The constant negativity on these forums about anything new that isn't obviously fantastic can get us all down, can't it?
Seems like as soon as FFG announce anything, there's about seven different topics about 'why x didn't fix y', 'k is so ugly it makes me want to stab my eyes out with a brooch' or 'Why did they release a instead of b?'
Lately everyone's been up in arms about ordnance, and how Extra Munitions hasn't 'fixed' it, like those lying designers promised!
But is it all that bad anymore? I wanted to do a rundown like this for a while, so why not now:
But first! There was some ordnance that was already seeing use , before we even saw this Wave.
- Proton Rockets!
Sure, it's only really good on Agility 3 ships with post maneuver actions (or just good piloting/dial), but on the right ships, you get a Five dice attack with Focus, and possibly a Target Lock if you fly it right.
However, the only ships that actually fills all the criteria is the A-wing, and it has to give up Chardaan Refit in order to take it, making the cost more like Five Points.
Ships that make the most of the Proton Rocket's Agility Bonus:
- A-wing
- TIE-Advanced
- TIE-Defender
Only Three Ships, but Three ships with viable ordnance options is better than none, eh? Positivity!
- Extra Munitions
Of course, the main thing everyone's talking about with this wave is the controversial Extra Munitions. Is this going to see use? Or is it going to be another Munitions Failsafe? Ultimately we won't know until Wave 7 is out.
Ships that can take Extra Munitions:
- B-wing
- K-wing
- Slave-1 (Title)
- TIE-Bomber
- TIE-Punisher
- VT-49
- Y-wing
That's 7(8)/25 ships on the game that can take advantage of the upgrade. Granted, the card only really shines when you have multiple types of ordnance, as it effectively doubles your total load-out, but even ships like the Y-wing, combined with the Bomb Loadout can take two Proton Bombs for 25 pts. This on a ship that couldn't even take bombs two months ago.
Extra Munitions also doesn't obsolete Munitions Failsafe, so for 3 points you get double ordnance that's only discarded when it hits. Arguably (probably, let's be honest) a bit too expensive, but ordnance should be an investment, not something you just slap on any old ship.
- System Upgrades
The System slot is a very useful slot for overcoming the main problem with ordnance: Action Economy. Essentially, if you need to use your Target lock Action to fire the weapons, you have no way of modifying the dice for the actual weapon.
Fire Control System gives you free Target Locks on whoever you attack, meaning you get to keep your action to Focus, improving your odds of doing damage. You do have to keep the Target Locked ship in arc for two successive turns however, and most ordnance has a range restriction.
Wave 6 gave us the Accuracy Corrector upgrade, which cancels all dice to give guaranteed 2 hits every attack. 'How is this useful?', you might cry, and with good reason. Most ordnance has 4 or 5 dice, and your average damage is higher than two hits!
Cluster Missiles.
Against Agility One targets (Falcons), you're getting a guaranteed 2-6 Damage, regardless of how bad you roll, or how well your opponent rolls. Against Agility Zero targets, you're doing 4-6 damage, requiring no dice modifiers, leaving your action for the Target Lock. This works best on the TIE Advanced, because the Corrector is free with your shiny new X1 Title.
Ships that can use Systems to improve their ordnance:
- B-wing
- E-wing
- StarViper (Title)
- TIE-Advanced (Title+The upgrade is FREE)
- TIE-Punisher
Remember, none of these cards 'fix' ordnance. There will never be an 'Autoinclude' that just obsoletes everything. What these various cards over the waves have done is give us options.
What I'm trying to do here is show you that no one card has 'fixed' ordnance, and hopefully no card ever will. But all these cards, some more than others, have nudged ordnance ever closer to viability. And personally, I think with everything here, there's got to be some combination that would make a decent list.
Also, here are the ships that can take ordnance that have no Prockets, no Systems and no Extra Munitions:
- Hound's Tooth
- Kihraxz
- M3-A (Title)
- Named Falcons
- X-wing
- YT-2400
- Z-95
Poor little X-wing.
Edited by jimmius