Best part of that build is the way the rest of that game unfolds should that tracer missile miss.
The most bestest part of that build is that the tracer missile literally can't miss (barring an Injured Pilot crit).
Edited by Levi PorphyrogenitusBest part of that build is the way the rest of that game unfolds should that tracer missile miss.
The most bestest part of that build is that the tracer missile literally can't miss (barring an Injured Pilot crit).
Edited by Levi PorphyrogenitusLieutenant Blount (17)XX-23 S-Thread Tracers (1)Bandit Squadron Pilot (12)Advanced Homing Missiles (3)Bandit Squadron Pilot (12)Advanced Homing Missiles (3)Bandit Squadron Pilot (12)Advanced Homing Missiles (3)Bandit Squadron Pilot (12)Advanced Homing Missiles (3)Prototype Pilot (17)Proton Rockets (3)Autothrusters (2)Total: 100View in Yet Another Squad BuilderScrew PWTs, this is going to be the new OP.
Ok, so you land 4 crits on fat Han, severely crippling him. Then what? You still have the falcon plus the rest of his squad vs 5 Z's and an A. Or, you kill his wingman and then you have 5 Z's and an A vs a fully functional fat falcon. What do you do?
Well Near would have liked it if she could take missiles but alas she cannot
The most bestest part of that build is that the tracer missile literally can't miss (barring an Injured Pilot crit).
Ohh, cause of Blount's ability. I see.
Ok, so you land 4 crits on fat Han, severely crippling him. Then what? You still have the falcon plus the rest of his squad vs 5 Z's and an A. Or, you kill his wingman and then you have 5 Z's and an A vs a fully functional fat falcon. What do you do?
You just burn him down. Because after 4 crits he probably can't shoot, or steer, or whatever, anymore.
Edited by DarthEnderXBest part of that build is the way the rest of that game unfolds should that tracer missile miss.
The most bestest part of that build is that the tracer missile literally can't miss (barring an Injured Pilot crit).
You just burn him down. Because after 4 crits he probably can't shoot, or steer, or whatever, anymore.
If you had at least one decent attack ship, yeah, you probably could. But Z's die like lemmings. Even crippled I think Han could deal with them, to say nothing of his wingman. And that is assuming you get all of the missiles off. I'd much rather put just a couple crits on Han and then back it up with a couple B's, or something.
I think they are great missiles, but not something I would want to spam with Z's.
Zs are the perfect ship for these, are you kidding?!? I have never lost to Fat Han with my Z95 missile swarm, and these missiles are amazing. I personally think spamming is the wrong idea though. I would much rather take 2 Zs with them for a mere 30 points. They're always useful, and once the missiles are out the can go be annoying. The other 70 points could be anything!
Blount with them is an auto crit. Not a bad piece in a list with other control elements.
Hah. I see their fix now.
Many, many problems have come up with Ordnance over time: Key among them is that they're just too inefficient, but if you give them the needed efficiency then the best way to use 'em is to throw 'em en masse as an alpha strike - something already doable in niche builds (Gersun's rather excellent Z-95 swarm among them).
So they're giving specific aces the efficiency needed (Hello, Redline! Your ability pans out to mathematically equivalent to my suggested FAQ errata!), and sprinkling in more missiles that do something useful, if not en masse, for everyone else. Then a couple modifications and weapons to solve some of the other issues attached (See also: Extended Munitions for point-sink bombers, these new Tracers for delayed target-lock acquisition).
They're not interested in making the slot a solid all-rounder pick like cannons, because then their standard deployment ends up alpha-strike lists. But they're willing to see niche uses, and individual pilots going nuts. Result: Munitions start showing up in good faith on occasion, without the prospect of routine ordnance spam.
Clever.
Advanced Homing Missile are epic win. Or at the very least Epic Destruction.
Scimitar Squadron Pilot — TIE Bomber 16
Extra Munitions 2
Ion Pulse Missiles 3
Advanced Homing Missiles 3
Munitions Failsafe 1
Ship Total: 25
4 of those is will cause major problems for Raiders and Runners. It would bump the lowly Bombers pretty high on the priority list.
In standard games if Isard on a Decimator and/or Kenkirk is the norm this might be the wonder weapon you're looking for. Both Isard and Kirk require Shields down to take affect an if you're lucky you've Critical for 2.
Range 2 is a really harsh restriction. I think Wave 7 + Episode 7 stuff will land really hard in the meta, but I don't know what will be left. It's hard to predict how valuable a missile like this is without knowing which ships will even be available to shoot.
But I think it is likely that this missile will target a select subset of ships and that this subset can only get less common as the mets diversifies.
