Discuss new ordnance builds here!

By J1mBob, in X-Wing

I believe FFG is slowly fixing ordnance in an incremental fashion -- a cautious approach I can believe in. But with Wave 7 & 8 spoiled cards, I believe it has come into its own. In particular, I've been dreaming up low PS ordnance spammer lists. Here's an example I'm sure half the forum has already thought about:

4x Scimitar Pilots with Extra Munitions, Prox Mines, Plasma Torps, and Tracers.

It seems the Tracers, requiring only a focus to fire (and not requiring its discard) would enable a massive alpha strike on a primary target (like.... Oh, I dunno..... A fat turret?). Another combo I'm toying with:

2x TIE Advanced with title, Accuracy Correctors, Cluster Missiles (25 ea.)

2x Scimitar Pilots with Extra Munitions, Prox Mines, Plasma Torps, and Tracers (25 ea.)

What other ordnance combos and lists are you contemplating? Any way to improve the Head Trauma list? Any way to fly three Wave 7 Heavy Bombers successfully?

I've been running a wave 7 build for a bit...

99 points

Horton Salm

-Plasma Torps

-Extra Munitions

-Munition failsafe

-Autoblaster turret

-R2 astromech

Dutch Vanders

-Plasma Torps

-Extra Munitions

-Munition failsafe

-Autoblaster turret

-R2 astromech

Jan Ors

-Twin Laser Turret

-Squad Leader

That looks like a nice way to get TL+F ordnance attacks early in the round. Between EM and MF, have you ever run out of Plasma Torps?

With TL +Focus, (and sometimes Jan) Munition failsafe doesnt come into play often- I lose more shots to closing to range 1 (and getting Jan boosted autoblaster turrets) and then getting the torpholders shot down before I get another shot.

Pogostick 5000 (any pilot; Dengar's not terribly great with it though)

Deadeye (even the generic has an ept)

Extra munitions

r4 aggro mech (triggering off of deadeye)

either: proton torps (deadeye to fire, tl + focus --> crit) or Plasma torps plus recon specialist (2 focus, 1 to fire and to grab TL, 4 plasma torp dice with TL + focus mods, extra damage from torp)

that's

*no TL required to shoot (so you only have to get the target in arc)

*you spend the focus and get r4's TL to modify the actual roll, giving you fully modified ordnance

basically, that's the best you're getting out of torps until the v1's guidance thingy mod gets spoiled

Edited by ficklegreendice

-Blount with XX-23 Tracers and a 1 or 2 points Elite skill.

-5x Talas with Advanced Homing Missiles.

As alternative, you can downgrade the Talas to Bandits and give them Munitions Failsafe. Should be better if you are facing high defense ships.

Edited by Kharnete

I would change my head trauma list to have Blount with the tracer missiles, and then 5 bandits with concussion missiles. Leaves you at 98 points.

However, I am an imperial player at heart, and I have been thinking of a list with bombers than can handle virtually any opponent, and it has only gotten better with the recent spoilers:

Swiss Army Scimitars

Scimitar Squad Pilot: Extra Munitions, Adv Homing Missile, Tracer Missile, Prox Mines (25)

Scimitar Squad Pilot: Extra Munitions, Ion Pulse, Cluster Mines (25)

Scimitar Squad Pilot: Extra Munitions, Concussion Missiles, Prox Mines (25)

Scimitar Squad Pilot: Extra Munitions, Plasma Torps, Connor Nets (25)

The goal is to have tools to deal with any ship/situation. The fact that they're all the same point cost helps to confuse your enemy's targeting choices, and I am confident a list like this could be competitive. TL+Focus with a plasma torp followed up with a concussion would be very scary for any fat ship. The mines scattered everywhere just add to the beauty of the list. So much undodgeable damage!

Edited by Gersun

I really haven't seen any missile or torpedo secondary weapons that is better than what we already have.

The range 2 restriction on Advanced Homing missiles means that it will have to be put in either a six z-95 swarm or an EM fully loaded Major Rhymer. I think the points spent might not be enough before you start losing missile upgrades to ship loss. Major Rhymer might go down before doing 38 points worth of damage. As for Plasma Torpedoes it is worse than Proton Torpedoes the 1 point less does not make up for the lack of dice modification, not to mention many ships have 0 or 1 shield so hitting those ships would be like throwing away a target lock for a 4 unmodified dice attack which is weaker than a 3 dice attack with a target lock.

Now for the bomb upgrades well there is stuff that is a little better. The cluster mines have potential for more damage than proximity mines and the conner net has some great effects. I am not sold on the Ion Bomb though.

