Glitterstim+ordinance

By Jaden Ckast, in X-Wing

So who here has used glitterstim with ordinance? How'd it work out? Reason being is I'm thinking of putting regular homing missiles on a pair of Z's with glitterstim for a powerful alpha strike. A couple things to point out first. I'm using regular homing missiles because of the added range as well as the extra dice. Also using homing because they don't require you to spend a TL. So normally you would have to spend 2 turns so you could TL someone and then take a focus the next turn to optimize your ordinance. This also increased the likelyhood you would be shot down or end up out of arc of who your trying to shoot at. This is mainly in reference to cheap filler ships like Z's. Anyways my thoughts are now I can take a pair of Z's with homing missiles, TL very first round where I'm at range 3, spend glitterstim, if I am shot at due to pilot skill being low I have the focus from glitterstim to buff my defense, then I can fire off my homing missiles with a TL to reroll and a focus from glitterstim. Running the numbers against an unfocused 1 defense dice ships we should be getting about 3.3 damage a shot for a total of 6.6 damage from both. That's pretty dang good in my opinion! Anyways just curious what everyone thinks about glitterstim when used with ordinance for a super quick alpha strike. Any luck?

It's a solid pick on ordinance carriers. The free focus is really great. Target locks are still tough to get on lower PS ships but it can be done.

It's a solid pick on ordinance carriers. The free focus is really great. Target locks are still tough to get on lower PS ships but it can be done.

Well the TL's are easy to get since they are 360 it's making sure the enemy ship stays in arc for you to shoot. Which is why staying at range 3 is beneficial for the extra width of your arc and for defense purposes so your not killed before you fire the ordinance off.

If youre going to run Glitter with any ordinance might i suggest Advanced proton torps, seems to have the most synergy there. but 7 points (both values included) is a heavy price but can be worth for a sick alpha (at range 1)

Edited by Panic 217

What I mean is getting a target lock and a shot in one turn is difficult with them.

Aye, I've considered it. Running a list with a Cluster Missiles equipped Boba Fett (finally, a use for the Slave-1 title thanks to Extra Munitions!!!!), and it's incredibly tempting to try and dig out the points to put Glitterstim on him. Bonus points if I could manage to wrangle on an Engine Upgrade and K4. Could use a green maneuver to get a free TL, boost in R1 of enemy ships, pop Glitterstim, then unload with what should be a **** near guaranteed six successful red dice.

Only issue is that alone puts you at 54 points (55 if I want VI, which I totally do to make sure I can pick almost any target to do this do!) on a single Firespray. I honestly loathe putting more than 50 points on any ship that isn't a Falcon, Decimator, or Outrider. Firesprays are fun, but points beyond 50 are usually asking for disaster.

Still... the similar version of Fett I've been running at 51 points (no EU or Glitterstim, have some bombs and VI instead) has been highly effective. He kind of just waves his hands and *poof*: Y-Wings just disappear!

If youre going to run Glitter with any ordinance might i suggest Advanced proton torps, seems to have the most synergy there. but 7 points (both values included) is a heavy price but can be worth for a sick alpha (at range 1)

If only Major Rhymer could take drugs...

But hey, he can PTL now!

If youre going to run Glitter with any ordinance might i suggest Advanced proton torps, seems to have the most synergy there. but 7 points (both values included) is a heavy price but can be worth for a sick alpha (at range 1)

Those are good but a couple drawbacks are that you need range 1, this means the enemy has an easier time getting out of arc of they have barrel roll or engine upgrade. Secondly at range 1 cheap filler ships like Z's won't last long to focus fire even with focus from glitterstim. Also you need to spend your TL so that means no reroll. Granted you get to turn 3 blanks to focus which is good but still kinda risky. I forget the numbers but I believe you could search them somewhere on here but adv torps are generally not worth it for the amount of extra damage they do. I think if I remember right they do less than a full point of damage then some of the other 4 dice attacks. A lot more riskier to take. From what I remember at least.

