Speculation on the Advance Homing Missile?

By devotedknight, in X-Wing

Is it possible that the Advance Homing Missile can be fired 360 degrees?

I'd have to guess either, "Fire out of arc" or "Ignores defense dice."

I'd have to guess either, "Fire out of arc" or "Ignores defense dice."

Both!

I'd have to guess either, "Fire out of arc" or "Ignores defense dice."

Both!

On the one hand, it'd make Major Rhymer into a premiere Soontir killer.

On the other hand, we only just got Soontir back into the meta.

Personally i hope they are on the same power level as the current missiles that way a general fix can be introduced that will make all ordanance relevant rather than abandoning everything that came before in the trash heap.

Edited by father911

I'd have to guess either, "Fire out of arc" or "Ignores defense dice."

Both!

On the one hand, it'd make Major Rhymer into a premiere Soontir killer.

On the other hand, we only just got Soontir back into the meta.

I'm thinking we may just have to cut our loses with the earlier missiles. They are too expensive, too restrictive, and not enough damage that is based on die rolls.

ACM: Range 1. 4 Attack. Attack: Target Lock. You may attack with this secondary weapon even outside of your firing arc.

I doubt it. It's a cheap (by the look of it) 3 dice missile at Range 2.

My guess is that it bypasses agility like a prox mine, but you've got to lock the ship at Range 2 to fire it: the lock's hard to get. By extension I'd guess the Plasma Torpedo is very good against durable targets.

I'm thinking we may just have to cut our loses with the earlier missiles. They are too expensive, too restrictive, and not enough damage that is based on die rolls.

I still like the splash missiles.

Edited by TIE Pilot

Well that would help with the problem most missile and torpedo weapons have: which is that is arc dodgers can simply get out of firing arc once they got a red target lock token. However if that is the case it is a range 2 only and if arc dodgers are maneuverable enough to get out of firing arcs they are more than capable of getting inside (or outside) of range 2.

Still it would make Major Rhymer a much more powerful pilot card. Yet, even if you did trick him out with 2 Adv. Homing missiles and extra munitions that would be a whopping 34 points on a mere 6 hull behind a modest 2 agility. Odds are the Maj will get taken down before he has a chance to fire his payload.

Edited by Marinealver

Well that would help with the problem most missile and torpedo weapons have: which is that is arc dodgers can simply get out of firing arc once they got a red target lock token. However if that is the case it is a range 2 only and if arc dodgers are maneuverable enough to get out of firing arcs they are more than capable of getting inside (or outside) of range 2.

An activation condition is not a problem. It's depth to the mechanic, not something that needs removal. You just need to cost it and set its effectiveness appropriately to the difficulty of meeting the conditions to fire it.

Well that would help with the problem most missile and torpedo weapons have: which is that is arc dodgers can simply get out of firing arc once they got a red target lock token. However if that is the case it is a range 2 only and if arc dodgers are maneuverable enough to get out of firing arcs they are more than capable of getting inside (or outside) of range 2.

An activation condition is not a problem. It's depth to the mechanic, not something that needs removal. You just need to cost it and set its effectiveness appropriately to the difficulty of meeting the conditions to fire it.

Maybe instead of "problem" I should have said "mechanic that makes something weaker" if you prefer.

But that being said the vulnerability of the target lock mechanic is that the specific targeted ship has to be in arc and with arc-dodgers being a major effect on the meta then that vulnerability has all but negated the [TARGET LOCK] mechanic on missiles and upgrades.

Now you are right about that restriction being intentionally designed in the game play mechanics and it does need to be restrictive so to offset it from other actions such as focus. Removing the two token system and making it work like focus would not be a good solution. However point adjustments won't solve the issue why missile and torpedo upgrades are so ineffective. I already compared 2x proton torpedoes to HLC and when you do that you will find that HLC out performs 2x proton torpedoes in two attacks. The [Target Lock] spending mechanic can be partly to blame. When extra munitions comes out the only difference is that 2x proton torpedoes will be one point less than HLC instead of one point more.

I'm afraid you will find that the extra munition fix will not be enough to make missiles and torpedoes viable in the meta as you may had hoped for.

Edited by Marinealver

I read somewhere that the last line appears to say "cancel all dice results."