So we might see a lot of competitive munition builds with torpedo, missiles and bombs, but I think that would turn out to be an artificial meta. The new stuff will be played but once it is realized that it is no better than before you will start to see missiles and torpedoes leave the competitive scene.

generic jumpmaster5000 torps are "better" than HLC fringers i.t.o dice modifications

the HLC fringer is nasty, but it can't double modify without lando and E.I (bleck)

the jumpmaster5000 unique deadeye + r4 combo (+ recon if not using protons) leads to fully modified four dice attacks (plus torp bonuses when applicable). Of course, the jumpmaster5000 could fully modify hlcs as well, but it can't take HLCs :(

Redline's CMs are not really something that we can replicate outside of corran's FCS double taps, except you can pour them on in two consecutive turns. Things like N'dru CM are just...well range 1 corran double tap only also benefiting from focus (glitterstim)

5-dice Miranda homing missile is basically unequaled without some jan ors gimmick (which you could use on the homing missile for 6 freaking dice), though I think it'll need that mod in the V1 tie-prototype to become reliably useful

there are some very niche combos wherein ordnance becomes noticeably superior (before you factor in the limited use), possibly actually worth using instead of currently available options

Edited by ficklegreendice

Is the Jumpmaster really a good Ordnance platform? As I see it while the fully modified things is nice, it can only carry two missiles no?

Edited by AlexiLux

What about this:

Blount with VI and Tracers (19)

Gold Squadron Pilot X2, each with plasma torps, proton torps, an R2, and autoblaster (56 for both)

and Biggs (25)

The basic idea being Range 2 engage with Biggs at 3, fire the relevant torpedoes with TL and Focus after Blount's auto hit, and hope you can set up another 1-2 punch on the turn around while discouraging the close to R1 with autoblasters.

Edited by Nyxen

It seems the Tracers, requiring only a focus to fire (and not requiring its discard) would enable a massive alpha strike on a primary target (like.... Oh, I dunno..... A fat turret?).

The card does require discarding though:

xx-23.png

Blount (17), Veteran Instincts (1), XX-23 S-Thread Tracers (1)

Bandit (12), Concussion Missiles (4)

Bandit (12), Concussion Missiles (4)

Bandit (12), Concussion Missiles (4)

Bandit (12), Concussion Missiles (4)

Bandit (12), Concussion Missiles (4)

Total: 99

That should destroy a VT-49 during the first round of shooting.

I like 4 Scimitars, 4 tracers, EM, Concussion Missiles (23 points each). The remaining 8 cold be mines of some kind or control ordnance.

With this build, there's no single Tracer for the opposing squad to dodge. Any bombers can drop the tracer, then the rest can pile on Concussion Missiles or Focus/TL primaries.

Tracers are going to be a game changer. Z-95s will love taking range 3 first round shots with them. Another benefit will be for ties that don't normally have target locks. In mixed swarms or alongside more ordnance will be good places for the tracers.

Is the Jumpmaster really a good Ordnance platform? As I see it while the fully modified things is nice, it can only carry two missiles no?

2 torps

normally, you're not getting more than that before you start overloading a ship and it starts dying before it can use all its ordnance

Is the Jumpmaster really a good Ordnance platform? As I see it while the fully modified things is nice, it can only carry two missiles no?

2 torps

normally, you're not getting more than that before you start overloading a ship and it starts dying before it can use all its ordnance

How about:

3x Cutlass with Fire Control System, Extra Munitions, Tracers, Plasma Torps, & Concussion Missiles (33 ea.)

One less ship than the 4x Scimitars, but the Punisher has a Systems slot. I like the TL help the Tracers and the FCS gives.

It seems the Tracers, requiring only a focus to fire (and not requiring its discard) would enable a massive alpha strike on a primary target (like.... Oh, I dunno..... A fat turret?).

The card does require discarding though:

xx-23.png

Sorry, bad grammar. I meant the focus is required to fire but the focus isn't consumed just by firing. You can use the focus to modify your attack. You are correct that the card must be discarded.

I'm pretty much set on flying three black sun soldiers with combat drugs and concussion missiles once I can get my mitts on the dope. The 4th ship will be something for 43 points. :)

Edited by PoorEvader2Soon

I'm pretty much set on flying three black sun soldiers with combat drugs and concussion missiles once I can get my mitts on the dope. The 4th ship will be something for 43 points. :)

torpedo pogostick

do it

How about Esege Tutuku with tracers, recon specialist and four bandits with homing missiles.

That way you can split fire if needed. Hopefully two bandits can take a TL and use a focus from the K-wing. The other two take a focus and get granted the target lock later based on who you need to shoot.

Though honestly, ordnance without 5 dice really sucks for the effort.

Thus really only Miranda, N'dru, 3 agility Prockets, and ordnance with Jan are really worth the effort in my opinion.

I like the tracers for sure, but it feels like are just going to be more useful just setting up primary shots with focus/TL than they are at setting up legitimate alpha strikes.