Question, So has Ordnance been fixed?

By devotedknight, in X-Wing

Define fixed?

I don't think you can run ordnance like you can run TLT's or HLC's. I think ordnance has *some* applications now, rather than being too situational to ever use. It's there to give a ship another trick, rather than the ship being the delivery for the great new missiles you want to fire.

For example, played against a Scum Fett + Glitter + Cluster missiles recently. It's pretty devastating if you can get in R1 of a few enemies, and the damage potential 'feels' like 6 points worth.

Is it valid to weigh the cost to your squad of a single missile/torpedo against the cost to your opponent's squad of hull/shield upgrades?

As in, a 4-point single-use weapon that has a near guarantee of dealing more than one shield's worth of damage thus becomes points well spent?

This calculus would assume optimal pilot/munition pairings.

I think there are a number of good uses for missiles right now, but torpedoes aren't there yet. They are still over priced for the most part. All of the torpedoes require you to spend your lock to use. Only Redline can make the most of these guys. Flechette's are really the only ones that I use but they will see less play as more players are running y-wings and they just ignore the stress effect.

It won't get fixed till 2.0, really they are stuck using the TL to fire off torps you can remove that without invalidating all older torps.

Ordnance should get its own dice as well.

It's fixed for some things and not others.

Lt. Blount and AHM or IPM -- unavoidable crit or ion.

Tempest with AC and Cluster missiles -- guaranteed minimum 4 hits.

But, sadly, the iconic Proton Torpedo is still worthless. Given that I have more proton torpedo cards in my collection than any other single card, and that this is the only torpedo or missile called out in the OT source material, I really wish there was a way to make it viable.

I’ve always been someone to try things that are supposedly “terrible” and try to make them work. I took a Jonus Brothers 4 Tie Bomber to my local store championship and was the only undefeated person going into Final 4. I lost to Tie Phantoms. Still, I say there were things you could do to make Ordnance work before.

I’ll also state that Flechette Torpedoes have always been great. I would always take one on my Xizor list because you can stress Bro Bots and Soontir Fel when you need to. You don’t need to hit. So, those that say Torps are bad should at least think of that.

The game has had a lot of different and subtle things happen to it lately. For one, there are a lot of little things out there that make the 2 ship Fat Turret builds not viable anymore. You can look at the big change to MOV for tournaments as one change, but there are a lot of subtle other changes that make the Fat Turrets a worse option. The new damage deck is one. TLT’s are another. More effective Bombs count. This is just the tip of the iceberg. The thing is, FFG made a lot of little changes to make it happen. That’s how I feel about Ordnance.

Extra Munitions is fantastic and helps a lot for some ships. I know some people will say it doesn’t fix the action economy of spending your TL for some ordnance. What it does do is makes ordnance overall cheaper. This is good for two reasons. The first is that you can now afford Homing Missiles a lot more. You can get 2 for 7 instead of 10. Homing Missiles not only let you keep the TL, but they can’t use their evade tokens. With Soontir Fel, Bro Bots, Falcon, and a host of other ships these days getting lots of evades, this is fantastic. You might not even need the TL and can save it for next round. The second thing about EM is that it makes all the rest of the ordnance cheaper. That means you can afford more of the special characters and upgrades and other stuff out there that makes ordnance work. There is a lot more of that and it helps quite a bit. You can build a viable list with ordnance that has synergy. You can also even just go with the luck of trying ordnance without the extra bells and whistles without paying as much. That’s another good thing. It’s easier to throw out a Plasma Torp when each one only cost you 1.5 pts (with EM, but if you are getting other stuff too…).

Extra Munitions also works great for Horton and Drea on the Y-wing. Horton gets to re-roll blanks and Drea gets to keep the TL. Getting 2 Torpedoes is much more affordable. Yes, you can always go with TLT’s, but I’ve found the alpha strike with ordnance is pretty harsh. If you can reliably crush one or two of their main ships in the first couple of turns, you can really have an advantage.