Maybe:

"If this attack hits, the target suffers X damage, then cancel all dice results."

Maybe a missile that makes 2 attempts to hit the target, a bit like in the X-Wing games, the advanced homing missiles would really hunt you down for a while unless you destroyed it. If either attacks hit, however, then it does a fixed amount of damage, so it has a chance to force the enemy to spend tokens during the first hit and then go in for the kill.

My guess is it will reduce the defenders agility by one and you won't have to spend your TL. It would be pretty decent at guaranteeing at least 1 or 2 damage goes through against most targets.

What about a missile that just rolled one or two damage dice, no agility? Like a prox mine that you shoot.

I thought a fun one would be Advanced Cluster Missles. You roll one attack die against each enemy at range 1-2.

It releases buzz droids on impact.

Well we know it's 3 Dice, Range 2 Only. 3 Points. And requires a target lock to fire.

My guess is If the attack hits cancel all evade results and deal full damage rolled.

Well we know it's 3 Dice, Range 2 Only. 3 Points. And requires a target lock to fire.

My guess is If the attack hits cancel all evade results and deal full damage rolled.

I agree that this is pretty likely. It needs to add some form of effect to be cost-effective and the range 2 only restriction imo indicates that the effect will be rather powerful. Hoping that it adds damage to the rolled results making it more effective vs. low agility targets. However that does not really fit the name of the missile.

I'd really like to see a solid ordnance that actually punishes large turrets - something inaccurate (like 2 red dice - defender cannot spend evade tokens) but really strong (5 damage or so). That would solve two problems (fatti dominance and ordnance suckiness) in one.

Well it is chasing a B-wing in the picture so if that is anything to go off it'll be good vs low Agi? Altho I'd like to see something good vs high agi targets, especially due to the range 2 restriction.

You get a focus token when fired; Evade Tokens are ignored; defender can't modify or reroll defence dice.

Hmm Im not so sure FFG is heading the right direction.

The misslie seems to have pretty heavy restrictions. So far my impression is that ordnance already has the problem of beeing restricted by the Target Lock and front arc in addition to range.

That often makes them rather specific in usage and ppl dont want to pay extra of maybe having an alight advantage vs a possible enemy lists in some specific situations throughout the game. At the same time they can spend those points on reliable upgrades and just take the ships/pilots who are good without ordnance.

So i think, as said often in this forum, ordnance needs some general help.

As posted in another thread maybe it would help to change the basic rules to:

Maybe a nice buff would be that you dont need a target lock anymore to fire ordnance in your arc and are allowd to fire ordnance out of arc when spending a target lock.

Edited by CaineHoA

I'd really like to see a solid ordnance that actually punishes large turrets - something inaccurate (like 2 red dice - defender cannot spend evade tokens) but really strong (5 damage or so). That would solve two problems (fatti dominance and ordnance suckiness) in one.

We got that on the Tie Punisher with FCS and cluster missiles. R3 shoots primary weapon gets TL. R2 shots Cluster Missiles with focus. Gets another TL fires second time. If you manage to keep fattie in arc next round you can do it again if you have extra munitions. Thats 6 modified attack dice/turn vs. 1 or zero defence dice. That should hurt a bit. And if you got two punishers? Dead fattie in two turns of shooting.

The Plasma torpedo is supposed to be some sort of an anti-4-5 shield ship torpedo. Problem is that I really can't see any reason to bring more than 1 thus can't really justify spending 2 points for EM on them.

Also like almost all torpedo weapons (with the exception of proton torpedoes) there is no dice modification ability. So if it misses then its shield removal ability is just thrown out in the trash. Also there are a lot of top meta ships that have no shields or only 1 or 2. Again if you miss and shoot after the shields have been taken down to 2 or 3 then the effect would probably not go off as the shields would already be down. Plasma torpedoes just have way too many scenarios where they are just an example of points thrown away.

Back to Adv Homing missiles. Again unspoiled (until gencon). Possibly similar to homing missiles only cheaper and the range 2 restriction. With that restriction the only pilot you would probably see AHM on is Major Rhymer. I really can't see this missile be used on anything else.

Id go with defender cannot reroll or modify defense die