The real munition fixes- Action economy modifiers.

By Rakaydos, in X-Wing

To use (non bomb) munitions effectively you really need at least 2, and best three sources of modifying dice.

This post is looking at all the ways to get more actions or rerolls in your list to make the most of munitions.

Self-boosting:

Push the Limit EPT (TL+Focus)

Predator EPT (focus+rerolls)

R4Agromech SALV-AST (Focus plus a second TL)

Horton Salm (Native rerolls)

Guri (Free focus)

Darth Vader (native double action)

Scum Boba Fett (native rerolls)

Drea Renthal (Double TL)

Redline (Double Target lock)

Kaato Leeachos (free focus)

Imperial Krassis (native reroll)

Recon Spec CRW+Deadeye EPT

Glitterstim (scum illicit)

Lone Wolf (reroll)

N'dru (Bonus die)

Ally Boosting:

Captian Jonus (rerolls)

Col Jendon (TL)

Dutch Vander (TL)

Garven Dres (focus)

Kyle Katarn (Focus)

Squad leader EPT(action)

Lando Calrisian (Action)

Airen Cracken (Action)

Fleet Officer (imperial crew) (Focus)
Jan Ors (Bonus die)
Esege Tuketu (Focus)

Let me know if I missed any

Edited by Rakaydos

Drea Renthal (Double TL)

Isn't this Redline's ability?

I like your train of thought.

However...

If you can actually put together a major tournament winning list using mainly torpedoes and this synergy list you win Star Wars.

I like your train of thought.

However...

If you can actually put together a major tournament winning list using mainly torpedoes and this synergy list you win Star Wars.

Someone already placed in a regional with Airen Cracken, Squad Leader, and a bunch of Concussion missile Z95s

This list also points out which characters can use munitions without building squads around them- Darth Vader, for instance, or Guri.

Vader does well as is due to his double action ability. Were was this win with missile Z-95s?

Portland, or Vancouver, i'm not sure. Regional in my area. A couple of guys I play with went down. The squad was Cracken-squad leader, and then a bunch of bandits with concussion missiles. It came in second overall.

I ran against it in Swiss in Tacoma. Completely kicked my ass, does very well against low-agility ships.

Cracken: Squad Leader

Bandit: Concussion Missile x4

Bandit: Ion Pulse

Green Sqdn. Pilots, PtL and Proton Rockets partner well. Main problems are getting the Range 1 with them and the Chardaan Refit tax on the Proton Rockets puts them on the expensive side.

I've paired them with Corran Horn in they've played well in casual games, not certain they'll do well in a tournament setting though.

I saw a comment in the thread discussing the plasma torpedo about how munitions should be good against large and huge based ships but not against small ships.

This got me thinking to an errata for missiles and torps only.

"When a torpedo or missile card instructs you to discard a target lock to fire if you are targeting a large or huge based ship do not discard the target lock."

I also thought that this could instead be

"When a torpedo or missile card instructs you to discard a target lock to fire if you are targeting a large or huge based ship immediately reacquire a target lock on the defender."

This would combo with a few ships and upgrade such as Dutch Vander or Weapons engineer.

Fleet Officer (imperial crew)

Glitterstim (scum illicit)

The thing I like about FFG's approach to 'fixing' ordnance is that they are not giving 'easy-mode' solutions. You still need to outfly your opponent to get ordnance off. This keeps an element of risk in ordnance use, but if you can make it work its all the more satisfying.

Krassis is self boosting, native reroll on secondary weapons.

Marksmanship + Experimental Interface pops into my head lately with all the Warthogging, Cluster Missiles, and Twin Laser Turrets we will be seeing. It's pricy, and not especially for the purpose of munitions, but it is self boosted.

I like your train of thought.

However...

If you can actually put together a major tournament winning list using mainly torpedoes and this synergy list you win Star Wars.

I came in 3rd at my Store Championship with 4 Tie Bombers loaded with stuff. I lost to 3 Generic Phantoms (pre nerf). If I could've played vs. the 2 Decimators list first, I would've gotten even higher.

There have been a people doing very well in Regionals with ordnance. I can't recall if anyone actually won, though.

Ordnance is workable, but I feel the level of bro bots lately has made me put the Tie Bombers down for a bit. Their agility is too high and sometimes just evade most damage.

PTL makes Jake my preferred method of delivering missiles. Between it and his ability, he can position himself for some very nice, fully modified shots.

now if only FFG would make missiles apart from prockets that were worth taking...

add Lone Wolf and N'dru (adding a die still counts imo) to the self-boosting list, and the wtf-spelling PS 6 K-wing to the support bracket

also not sure where Deadeye technically fits in but it's more than worth a mention. Requiring or tossing TLs are very restrictive requirements, whereas focus is a fair bit easier to come by and gives you free reign of target selection

Was going to also throw on N'dru as ficklegreendice said.

N'dru is pretty amazing. Lone Wolf (or Predator) + Glitterstim + Cluster Missiles is a fully focused two 4-die attack. Glitterstim doesn't require an action either, so you can easily do all of this on an opening volley. All for 25 pts.

now if only FFG would make missiles apart from prockets that were worth taking...

Concussion Missiles with a Focus have a 94% chance of doing at least 3 damage. What's bad about that?

Ion Pulse Missile doesn't even use the TL.

Homing Missile allows you to re-roll the dice and they can't use an evade.

now if only FFG would make missiles apart from prockets that were worth taking...

Concussion Missiles with a Focus have a 94% chance of doing at least 3 damage. What's bad about that?

Ion Pulse Missile doesn't even use the TL.

Homing Missile allows you to re-roll the dice and they can't use an evade.

I can get similar odds slapping predator on a 3 attack ship, and it won't go away on the first attacks

IPs are nice, but they're going to be better once munis makes take multiples less prohibitive. Ion's too fun to have only one of.

Homing Missiles are five bloody points. Far too close to HLC territory to merit the one shot and the target-lock restrictions.

Though I will ammend cluster-missiles to the list of viable munis. With the Tie Advance coming in, the Procket and Cluster are going to find nice new homes (mostly thanks to AC in the case of cluster missiles). Clusters are also going to find purchase with glitterstim n'dru (oh god the carnage) and most likely on Mr. Redline, who seems tailor-made to use them. Mr Redline's double-locks could also breathe new life into Proton torps, which will be as close to fully modified as possible between re-rolls and one focus --> crit.

Was going to also throw on N'dru as ficklegreendice said.

N'dru is pretty amazing. Lone Wolf (or Predator) + Glitterstim + Cluster Missiles is a fully focused two 4-die attack. Glitterstim doesn't require an action either, so you can easily do all of this on an opening volley. All for 25 pts.

oh god, it's going to be disgusting!

Edited by ficklegreendice

I can get similar odds slapping predator on a 3 attack ship, and it won't go away on the first attacks

Yes, but ordnance is rarely worth it on 3 attack dice ships.

Don't forget about pilot skill. VI is a big boost to ordenance users. The only unfortunate thing is that you are tryign to match up with PS 9.

Was going to also throw on N'dru as ficklegreendice said.

N'dru is pretty amazing. Lone Wolf (or Predator) + Glitterstim + Cluster Missiles is a fully focused two 4-die attack. Glitterstim doesn't require an action either, so you can easily do all of this on an opening volley. All for 25 pts.

I'm going to bookmark this. :)

Still, Deadeye should have been a Mod. Just think on it for a sec.