I mentioned several times the many bells and whistles that you can add to make ordnance better. I’ll just list a few of the many options:

Predator = re-roll a die or two. Imagine Wedge with Predator firing at a low generic with a Proton Torpedo. Or even firing at aces. Re-rolling one die can really help. Predator with Cluster Missiles is great!

Glitterstim = Works for one round, but turns all eyeballs into hits. Cluster Missiles on a ship like this is great. Or just guarantee that you will get more successes. Also works on defense for the low generics on the round you use it for when they want to focus fire you down.

Crackshot = sacrifice this card to turn one of their evades to a blank for a single point. Want to ensure your one ordnance will actually do something when you fire it? Use this! It’s one point! If you can super combo your list to ensure you have the Focus when you use Homing Missile and some other shenanigans (like maybe Jan Ors boosting your attack by one more die) then why not use this to make it count even more? It’s a great shot for mid level generics with EPT and ordnance.

Juke = another great and cheap Elite that works with Ordnance. Not all ordnance carriers can take Evade (Tie Advanced and A-wings), but there are ways to give someone evade without the action.

Deadeye= always was useful, especially for low PS pilots.

Jan Ors = boosts one attack by 1 red die. This can make ordnance nasty! So many ways to use it and it works even when the ordnance is gone. I just keep thinking of Horton Salm with one of the many ways to get TL and Focus and then his attack die boosted to 5 dice for a Proton Torpedo. With the critical hits worse in the new deck, you can really cripple someone.

This is just some of the ones I pulled out. There are a ton of things you can do to make ordnance work. I’ve been using Ordnance since the beginning. I used to win a lot of early Wave tournaments with Vader w/ Concussion Missile and a bunch of Tie Fighters. I would have Vader and Back Stabber come in late on a flank. I’d pick the best target and both would fire at it. Vader with Concussion usually means a lot of hits. Backstabber firing at the same helps. If whatever I’m firing at is still alive, the low level Ties can finish it off. I switched Backstabber to a Tie Bomber later on and Squad Leader to pass a TL to the Bomber. Bomber with Concussion (and also a Focus) and Vader with Homing usually means one ship is dead. I have really found ordnance used well (and luck is always a part of the game, even without ordnance) can have an alpha strike on your opponent that can greatly impact the game. When you can take out a key ship in their list in the first few rounds, it puts them with their back to the wall. Most people can’t lose a ship or two early on and still follow through with their plan. Even if you just smash their generics early on, they aren’t there to block, suck up damage, or paper cut you down with their shots.

With Extra Munitions, I’ve found that you don’t even need Jonus on a Tie Bomber. I’ve done a couple games with:

4 x Scimitar Bomber w/ EM, Homing Missiles, and Seismic Charges

You don’t need to fly in formation and you don’t have the weak link of Jonus. If you are facing off vs. a lot of TLT’s, then you can upgrade to Gamma for the bombs. You fire first and can destroy a Y-wing a turn for the first two turns before it gets to fire. Then you mop up.

I obviously love using Ordnance and always found people undervalued it. There are so many ways you can toy with things and make them work, especially with all the new stuff that ‘s out. I think FFG is doing the many subtle changes to make ordnance work as opposed to the heavy handed fist that comes in and makes a change. I like it. People don’t expect it and you can really mess with them using ordnance.

I'm not sure that it's a universal fix for ordnance, but Extra Munitions has certainly notably increased the amount I've been seeing in my local scene. Well, that and the quite popular Advanced X1 + Accuracy Corrector + Cluster Missiles combo.

Both the K-Wing and Punisher have been seeing quite a bit of play recently, often carrying a fairly hefty load of bombs or torpedoes/missiles respectively.

It can still be hard to justify the costs. Most suitable ordnance boats need significant investment to get the most out of their upgrades. Spending another 2-5+ points to make a 4 point upgrade viable, if you get a chance to use it, is not attractive. An opponent with the right build or tactics can deny you the use of most of those points, making them a steep liability. However, some matchups that would otherwise be strong really suffer if the opponent picks the right ordnance.

