Make some munitions (or all) actions. .... Bombs can drop on an action, why not torpedoes? Or missiles. Then, you could still fire primary. Having 2 shots in a round is definitely worth the point cost for munitions, just ask corn hole, I mean corran hole...
another, again, repeat, again, another munitions fix.
This was literally suggested earlier today.
https://community.fantasyflightgames.com/topic/186357-home-brew-missile-and-torpedo-fix/
Basically, in short, no. Just no.
In length:
Making all Ordnance (or even some) fire in the Activation Phase would wreak havoc on the game balance. Ships with lower Pilot Skill will now be the best option because you can fire your Proton Torpedo before Soontir Fel turtles up or arc dodges. You can fire your Concussion Missile before Whisper will attack, killing her before she gets the chance to do anything. It's not a great solution, it in fact, makes things worse.
As a side note, you might try browsing the forums down a page or two before creating a redundant thread and suggesting the exact same thing as someone not 12 hours ago.
As a side note, you might try browsing the forums down a page or two before creating a redundant thread and suggesting the exact same thing as someone not 12 hours ago.
WEellllll soooorrrryyyyyyy..... I just had a thought and wanted to share it....
apparently it was a bad idea. However, if the firing of the torpedo was an action that could only b used in combat phase (like focus or target lick typically)...??
I don't understand? Focus and Target Lock are, like all actions, typically taken during the activation phase.
If it was only possible to fire missiles by taking an action during the combat phase the missiles would be nothing but dead weight. Like GroggyGolem I believe this to be a bad idea.
Also, target lick sounds really dirty.
We've got EM for the bomber and Thread Tracers for the alpha strike. We also have some cheap damage munitions in the form of Plasma Torpedoes.
Edited by Blue FiveWhat I was saying is that even though focus and target lock are taken during activation stage, they aren't spent until combat stage.
WEellllll soooorrrryyyyyyy..... I just had a thought and wanted to share it....As a side note, you might try browsing the forums down a page or two before creating a redundant thread and suggesting the exact same thing as someone not 12 hours ago.
apparently it was a bad idea. However, if the firing of the torpedo was an action that could only b used in combat phase (like focus or target lick typically)...??
Actions are normally taken during the Activation phase. Firing a torpedo during this phase means your lower pilot skill ships will get to move first and then fire their torpedoes. It ruins the whole pilot skill mechanic and makes the higher pilot skill ships the more fragile ones.
I feel like ordnance is getting to where it needs to be. Extra Munitions allows for taking more ordnance and bombs at cheaper cost. The tracer missiles are a good setup for an alpha strike as well as just great action economy.
I posted the earlier thread about this. I still think it could be an interesting idea of done with a new missile/ torp that was balanced for it.
My thought process is mines work the same way and are balanced. It would be a cool design space for something new.
What I was saying is that even though focus and target lock are taken during activation stage, they aren't spent until combat stage.
Spending tokens is not typically an action, however.
The problem with attacking in the activation phase is that it's really dangerous. The problem with attacking as an action in the combat phase is that most ships can't take an action in the combat phase.
You could say something like "Action: Take 1 shooty token. During the combat phase, you can spend a shooty token to make an additional attack with a [missile] or [torpedo] secondary weapon," but that's (a) a fair amount of extra rules, and (b) still represents a huge step up in the power of ordnance. I don't know how I feel about it.
IF ordnance as an action ever happens, it would have to be in the form of a PS 8 or 9 ace ability for a unique pilot or an expensive EPT. Otherwise people just spam Z's or Bombers for an alpha strike before the aces even get to move or take a token.
As others have said, too powerful, bad idea.
Everyone (me included at first) - seems to be thinking in terms of a single large overarching fix to the whole mechanic for ordnance.
In contrast FFG are being much more conservative, introducing new abilities and upgrades in small steps - this is probably the best course of action.
That said - an ordnance action isn't a bad idea - but it would have to work very differently to the way the OP envisaged.
The Arm Action.When performing an Arm action the player places a red Arm token next to his ship.
This token may be spent in place of a target lock when using any secondary weapon with the Attack:Target Lock header.
Arm tokens are not removed at the end of a turn.
https://community.fantasyflightgames.com/topic/137929-simple-ordnance-fix/
Wow, nothing like a good ol' fashion beat down. I like this idea. Let me state the idea how I see it and see if anyone thinks it may be more balanced than they first thought.
Linked Ordnance, Modification, 1 or 2 points
Action: Discard this card to perform this action. On this round after performing a primary weapon attack, you may fire one missile or torpedo. All requirements for firing the missile or torpedo still apply.
I do not think this is overpowered. It would actually take an extra round for a low PS pilot to perform the double tap because they would need to acquire the TL one round and perform this action the next round. It could be used somewhat effectively with Squad Leader or with the token passing pilots, but such coordination tricks take considerable setup and deserve a good payoff.
This obviously would not pick off aces before they tokened up. It would likely have the reverse effect of making the Linked Ordnance action-taking pilot a big target.
A typical low PS pilot without help from an ace would only be able to use TL ordnance using this mod since they can't carry over a focus to end from a previous round.
If anything, this would be under powered and not see use, like most all of the Action: header cards.
I think what the OP is thinking is something along the lines of is an arm action along the lines of:
1. For action take an arm token
2. Spend arm token during combat phase to perform an additional attack (with a torp, bomb, or missile)
3. Profit
This could be tricky with the need for a TL but maybe one could spend the arm token in place or they would have to make it through a turn to acquire the TL which doesn't seem unreasonable considering the possible effects. I am however intrigued by the idea of a balanced torp that could be fired during the activation phase, could be a nice little bump for rookie X-wings
Edited by EbongHawk