tie Bomber w/ Ion Pulse Missile and Flechette Torpedo for 21 pts? Probably not. Would you take the same load out with Extra Munitions for 23 pts? Heck yea! For just 2 more points, you get a ship that becomes a lot more useful in the game. It's loadout becomes twice what it was for just 2 pts.

I dont know if i would. A 23 pt scimitar pilot still seems expensive for what you get. It certainly sounds more fun and i agree will be better than it is now. But it might just make it less bad as opposed to actually making it good.

Have you ever actually flown a Tie Bomber with ordnance before? I have and with good effect. It's not as bad as some would have you believe. I took 4 and went undefeated into the Finals at my SC.

I think the ordnance fix is more about giving better munition options, rather than fixing the old ones.

I don't think we are ever going to equip an advanced proton torpedo on any ship. ever.

However, the fix is to make the good stuff work better. Ion Torpedoes, for example, or Cluster Missiles. These can work out great. Additionally there still could be some unspoiled EPT that makes them even nicer. There is still plenty of information that we simply don't have yet.

Major Rhymer is gonna LOVE himself some Extra Munitions. 2 APTs for 8 points on a ship that can take PTL? Yes please.

EM doesn't fix ordnance, it fixes bombers.

FFG didn't promise to fix ordnance, they promised to fix bombers, and everyone falsely concluded they would be making ordnance better across the board.

This thread made me realise that i want weaponised bread.

Well played.

Is it possible that you've never heard of the Battle Bread of B'hrian Bloodaxe?

EM doesn't fix ordnance, it fixes bombers.

FFG didn't promise to fix ordnance, they promised to fix bombers, and everyone falsely concluded they would be making ordnance better across the board.

Out of likes, but yeah this. A separate ordnance fix may still occur.

EM doesn't fix ordnance, it fixes bombers.

FFG didn't promise to fix ordnance, they promised to fix bombers, and everyone falsely concluded they would be making ordnance better across the board.

They actually said that in Wave 7 "...bombers will get some love". It didn't even say it would fix them. I wouldn't call Extra Munitions a fix. It makes them better, but not great. I would call it "some love".

EM doesn't fix ordnance, it fixes bombers.

FFG didn't promise to fix ordnance, they promised to fix bombers, and everyone falsely concluded they would be making ordnance better across the board.

They actually said that in Wave 7 "...bombers will get some love". It didn't even say it would fix them. I wouldn't call Extra Munitions a fix. It makes them better, but not great. I would call it "some love".

It's called underpromising so you can overdeliver (without actually overdelivering). I personally consider "fix" and "boost" and "some love" to all mean the same thing, new upgrades that help specific ships, but a lot of players are very results oriented so if you promise them a fix and then it doesn't become a tier 1 tournament killer, they might get upset, so I understand why the need for different phrasing there.

Interestingly, the EM card is a "warhead" selection hence needs and uses up a warhead/torpedo slot. If I understand this correctly, out of the existing ships only TIE Bombers, Y Wings and B Wings can use it. Firesprays can take it but only if they have the Slave 1 title, so the Andrasta can't take it.

X Wings could take the upgrade but then can't use it since they have no other ordnance/bomb slots.

ok,

Rear Admiral Chiraneau (46)

Expert handling (2)

EM (2)

Proton Bombs (5) x2

Engine upgrade (4)

Ysanne Isard (4)

Rebel Captive (3)

Tactician (2)

total 66 points (saved 3)

not a huge difference to warrant using it,

but if you upgrade a firespray to slave 1 and gain the torp slot,

now you double up on bombs and missiles

Krassis Trelix (36)

assault missile (5) x2

seismic charges (2) x2

engine upgrade (4)

weapons engineer (3)

slave 1 (0)

EM (2)

54 points and you save 5

To be fair I think what most ordinance need to be fixed is a crew card that gives a focus type effect or reroll to secondary atks. In not sure which it should be considering some ordinance likes the rerolls because of focus type effects and some like focus effects based on reroll type effects built into it.

