yet another ordinance fix

By Mordrid77, in X-Wing

I apologize if this idea has been covered in one of the many threads already.

I was trying to think of a non-OP simple fix and was wondering if allowing one to use the target lock to both fire the middle/torpedo and re-roll attack dice is a reasonable house rule fix, or would it break the game?

It would make redline redundant, but before that it was a commonly suggested fix.

Not convinced that ordnance needs further fixing. We got extra munitions, and apparently everyone is afraid of low agility ships that would be ripped apart by torpedoes.

Edited by DariusAPB

Instead of creating a situation where the majority of ordnance would need to be errata-ed, I would create a new action which doesn't replace the TL altogether but can be used in place of it when firing missiles or torps.

Not sure what sort of upgrade slot it would fit into - definitely not EPT as you specifically want this to work for low ps generics.

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.

Ways this improves ordnance:

Obviously action stacking - as Arm tokens are not removed at the end of a turn, players can Arm their ordnance in the first turn, when non-positional actions are usually useless - then in subsequent turns they can stack focus or TL on top to improve the roll.

Low PS generics can fire ordnance at least 1 turn earlier as they don't have to wait until higher PS / Initiative player moves into TL range.

Ships are no longer tied to firing ordnance at the single target that they have TL'ed - if a better target of opportunity presents itself during the combat phase, or if the ship they had TL'ed is destroyed, they can still fire their ordnance.

Oh ... I haven't seen a new Ordnance Fix now for ... heck it must be weeks now.

What Darius said.

Maybe there will be a system upgrade or modification at some point that make ordnance hitting easier or harder ... but there won't be a 'general fix' for.

Well I posted this before, but our group has been using this for 6 months now:

Torpedoes add +1 Automatic Hit when firing at large targets

Missiles add +1 Automatic Hit when firing at small targets

These cannot be modified by the defender or attacker.

This makes ordnance hit a lot more and do more damage on targets they are supposed to hurt. Plus it doesn't affect any of the cards that say cancel all effects and suffer X, accept that now they hit more.

Simple, no new cards, just a rules update in the FAQ.

We tried using Critical instead of just hits, (as the new ATC for Advanced) but that really makes Ordnance very nasty.

Edited by eagletsi111

Well the primary problem Ordnance boats have is the difficulty of lining up a shot against faster opponents. Dedicated Bombing craft, the ones that move like a walrus in a desert, should have some way of getting a shot that isn't negated by someone bringing a Flechette Cannon etc.

With the rise of all the new Boost/Barrel Rollers etc it's harder than it ever was. Extra Munitions was great, but lately it just means my bombers are dying with even more unused payloads.

My biggest issue with ordinance is that low PS have the worst time making it work when they would be the pilots most reliant on ordinance in order to hit. Something along the lines of a target lock that allows you to switch targets when you attack with no bonus, or if you attack without switching there would be some small bonus. (reroll a die, flip one focus result to a hit, etc) That way low PS would still be able to get off shots, but there would be a reward for good positioning or keeping a lock from another turn.