If youre going to run Glitter with any ordinance might i suggest Advanced proton torps, seems to have the most synergy there. but 7 points (both values included) is a heavy price but can be worth for a sick alpha (at range 1)

Those are good but a couple drawbacks are that you need range 1, this means the enemy has an easier time getting out of arc of they have barrel roll or engine upgrade. Secondly at range 1 cheap filler ships like Z's won't last long to focus fire even with focus from glitterstim. Also you need to spend your TL so that means no reroll. Granted you get to turn 3 blanks to focus which is good but still kinda risky. I forget the numbers but I believe you could search them somewhere on here but adv torps are generally not worth it for the amount of extra damage they do. I think if I remember right they do less than a full point of damage then some of the other 4 dice attacks. A lot more riskier to take. From what I remember at least.

that last drawback isnt really a drawback... Either you blank, which can be turned to an eyeball, you eyeball, or you hit/crit, its a winx4 with Adv proton, While i do get it that at range 1 and other various issues it is just that, an issue im just saying stim plus adv proton is the nastiest ordnance combination i can think of, albeit a bit expensive.

edit: also its 5 dice, not 4

Edited by Panic 217

If youre going to run Glitter with any ordinance might i suggest Advanced proton torps, seems to have the most synergy there. but 7 points (both values included) is a heavy price but can be worth for a sick alpha (at range 1)

If only Major Rhymer could take drugs...

But hey, he can PTL now!

Rhymer, Marskmanship, Adv Proton, EM, Adv Homing, EI (43)

Vader Decoy Title ATC TIE MK2 (32)

Colzet title AC (23)

Rhymer moves at 7, shoots at 9 TL action trigger Marksmanship Adv proton, just as good as drugs, without the losing of it. its like REFILLABLE DRUGS!

If youre going to run Glitter with any ordinance might i suggest Advanced proton torps, seems to have the most synergy there. but 7 points (both values included) is a heavy price but can be worth for a sick alpha (at range 1)

Those are good but a couple drawbacks are that you need range 1, this means the enemy has an easier time getting out of arc of they have barrel roll or engine upgrade. Secondly at range 1 cheap filler ships like Z's won't last long to focus fire even with focus from glitterstim. Also you need to spend your TL so that means no reroll. Granted you get to turn 3 blanks to focus which is good but still kinda risky. I forget the numbers but I believe you could search them somewhere on here but adv torps are generally not worth it for the amount of extra damage they do. I think if I remember right they do less than a full point of damage then some of the other 4 dice attacks. A lot more riskier to take. From what I remember at least.

that last drawback isnt really a drawback... Either you blank, which can be turned to an eyeball, you eyeball, or you hit/crit, its a winx4 with Adv proton, While i do get it that at range 1 and other various issues it is just that, an issue im just saying stim plus adv proton is the nastiest ordnance combination i can think of, albeit a bit expensive.

edit: also its 5 dice, not 4

Ya exactly, they are 5 dice but if I remember right they do only a marginally more amount of damage for the range 1 restriction and the spent TL along with the extra cost. They are just a more riskier ordinance especially on lowbies. I see what your saying tho, 5 dice and 3 blanks to focus pretty good. Ultimately I wish concussion missiles didn't force you to spend a TL because those are 4 dice as well like homing and cheaper but oh well.

I want to try this:

- N´Dru Shulak, Lone Wolf, Glitterstim, Cluster Missiles

If there are no allies at range 2 or less, 2 attacks of 4 dices each with one reroll and changing all eyes into impacts. You take a Decimator in range and can possibly remove all the shields and make 4 damages at least.

Also this build can seriously damage a Fat Han

I want to try this:

- N´Dru Shulak, Lone Wolf, Glitterstim, Cluster Missiles

If there are no allies at range 2 or less, 2 attacks of 4 dices each with one reroll and changing all eyes into impacts. You take a Decimator in range and can possibly remove all the shields and make 4 damages at least.

Also this build can seriously damage a Fat Han

I hadn't thought of ndru!!! Ya as long as you can keep him at range 3 of friendlies your good.

I want to try this:

- N´Dru Shulak, Lone Wolf, Glitterstim, Cluster Missiles

If there are no allies at range 2 or less, 2 attacks of 4 dices each with one reroll and changing all eyes into impacts. You take a Decimator in range and can possibly remove all the shields and make 4 damages at least.