It seems some of you have already addressed it, but Extra Munitions is limited. On top of that it takes a torpedo slot, so you cannot use it on the TIE Advanced, or TIE Defender, Z95s, etc etc.

Extra Munitions addresses the cost of multiple munitions, which I think is brilliant. FFG is slowly making specific munitions viable with certain pilots and in certain situations. The 'complaint' of needing a target lock and munitions being 'unusable' on low PS ships is, in my opinion, moot. That is the whole purpose of munitions...make them more viable on higher PS ships and harder to use on lower PS ships. It doesn't mean they cannot be used, or should not be used...but the system works as intended.

Other slow fixes to munitions include things like Guri with Adv. Proton Torp, Drea Renthal with R4-B11 and Proton Torps (who now is 2 points cheaper thanks for Extra Munitions), Prockets only needing focus to fire, etc. Don't forget things like Squad Leader + Experimental Interface to trigger lower PS ships... Can you imagine Biggs protecting a decked out Horton Salm with two Proton Torpedoes?

We have so many tools to use munitions. Is it more expensive to load ship out? Yes, of course it is. Munitions have even greater capability now. You have to look at the whole picture; all of the cards and ships. If anything Wave 7 gives us more options to use ordinance and have fun doing it.

Interestingly, the EM card is a "warhead" selection hence needs and uses up a warhead/torpedo slot. If I understand this correctly, out of the existing ships only TIE Bombers, Y Wings and B Wings can use it. Firesprays can take it but only if they have the Slave 1 title, so the Andrasta can't take it.

X Wings could take the upgrade but then can't use it since they have no other ordnance/bomb slots.

The Y-wing and B-wing can equip it to double their torpedo, the VT-49 can double a bomb. The Slave I Firespray can double a missile and a bomb, the TIE bomber can double a torpedo, two missiles and a bomb, the K-wing can double a torpedo, a missile and two bombs and the TIE punisher can double a torpedo, two missile and two bombs.

So Y-wing, B-wing and VT-49 have +1 ordnance, Firespray has +2, TIE bomber and K-wing have +4 and Punisher has +5.

Edited by TIE Pilot

Gungo,

Jonus allows secondary weapon rerolls...Horton Salm allows rerolls range 2-3...these guys are special...we may not see an upgrade that lets you reroll otherwise...

Oh wait, Predator...

For the focus thing...check out Glitterstim in Wave 7...Scum only, but the option is there. We have the tools!

Extra Munitions works on things that already were working; Homing Missiles, Ion Pulse Missiles, Flechette Torpedoes, and Bombs. These didn't need a fix, but Extra Munitions makes it better to use Bombers to take them. Would you have taken a Tie Bomber w/ Ion Pulse Missile and Flechette Torpedo for 21 pts? Probably not. Would you take the same load out with Extra Munitions for 23 pts? Heck yea! For just 2 more points, you get a ship that becomes a lot more useful in the game. It's loadout becomes twice what it was for just 2 pts.

I dont know if i would. A 23 pt scimitar pilot still seems expensive for what you get. It certainly sounds more fun and i agree will be better than it is now. But it might just make it less bad as opposed to actually making it good.

Have you ever actually flown a Tie Bomber with ordnance before? I have and with good effect. It's not as bad as some would have you believe. I took 4 and went undefeated into the Finals at my SC.

Ive ran 2 in a list before with flechette and ion pulse, but not 4. I agree they arent as bad as some ppl (especially here on the forums) say. I still do not think their performance == cost. At least not for me. Maybe the trick is to go all the way and run a full squadron of 4 though.

I do know that i have killed a lot of scimitar bombers before they ever got to fire any ordnance, but to be fair it is usually with high PS interceptors which may be the weakest matchup for the bombers.

Grats on your making it to finals at a SC though. Do you think your success had to do more with your skill at the game vs your opponents? or the power of the 4 bomber list you were running?

Extra Munitions is Limited, so the Bomber can only carry one. That will limit you to two Proximity Mines, which is still solid.