Ryhmer with extra munitions, fail safe waves from the back of the room ![]()
One thing I'll point out about those saying that a direct hit would be a wash or something... Even if you ignore the direct hit on Corran, getting 1 hull through is 1 damage that is going to stick. Often just doing 1 damage will result in an R2D2 shield regen, and no lasting damage. So there's that.
Quite so. Mind, corran is pretty much the single most vulnerable pilot to this thing currently in the game.
The Inquisitor will soon join him.
But yeah, it's pretty clear the 'intended' use case for these is to throw a couple into the sides of a pancake, and hope you get a crit that sticks. Pity it doesn't have a mini-Maarek ability to draw-and-choose the crit to boost the odds of it mattering, but hey ho, hopefully it works anyway.
This payload should roll one extra dice against Large Base Ships...
Pity it doesn't have a mini-Maarek ability to draw-and-choose the crit
That would actually be a pretty sweet EPT on some pilots.
Or possibly a system.
How about Emon with Slave I title, extra munitions, adv homing missile, and proton bomb. Sprinkle in K4 and perhaps EU.
Bombs & missiles go through shields for crits. 53 points but room for decent escorts.
The new tie that attacks for extra damage against ships with a damage card loves this missile.
The new tie that attacks for extra damage against ships with a damage card loves this missile.
Hadn't thought of that, but you are definitely right.
Lieutenant Blount (17)XX-23 S-Thread Tracers (1)Bandit Squadron Pilot (12)Advanced Homing Missiles (3)Bandit Squadron Pilot (12)Advanced Homing Missiles (3)Bandit Squadron Pilot (12)Advanced Homing Missiles (3)Bandit Squadron Pilot (12)Advanced Homing Missiles (3)Prototype Pilot (17)Proton Rockets (3)Autothrusters (2)Total: 100View in Yet Another Squad BuilderScrew PWTs, this is going to be the new OP.
Beat me to it, definitely this.
Screw PWTs, this is going to be the new OP.
Low piloting skill, extremely constrained engagement ranges. That list will have serious problems getting those missiles off against targets with PTL, boost, and barrel roll.
The new tie that attacks for extra damage against ships with a damage card loves this missile.
Maybe but that would be like saying Backstabber and Mauler Mythil are good in this meta. While the imperials have more ships with missile upgrade slots they don't have cheap ships with the lowest one being a TIE Bomber. and it can carry 2 ore even 4 with the new upgrade still I think the munitions if it does prove to be of any worth in the meta past the new stuff initiation stage there would be a fine balance on how much points per ship is spent on munitions. As for the rest of the missile carriers they are expensive with the TIE advance being at the same cost as an X-wing and the TIE defender being at 30 points. The rebels have cheaper missile carrying options with the Z-95 and the A-wing. S&V have Z-95 as well but while the Kihraxz fighter is still cheaper than the TIE advance so yeah the Imperials have a hard time just slapping a 3 point missile to their list.
Compassion minimum cost for 2 AHM Cheapest option
Imperial
Rebel and S&V
So sure it might be cheaper for the imperials to carry 2 but it is easier to destroy, while as for carrying 1 it is cheaper for rebels and scum and villainy. Lets go a step further. Not only will we take a look at the cheapest option for a single AHM but compare it to the 2nd cheapest option for a single AHM as well.
Imperial
Rebel
S&V
So as you see here in these forum psudo-charts it is actually more expensive for Imperials to take missiles than it is for Rebels and S&V. They can save on the point cost by doubling up missiles on a TIE bombers and before wave 7 were the only faction that could do this, but doing that makes the bomber more exposed and give more points to the MOV which is the opposite of what you want your small ships to be doing.
Edited by MarinealverRhymer paints the target with adv homing missiles. Then your high PS ties beat them down. Sounds fine to me.
Howl runner VI
Mauler Mithel VI
New guy with VI
Rhymes with VI and adv homing missiles
Night beast
That's four PS 9 or 10 to get arcs and shoot first and a durable Night Beast.
Edited by Ryther
Pity it doesn't have a mini-Maarek ability to draw-and-choose the crit
That would actually be a pretty sweet EPT on some pilots.
Or possibly a system.
Shipwrecker
EPT, 1pt.
When your attack deals a faceup Damage card to the defender, discard this card to draw an additional card, choose 1 to deal and discard the other.
Yes, this means that Maarek could draw through 4 cards. ![]()
If rumour has it that 0pt EPTs are on the way (I'm not convinced), this could well be a 0pter, and delicious on your Black Sun Aces, if you've not the points for something nastier.
If rumour has it that 0pt EPTs are on the way (I'm not convinced),
Edited by ForgottenloreWhat is there in Wave VIII that's worth getting excited about? How about thermal detonators, tractor beams, illicit cloaking devices, new systems upgrades, and zero-cost elite pilot talents?