Edited by zero9300

I’ve always been someone to try things that are supposedly “terrible” and try to make them work. I took a Jonus Brothers 4 Tie Bomber to my local store championship and was the only undefeated person going into Final 4. I lost to Tie Phantoms. Still, I say there were things you could do to make Ordnance work before.

I’ll also state that Flechette Torpedoes have always been great. I would always take one on my Xizor list because you can stress Bro Bots and Soontir Fel when you need to. You don’t need to hit. So, those that say Torps are bad should at least think of that.

The game has had a lot of different and subtle things happen to it lately. For one, there are a lot of little things out there that make the 2 ship Fat Turret builds not viable anymore. You can look at the big change to MOV for tournaments as one change, but there are a lot of subtle other changes that make the Fat Turrets a worse option. The new damage deck is one. TLT’s are another. More effective Bombs count. This is just the tip of the iceberg. The thing is, FFG made a lot of little changes to make it happen. That’s how I feel about Ordnance.

Extra Munitions is fantastic and helps a lot for some ships. I know some people will say it doesn’t fix the action economy of spending your TL for some ordnance. What it does do is makes ordnance overall cheaper. This is good for two reasons. The first is that you can now afford Homing Missiles a lot more. You can get 2 for 7 instead of 10. Homing Missiles not only let you keep the TL, but they can’t use their evade tokens. With Soontir Fel, Bro Bots, Falcon, and a host of other ships these days getting lots of evades, this is fantastic. You might not even need the TL and can save it for next round. The second thing about EM is that it makes all the rest of the ordnance cheaper. That means you can afford more of the special characters and upgrades and other stuff out there that makes ordnance work. There is a lot more of that and it helps quite a bit. You can build a viable list with ordnance that has synergy. You can also even just go with the luck of trying ordnance without the extra bells and whistles without paying as much. That’s another good thing. It’s easier to throw out a Plasma Torp when each one only cost you 1.5 pts (with EM, but if you are getting other stuff too…).

Extra Munitions also works great for Horton and Drea on the Y-wing. Horton gets to re-roll blanks and Drea gets to keep the TL. Getting 2 Torpedoes is much more affordable. Yes, you can always go with TLT’s, but I’ve found the alpha strike with ordnance is pretty harsh. If you can reliably crush one or two of their main ships in the first couple of turns, you can really have an advantage.

I mentioned several times the many bells and whistles that you can add to make ordnance better. I’ll just list a few of the many options:

Predator = re-roll a die or two. Imagine Wedge with Predator firing at a low generic with a Proton Torpedo. Or even firing at aces. Re-rolling one die can really help. Predator with Cluster Missiles is great!

Glitterstim = Works for one round, but turns all eyeballs into hits. Cluster Missiles on a ship like this is great. Or just guarantee that you will get more successes. Also works on defense for the low generics on the round you use it for when they want to focus fire you down.

Crackshot = sacrifice this card to turn one of their evades to a blank for a single point. Want to ensure your one ordnance will actually do something when you fire it? Use this! It’s one point! If you can super combo your list to ensure you have the Focus when you use Homing Missile and some other shenanigans (like maybe Jan Ors boosting your attack by one more die) then why not use this to make it count even more? It’s a great shot for mid level generics with EPT and ordnance.

Juke = another great and cheap Elite that works with Ordnance. Not all ordnance carriers can take Evade (Tie Advanced and A-wings), but there are ways to give someone evade without the action.

Deadeye= always was useful, especially for low PS pilots.

Jan Ors = boosts one attack by 1 red die. This can make ordnance nasty! So many ways to use it and it works even when the ordnance is gone. I just keep thinking of Horton Salm with one of the many ways to get TL and Focus and then his attack die boosted to 5 dice for a Proton Torpedo. With the critical hits worse in the new deck, you can really cripple someone.

