Does Extra Munitions breathe even more life into Leebomination?

By DraconPyrothayan, in X-Wing

Also, Chewbacca, to a lesser extent.

Yes, neither of these two pilots can equip EM. However, the folks who can have a large supply of tricks that these two pilots can weather better than anyone else.

Leebo + Determination, upon receiving a face-up damage card, draws the top two cards of your damage deck. If either is a Pilot card, discard them both. If not, he discards the one that hurts your fleet the most.

Extra Munitions doubles the number of Proton Bombs a ship can carry, and makes other ordnance more attractive to carry in bulk.
Of the ordnance options, every single one that improves your damage increases the likelihood that a Rolled [KABLAM] turns into a face-up damage card. Proton Torpedo does so more obviously than most, of course, but even Proton Rockets, who have no damage increase other than the sheer number of dice rolled, aid the criticality of the situation.

Also, let's not forget that Advanced Targeting Computer will also come out during Wave 7 (though on an Epic ship, it's likely to come out a bit later), making the Leebomination interaction incredibly powerful, especially against Maarek Steele.

Bossk says hi.

Where's the thesis statement behind your usual dissertation? 0/10, fake post. Too readable. Too much like a forum post and not enough of a novella.

Bossk says hi.

Fair enough

Where's the thesis statement behind your usual dissertation? 0/10, fake post. Too readable. Too much like a forum post and not enough of a novella.

I actually chuckled irl.

I don't think ordnance changes alone make or break the utility of the crit resistant freighters.

I also would have to dig through to find the numbers/evidence, but leebo and maareks abilities practically cancel each other out on the first draw, and I think maarek wins out in multiple draws.

Edited by zero9300

Maarek looks at 3 cards and chooses 1, then leebo looks at that one and another from the deck and chooses one. That should mean that maarek can pretty reliably ensure that one of the 2 cards leebo looks at is not a pilot crit, which should significantly reduce the odds of leebo discarding the card.

Lebo is solid but not OP currently, at least as far as I can tell. If he sees more play than it will have meant extra munitions was a success because bombers are getting played

Maarek looks at 3 cards and chooses 1, then leebo looks at that one and another from the deck and chooses one. That should mean that maarek can pretty reliably ensure that one of the 2 cards leebo looks at is not a pilot crit, which should significantly reduce the odds of leebo discarding the card.

My fuzzy recollection of the numbers are that a normal ship on first draw has ~20% of getting a pilot card discarded by determination. Maarek against a normal ship drops this to some hopeless percentage. Leebo normally gets ~40%. Maarek on leebo ends up dropping the rate back to ~20% with like 1% over the normal ship. Over multiple draws, maarek will end up winning out numerically, mostly because he likely ends up depleting the damage deck of pilot cards.

Well first you will need proton bombs to be played most of the time.

Now extra munitions does give you a discount on the 2nd bomb if you have a free torpedo slot. And all ships that can carry bombs do have a torpedo slot free or one that can be added (Yay Slave 1 title is useful again).

However that is still 7 points for 2 proton bombs and extra munitions. There is also the problem with ensuring that they will be range 1 from 1 spot behind you after the activation phase. So most ships are good at staying out of this spot if they know of a equipped bomb (which is why you don't see that many bombs).

So here are all the double bomb options for 7 points with extra munitions from waves 6 and earlier.

  • Y-wing sacrifice both torpedo slots for the bomb load out and extra munitions makes up for it with turret slot being open.
  • Firespray, can equip extra munitions with the Slave-1 title. Andrastia title adds more slots but no discounts. So 3 seismic charges for 6 points vs 2 proton bombs for 7.
  • Decimator has a torpedo slot that is largely unused. Extra munitions will double the bomb upgrade.
  • Tie Bomber has the most to gain with 2 torpedo slots 2 missile slots and a bomb slot. Fully loaded it can carry 2 torpedoes, 4 missiles and 2 bombs.

Now of course the Wave 7 ships (K-wing and Punisher) will benefit the most from this upgrade heinch the wave this upgrade came in.

Edited by Marinealver

Usually you write interesting stuff, but this time i would say no... The best strategy against torps, missiles, bombs is not to get hit at all. So what you would want is high agility to evade or high maneuvrability to arc-dodge this stuff. Chewie and Leebo are not bad at this but so are numerous other ships. I think they are not inproved in any way by munitions...

The best strategy against any attack is to not get hit at all, but you don't see only arc dodgers ever getting used.