Also this build can seriously damage a Fat Han

I've been looking to try this build myself. My usual gaming partner loves to fly ships with R2-D2, and a cluster missile strike from N'dru can mangle a regenerating ship quite effectively.

oh god the lack of indentation

but yeah, I don't see stim + ordnance being viable outside n'dru. Not only does he carry a borked amount of dice (8 total) with clusters, but he has higher PS and the ability to equip LW/predator

there's also cobra/gaz for far less efficient/synergistic ordnance, or xizor for shoving PS 9 ordnance down someone's throat while remaining a poor target to fire at (plus access to FCS, though sadly torps are far less efficient there is still the option of plasma torps for a "better than" HLC)

I want to try this:

- N´Dru Shulak, Lone Wolf, Glitterstim, Cluster Missiles

If there are no allies at range 2 or less, 2 attacks of 4 dices each with one reroll and changing all eyes into impacts. You take a Decimator in range and can possibly remove all the shields and make 4 damages at least.

Also this build can seriously damage a Fat Han

I hadn't thought of ndru!!! Ya as long as you can keep him at range 3 of friendlies your good.

It is what here in Spain we name "SUPERCOMBO"

Oh, how I wish Y-wings could equip illicit upgrades. I would love to fly Drea Renthal with torpedoes and Glitterstim :D She'll be double-stressed after firing bit could potentially do a boatload of damage. Even then N'Dru is a better choice, but I would like to try it just for fun.

Edited by Covered in Weasels

I want to try this:

- N´Dru Shulak, Lone Wolf, Glitterstim, Cluster Missiles

If there are no allies at range 2 or less, 2 attacks of 4 dices each with one reroll and changing all eyes into impacts. You take a Decimator in range and can possibly remove all the shields and make 4 damages at least.

Also this build can seriously damage a Fat Han

I hadn't thought of ndru!!! Ya as long as you can keep him at range 3 of friendlies your good.

It is what here in Spain we name "SUPERCOMBO"

I'm running this as 25 points in my Galactic Cup list. I haven't run the action numbers, but rolling the dice, I've gotten at least 7 <booms/kabooms> all except once in like 20 sets of rolls (the one set netted 6). And at PS7, he should be able to get TLs on most things, and the things he can't (Fel!!!), that's what the Cobra is for!

If youre going to run Glitter with any ordinance might i suggest Advanced proton torps, seems to have the most synergy there. but 7 points (both values included) is a heavy price but can be worth for a sick alpha (at range 1)

If only Major Rhymer could take drugs...

But hey, he can PTL now!

Rhymer, Marskmanship, Adv Proton, EM, Adv Homing, EI (43)

Vader Decoy Title ATC TIE MK2 (32)

Colzet title AC (23)

Rhymer moves at 7, shoots at 9 TL action trigger Marksmanship Adv proton, just as good as drugs, without the losing of it. its like REFILLABLE DRUGS!

I'm not sure why you wouldn't just save some points on Rhymer and build him like this:

Major Rhymer (26)
Push the Limit (3)
Extra Munitions (2)
Advanced Proton Torpedoes (6)
Advanced Homing Missiles (3)
Twin Ion Engine Mk. II (1)
Total: 41
He's two points cheaper and will have an easier time getting rid of the stress from taking double actions. PTL is also more versatile because it allows him to use any combination of his actions.
I'd probably look at switching Decoy on Vader out for either Swarm Tactics or Squad Leader. Squad Leader would allow PTL Rhymer to take focus as his action at PS7 and then at PS9 he could barrel-roll to line up a target and then PTL to get a lock.

Oh, how I wish Y-wings could equip illicit upgrades. I would love to fly Drea Renthal with torpedoes and Glitterstim :D She'll be double-stressed after firing bit could potentially do a boatload of damage. Even then N'Dru is a better choice, but I would like to try it just for fun.

Drea doesn't need stim. Just TL, torps, and unhinged. It's not fully modded, but it's closeish to redline.

we'll have to wait for the pogostick before he get reliable, fully modded torps (but it will be glorious :lol: )

Edited by ficklegreendice

I have had great success combining glitterstim, predator and cluster missiles. Something like this...

Talonbane Cobra (28)
Predator (3)
Cluster Missiles (4)
Glitterstim (2)

N'Dru Suhlak (17)
Lone Wolf (2)
Cluster Missiles (4)
Glitterstim (2)

Kaa'To Leeachos (15)
Predator (3)
Cluster Missiles (4)
Glitterstim (2)

Binayre Pirate (12)
Feedback Array (2)

Total: 100

View in Yet Another Squad Builder

Edited by tinyElvis

Ran this last night, and I love the potential:

N'Dru Suhlak (17)

Lone Wolf (2)

Cluster Missiles (4)

Glitterstim (2)

Hull Upgrade (3)

Total: 28

View in Yet Another Squad Builder

I had to bide my time on the outskirts until the opportunity arose, but when it did it was glorious. I ended up at range 2 jousting against Ten Numb and Etahn+VI with initiative. Popped Glitterstim, only lost first shield from Ten's auto crit, then the fireworks show started. He got overkilled with a combined 5 hits and 2 crits while already down two shields. The audience was stunned. "A Headhunter did that?!"