This is just some of the ones I pulled out. There are a ton of things you can do to make ordnance work. I’ve been using Ordnance since the beginning. I used to win a lot of early Wave tournaments with Vader w/ Concussion Missile and a bunch of Tie Fighters. I would have Vader and Back Stabber come in late on a flank. I’d pick the best target and both would fire at it. Vader with Concussion usually means a lot of hits. Backstabber firing at the same helps. If whatever I’m firing at is still alive, the low level Ties can finish it off. I switched Backstabber to a Tie Bomber later on and Squad Leader to pass a TL to the Bomber. Bomber with Concussion (and also a Focus) and Vader with Homing usually means one ship is dead. I have really found ordnance used well (and luck is always a part of the game, even without ordnance) can have an alpha strike on your opponent that can greatly impact the game. When you can take out a key ship in their list in the first few rounds, it puts them with their back to the wall. Most people can’t lose a ship or two early on and still follow through with their plan. Even if you just smash their generics early on, they aren’t there to block, suck up damage, or paper cut you down with their shots.

With Extra Munitions, I’ve found that you don’t even need Jonus on a Tie Bomber. I’ve done a couple games with:

4 x Scimitar Bomber w/ EM, Homing Missiles, and Seismic Charges

You don’t need to fly in formation and you don’t have the weak link of Jonus. If you are facing off vs. a lot of TLT’s, then you can upgrade to Gamma for the bombs. You fire first and can destroy a Y-wing a turn for the first two turns before it gets to fire. Then you mop up.

I obviously love using Ordnance and always found people undervalued it. There are so many ways you can toy with things and make them work, especially with all the new stuff that ‘s out. I think FFG is doing the many subtle changes to make ordnance work as opposed to the heavy handed fist that comes in and makes a change. I like it. People don’t expect it and you can really mess with them using ordnance.

This.

People like to look at the math of a particular ship/upgrade in a total vacuum. We really shouldn't do that. It is the combinations and synergies that make this game work. People say that Integrated Mech isn't a fix for the X-Wing but maybe the X-Wing was never intended to be without an R2 Unit or something better. Then at the minimum it has more greens moves and an extra shield point.

[Edit] P.S. Extra Munitions and Tracers when out. Sweet...

Ordnance can be devastating in the right combos and down right brutal in Epic formats.

Edited by Ken at Sunrise

Would an elite talent like this help:

Attack Run

1 point

After executing a forward manoeuvre, you may add one red die to a [missile] or [torpedo] secondary attack equal to the speed of the manoeuvre, to a naximum of 3 adfitional dice.

-alternate ability-

After executing a forward manoeuvre, you may reroll a number of dice equal to the speed of that manoeuvre on any [missile] or [torpedo] secondary attacks.

These are both predictable, but would make the shots hit a lot harder, plus not every ordnance platform can use it, without paying a price such as R2-D6 on a y-wing.

Edited by That Blasted Samophlange

My understanding was that Wave 7 was the fix for bombs, but didn't do much for missiles or torpedoes.

I dunno, I think Extra Munitions being available helps missiles and torpedoes quite a bit; you literally get twice as much bang for your squad points, if you have a spare torp slot.

I don't think they will be as heavy handed as making an ordnance only fix. They will just make a card that works for other things, too, but is great for ordnance. It will take someone who is actually thinking about it to put 2 and 2 together. I really think that ordnance has such a bad reputation that many players just don't look at all the little ways you can make it work well.

EDIT: I forgot to mention that the new Damage Deck critical hits are extra nasty these days. You don't think that taking a Proton Torpedo with the likelihood of having at least one eyeball being pretty high is worth it? Especially if you add in things like Crack Shot?

Edited by heychadwick

In order to truly fix ordnance, they have to fix the action economy problem. that may mean a proton torpedo mark 2 that makes the original obsolete. It already is except maybe in epic. It's dead, they need to go ahead and bury it with something better.

Proton torpedo mark 2

3 points

range 2-3

attack dice 3

you must have a TL to fire, but you do not have to spend it. If this attack hits, it deals 4 hits. cancel all other results. Once this attack is complete, discard any remaining target lock(s)

High agility ships are still hard to nail down, but anything you can hit gets a guaranteed 4 hits. Damage is decoupled from accuracy, and action economy is solved. there is still some setup because you still have to have a TL, and you will have to get another one before you shoot again, but you can still use your lock to increase modify your dice if needed.