Since the K-Wing and Tie Punisher can carry two bombs. Extra Munition should add one ordnance token to each bomb right. So you would be carrying four bombs (torpedoes/missles).

That's correct. I made the mistake of glossing over that Limited note, so I thought Bombers could hold 3 bombs. Unfortunately not!

But yes, the Punishers / K-Wings will be monstrous carriers.

Scimitar 16

EM 2

Proton Bomb 5

Flechette Torp 2

= 25 points; able to drop 3 Proton Bombs

Where do you get your third bomb?

The Bomb itself and 2 munitions tokens = 3 uses?

EDIT: Missread the card.

I thought the tokens were pooled up on top of the extra munition card ....,

... a pity

Edited by TheRealStarkiller

Ive ran 2 ina list before with flechette and ion pulse, but not 4. I agree they arent as bad as some ppl (especially here on the forums) say. I still do not think their performance == cost. At least not for me. Maybe the trick is to go all the way and run a full squadron of 4 though.

I do know that i have killed a lot of scimitar bombers before they ever got to fire any ordnance, but to be fair it is usually with high PS interceptors which may be the weakest matchup for the bombers.

Grats on your making it to finals at a SC though. Do you think your success had to do more with your skill at the game vs your opponents? or the power of the 4 bomber list you were running?

I agree that Interceptors are the worst opponent vs. Bombers. Still, part of it is about what else is in your list. If you have some threatening stuff, your opponent might want to focus on that first. So, the Tie Bomber could slip by unnoticed. Also, there is the possibility that if you are spending enough shots to take out the Tie Bomber then they are ignoring the rest of your list. It does have 6 HP and does take some concentrated fire to kill off. As long as the rest of your list is actually doing damage while this poor sap dies...

I think that this Tie Bomber has good control options, though, vs. lots of different opponents. The Ion Pulse can hit big ships and ruin their day. The Flechette has the ability to hit your Interceptors and other elites to ruin their day, as well. I think it takes some getting used to how to fly the Tie Bomber, but also how to fly it with the rest of the list. I agree that it's not game breaking, but I think it's probably the best Imperial control ship available. In this type of set up, I would only use one Tie Bomber like this. I think this build makes a one Tie Bomber feasible.

As for me making it to finals? Well, I think the biggest factor was my opponents not being used to seeing Tie Bombers! Seriously, though. They didn't know what to think of them. They weren't used to bombs, either, and dropping all 4 Seismic Charges at one time creates a big killing field. I was able to get an Outrider on all 4 in one game. I blew up 3 Tie Interceptors in another. People just didn't know how to handle Tie Bombers with ordnance and bombs. My friends that I practiced with have gotten quite good at killing my list. They know my tricks and traps. The more you play against it, the easier it is to beat. If you are interested in my battle report, here it is:

https://community.fantasyflightgames.com/index.php?/topic/135555-4-tie-bombers-store-champion-report/

Edited by heychadwick

You get one token for each munition

Extra Munitions is Limited, so the Bomber can only carry one. That will limit you to two Proximity Mines, which is still solid.

Since the K-Wing and Tie Punisher can carry two bombs. Extra Munition should add one ordnance token to each bomb right. So you would be carrying four bombs (torpedoes/missles).

That's correct. I made the mistake of glossing over that Limited note, so I thought Bombers could hold 3 bombs. Unfortunately not!

But yes, the Punishers / K-Wings will be monstrous carriers.

Scimitar 16

EM 2

Proton Bomb 5

Flechette Torp 2

= 25 points; able to drop 3 Proton Bombs

Where do you get your third bomb?

The Bomb itself and 2 munitions tokens = 3 uses?

I guess you missed the part where numerous other people have said that Extra Munitions is LIMITED, which means you can only use it once per ship?

have a look at post #46

"... as well the Extra Munitions upgrade, which dramatically improves the efficiency of your ordnance."

Is it now so dramatically?

I liked the idea to pool the munition tokens better - thats even more in direction dramatically ^^