yet another ordnance tweak

By Boerta, in X-Wing

There's been a lot of suggestions, but I don't think I've seen this one: make all missile/torpedo damage critical hits.

Is that an interesting proposition? Or too much?

To much, especially for munitions that do splash damage.

Far too much. Ordnance will be fixed with the upcoming wave as the major criticism was the points cost. With extra mentions, and the existing failsafe you get so much more bang for your buck its silly.

If anything I expect to see munitions counters in the next wave or two as we see a massive uptake in munitions usage.

That'd be too much, I think. Especially given how some cards/pilots already interact with criticals.

Far too much. Ordnance will be fixed with the upcoming wave as the major criticism was the points cost. With extra mentions, and the existing failsafe you get so much more bang for your buck its silly.

If anything I expect to see munitions counters in the next wave or two as we see a massive uptake in munitions usage.

I kinda disagree with this. The "fixes" per say both cost more points, and also take up slots that could be used for other things. They're great, don't misunderstand me, but you're sacrificing a lot of stuff just to have "The Fix" as it were. That's in my opinion, not awesome. It's kinda why I don't like Autothrusters having to be a thing to fix turrets. Yay! It's awesome, it really is! But man there were other modifications I liked before. Now I feel like I have to take Autothrusters if I think I'm going to run into a lot of turret ships.

So I dunno if it's as awesome as it's made out to be.

And yes, I find myself often running the risk and taking other modifications when autothrusters might be a thing... just because I want to fly that way. It's just, I wish they could modify how some of this works with out costing my ships MORE points and also clogging up slots that I might want to use in different ways other than "A bandaid"

Edited by Chioxin

I agree. To much. Way to powerful!

As others have said; too much. Ordinance will be fixed enough with wave 7

Here is my idea for a Ordnance fix:


Weapons Guidance System:

Modification: 0 Pts

When you declare an attack with a [missile] or [Torpedo] upgrade that requires a target lock, if the ship has no focus tokens, it immediately gains a focus token which can be used in the attack.

Edited by eagletsi111

As others have said; too much. Ordinance will be fixed enough with wave 7

Ordnance may not be 'fixed' .. but definitely 'improved'.

The biggest problem with ordinance (other than bombs mostly, which also most benefit from this wave) is action economy. 99% of the time you will be better off taking normal shots benefiting from modification actions, meaning 99% of the time ordinance is wasted points.

Wave 7 does nothing to address this. It simply turns your one shot weapons into two shot weapons, at the cost of a torp slot and a couple points.

I think the punisher will be fine with FCS. It will be a clear threat to big base ships. Not sure how the K or regular bomber will do.

Best fix - errata missiles and torps to cancel all defense die when they hit. They are a PITA to get off, single shot, and expensive so it shouldn't be OP by any means. However, it makes sense that no change to rules would be made prior to wave 7's release due to impacts on Regionals.

Keep in mind that Extra Munitions addresses the issue with stacking ordnance on a single ship, not the overall weakness of ordnance in general.

Here is the problem, simple put, ordinance is NOT worth the points. You are always better just getting an extra ship!

For 7 points I can to equip a HLC and have a 4 dice attack, I don’t need a Target Lock, or focus, (And I can even be stressed) and still attack. And I will be able to use either a Target Lock or a Focus to modify the dice during the attack.

So if I use the heavy Laser cannon over 6 rounds I get 24 dice of damage for 7 points. Not hassle to use and with dice modifies.

If I use 8 points to purchase either two torpedo or two missile. I only get 8 dice of damage over 6 rounds (And if I miss those points were really wasted). There are a lot of hoops you have to set up just to be able to attack with ordinance, and the lower your pilot skill the harder that becomes. And you won’t have any dice modifiers, (95% of the time). Even with EM and MFS, which brings the point cost to 11 points, I will get either 8 dice, With no dice modifies. Not very effective and just not worth it.

I wish FFG would throw ordinance out the window and allow every to mount HLC!

I say just duct tape the laser to your Tie Fighter!!

I don't think it's too much. A proto torpedo costs 4 points you use it and it is gone. As it should be, but there was this thing I saw once, now what was that? Hmmmm. Oh yes I remember! This one time I saw proton torpedo's blow up a death Star it was pretty cool. Tell me that's not worthy of auto crits

Ordnance is very powerful when used properly - if you're only looking at raw attack dice numbers you're missing the point.

The main criticism of ordnance is the cost, and things like failsafe munitions and extra munitions go a long way to giving that. Other cards like bomb loadout help offer versatility.

Also its spelt ordnance - ordinance is an authoritative order or religious rite.

My idea I had yesterday was that you could add generic abilities to Torp and Missiles.

I had a few ideas as to how to make that work.

Torpedoes:

"After the compare results step, you may cancel any (or maybe just one?) [Crit] result and deal one face down damage card to the Target Ship this still counts as a hit."

So, now Torpedoes are really really nasty against things with lots of shields but poor agility. Problems? Ion Torps could now cause more than one damage, and it might make Flechettes more deadly than they should be. But limiting it to only one crit doesn't feel deadly enough.

Missiles

"At the modify attack dice step, you may cancel any [blank] or [focus] results to reduce your opponents agility by the amount of results cancelled."

So, now they're more accurate against things with high-agility and firing them off without having a focus token or a second target-lock or something is a bit more viable.

Opinions?

Far too much. Ordnance will be fixed with the upcoming wave as the major criticism was the points cost. With extra mentions, and the existing failsafe you get so much more bang for your buck its silly.

If anything I expect to see munitions counters in the next wave or two as we see a massive uptake in munitions usage.

I think that Torpedoes will still have a few issues as Extra Munitions takes up a Torpedo slot and I don't know of any ship that gets more than 2 torpedo slots. Meanwhile Tie Bombers and Punishers will have 2 Missile slots... So with missiles you can get 4 shots off with 2 different types of missiles while with Torpedoes only 2 shots of 1 type. A bit disappointing for ships like the Y-wing that could really use at least 3-4 shots with them to make them worth while. Munitions failsafe is of course a must if you are going to rely on ordinance of any kind, but If you can't at least score 3-4 hits then you can't even realistically use them to score a kill much of the time.

Though at least if you use a Scum Y-wing then you get some extra offencive options like with Aggromecj.