Proton torpedo fixed. you are welcome.

In order to truly fix ordnance, they have to fix the action economy problem. that may mean a proton torpedo mark 2 that makes the original obsolete. It already is except maybe in epic. It's dead, they need to go ahead and bury it with something better.

Proton torpedo mark 2

3 points

range 2-3

attack dice 3

you must have a TL to fire, but you do not have to spend it. If this attack hits, it deals 4 hits. cancel all other results. Once this attack is complete, discard any remaining target lock(s)

High agility ships are still hard to nail down, but anything you can hit gets a guaranteed 4 hits. Damage is decoupled from accuracy, and action economy is solved. there is still some setup because you still have to have a TL, and you will have to get another one before you shoot again, but you can still use your lock to increase modify your dice if needed.

Proton torpedo fixed. you are welcome.

The S-thread tracer and (probably) the Guidance Chip upgrades in wave 8 will be the action economy fixes. Tracer round allows all your mooks to focus and still get a TL for ordinance. That alone make just about any alpha strike pretty scary.

Still not sure what the Gui-C does but sure looks like a way to get extra hit results on missile (or torp?) attacks. I am cautiously optimistic about the viability of ordnance after wave 8 drops.

S-thread is just one of many things that can boost ordnance. I complete disagree with the idea that ordnance is dead. I think you just haven't tried to be creative with it.

The action economy works for a lot of things, especially Homing Missiles. There are also other things you can do to help resolve that action economy. Every faction has someone or something that can shift things around.

In order to truly fix ordnance, they have to fix the action economy problem. that may mean a proton torpedo mark 2 that makes the original obsolete. It already is except maybe in epic. It's dead, they need to go ahead and bury it with something better.

Proton torpedo mark 2

3 points

range 2-3

attack dice 3

you must have a TL to fire, but you do not have to spend it. If this attack hits, it deals 4 hits. cancel all other results. Once this attack is complete, discard any remaining target lock(s)

High agility ships are still hard to nail down, but anything you can hit gets a guaranteed 4 hits. Damage is decoupled from accuracy, and action economy is solved. there is still some setup because you still have to have a TL, and you will have to get another one before you shoot again, but you can still use your lock to increase modify your dice if needed.

Proton torpedo fixed. you are welcome.

that's broken as ****, just fyi

if you cancel 2 of the 3 hits just to have 4 in the face, you're going to end up one-shotting a ton of ships due to bad green dice

besides, we already have Plasma torps. They're awesome, better-than-hlcs for the ships that can abuse them (Horton? Redline. Pogosticks)

My understanding was that Wave 7 was the fix for bombs, but didn't do much for missiles or torpedoes.

Wave 7 was supposed to be the fix but lest face it it was more of the wave of the turret and not bombs or torpedoes.

Define fixed?

I don't think you can run ordnance like you can run TLT's or HLC's. I think ordnance has *some* applications now, rather than being too situational to ever use. It's there to give a ship another trick, rather than the ship being the delivery for the great new missiles you want to fire.

For example, played against a Scum Fett + Glitter + Cluster missiles recently. It's pretty devastating if you can get in R1 of a few enemies, and the damage potential 'feels' like 6 points worth.

Is it valid to weigh the cost to your squad of a single missile/torpedo against the cost to your opponent's squad of hull/shield upgrades?

As in, a 4-point single-use weapon that has a near guarantee of dealing more than one shield's worth of damage thus becomes points well spent?

This calculus would assume optimal pilot/munition pairings.

Calculus? I think you are confused with which math to use, no limits and integration here. It is statistics and this math is solid.

3 dice with selected rerolls is better than 4 dice with no rerolls (even if you have the single dice modification). Now again you bring up a good point about measuring the squad type that other player might be running. The fact is most torpedoes and missiles are good against a single type of unit. So plasma torpedoes which will tear up B-wings are useless against a TIE swarm or a scum list with many 1 shielded ships.