So who here has used glitterstim with ordinance? How'd it work out? Reason being is I'm thinking of putting regular homing missiles on a pair of Z's with glitterstim for a powerful alpha strike. A couple things to point out first. I'm using regular homing missiles because of the added range as well as the extra dice. Also using homing because they don't require you to spend a TL. So normally you would have to spend 2 turns so you could TL someone and then take a focus the next turn to optimize your ordinance. This also increased the likelyhood you would be shot down or end up out of arc of who your trying to shoot at. This is mainly in reference to cheap filler ships like Z's. Anyways my thoughts are now I can take a pair of Z's with homing missiles, TL very first round where I'm at range 3, spend glitterstim, if I am shot at due to pilot skill being low I have the focus from glitterstim to buff my defense, then I can fire off my homing missiles with a TL to reroll and a focus from glitterstim. Running the numbers against an unfocused 1 defense dice ships we should be getting about 3.3 damage a shot for a total of 6.6 damage from both. That's pretty dang good in my opinion! Anyways just curious what everyone thinks about glitterstim when used with ordinance for a super quick alpha strike. Any luck?

I think that sounds quite interesting! I'd like to hear results.

You can also try Concussion Missiles. If you have a Focus action (from Glitterstim), there is a 94% of getting at least 3 hits in there. It's 1 pt cheaper, as well.

So who here has used glitterstim with ordinance? How'd it work out? Reason being is I'm thinking of putting regular homing missiles on a pair of Z's with glitterstim for a powerful alpha strike. A couple things to point out first. I'm using regular homing missiles because of the added range as well as the extra dice. Also using homing because they don't require you to spend a TL. So normally you would have to spend 2 turns so you could TL someone and then take a focus the next turn to optimize your ordinance. This also increased the likelyhood you would be shot down or end up out of arc of who your trying to shoot at. This is mainly in reference to cheap filler ships like Z's. Anyways my thoughts are now I can take a pair of Z's with homing missiles, TL very first round where I'm at range 3, spend glitterstim, if I am shot at due to pilot skill being low I have the focus from glitterstim to buff my defense, then I can fire off my homing missiles with a TL to reroll and a focus from glitterstim. Running the numbers against an unfocused 1 defense dice ships we should be getting about 3.3 damage a shot for a total of 6.6 damage from both. That's pretty dang good in my opinion! Anyways just curious what everyone thinks about glitterstim when used with ordinance for a super quick alpha strike. Any luck?

I think that sounds quite interesting! I'd like to hear results.

You can also try Concussion Missiles. If you have a Focus action (from Glitterstim), there is a 94% of getting at least 3 hits in there. It's 1 pt cheaper, as well.

Yes I was thinking the same thing, trying to save a few points with concussion and see how it goes. All in all my plan would go something like this: binayre z95's x2 w/homing and glitterstim along with a YV, firespray or aggressor (pretty much any tanky ship) and depending on how you build those I think you may have enough points for one more cheap ship I could be wrong.

Next, run the tanks forward to get the enemies focused on them, hang the Z's back and slowly encroach. Most ships should be engaged somewhere in the center of the board which makes easy shots for the Z's to TL and fire away.

Plan B: if the enemy rushes forward and doesn't engage my tanks then I still slowly move forward with the Z's to force a range 3 engagement. In both cases the enemy should be in front. Very highly unlikely they will get behind you or out of arc as long as you take some slow 1 maneuvers directly at them. Even boosting they should still be in range and arc. The key is to angle right for them but do it with slow 1's.

Personally I see very few instances where they will end up out of arc or range. Not saying it can't happen but it would be more difficult for them to get out of arc/range then for you to not get a shot on them. Even with low pilot skill it's very doable imo.

If you're going with Concussion, may I suggest pairing it with Crack Shot? Now you're rolling 5 dice, with a very high chance of 5 <booms> (63%, 26% for 4 booms), and remove an evade result, which is the same as a 6th <boom> (assuming the guy rolls at least one <evade>).