My understanding was that Wave 7 was the fix for bombs, but didn't do much for missiles or torpedoes.

Wave 7 was supposed to be the fix but lest face it it was more of the wave of the turret and not bombs or torpedoes.

Define fixed?

I don't think you can run ordnance like you can run TLT's or HLC's. I think ordnance has *some* applications now, rather than being too situational to ever use. It's there to give a ship another trick, rather than the ship being the delivery for the great new missiles you want to fire.

For example, played against a Scum Fett + Glitter + Cluster missiles recently. It's pretty devastating if you can get in R1 of a few enemies, and the damage potential 'feels' like 6 points worth.

Is it valid to weigh the cost to your squad of a single missile/torpedo against the cost to your opponent's squad of hull/shield upgrades?

As in, a 4-point single-use weapon that has a near guarantee of dealing more than one shield's worth of damage thus becomes points well spent?

This calculus would assume optimal pilot/munition pairings.

Calculus? I think you are confused with which math to use, no limits and integration here. It is statistics and this math is solid.

3 dice with selected rerolls is better than 4 dice with no rerolls (even if you have the single dice modification). Now again you bring up a good point about measuring the squad type that other player might be running. The fact is most torpedoes and missiles are good against a single type of unit. So plasma torpedoes which will tear up B-wings are useless against a TIE swarm or a scum list with many 1 shielded ships.

Not useless! A four dice attack without bonus for defender at range 3. Make that attack with a focus and you might be one shotting a Tie. I wouldn't want to wander to close to this squad no matter what I was flying.

Blue Squadron Pilot (22) x3
Plasma Torpedoes (3)
Extra Munitions (2)
Lieutenant Blount (17)
Veteran Instincts (1)
XX-23 S-Thread Tracers (1)
Total: 100

looking to the future of ordnance, I have my eyes on a few ships

Wave 7 (already mentioned):

Stim + cluster N'dru (oh god the pain)

FCS + plasma/proton/flechette + clusters + munitions + optional thrusters Redline (as above)

(ify) The Old Timer, Rhymer + PTL + T.I.E mk2 + Advance protons + munitions (as above)

Wave 8:

Pogostick + deadeye + plasma/proton + recon + r4 aggromech

(potential) Nera, looking out for guidance ---- mod stacking with her EPT (deadeye) and system (FCS) plus 360 fire

(potential) Horton, looking out for guidance ---- mod stacking with his ability

(potential) Miranda, looking for guidance ---- mod stacking with Homing Missiles and her ridiculous ability (pay a shield, 5-dice homing missiles to the face!)

we got a lot riding on that little modification, but if it's a smash hit then Rebels are going to have a freaking party

if it gives some kind of Focus benefit (fingers crossed), then we're going to be seeing a WHOLE lot of Homing missiles in general :D

Edited by ficklegreendice

Is it valid to weigh the cost to your squad of a single missile/torpedo against the cost to your opponent's squad of hull/shield upgrades?

As in, a 4-point single-use weapon that has a near guarantee of dealing more than one shield's worth of damage thus becomes points well spent?

This calculus would assume optimal pilot/munition pairings.

Calculus? I think you are confused with which math to use, no limits and integration here. It is statistics and this math is solid.

3 dice with selected rerolls is better than 4 dice with no rerolls (even if you have the single dice modification). Now again you bring up a good point about measuring the squad type that other player might be running. The fact is most torpedoes and missiles are good against a single type of unit. So plasma torpedoes which will tear up B-wings are useless against a TIE swarm or a scum list with many 1 shielded ships.

My bachelor of science in mathematics does not leave me confused. Only regretting that I failed to apply myself in my Prob & Stats class and thus barely passed it. Who knew it would have come in so useful in the hobby I adopted 20 years later?

My flair for the English language likes the word calculus.

looking to the future of ordnance, I have my eyes on a few ships

(ify) The Old Timer, Rhymer + PTL + T.I.E mk2 + Advance protons + munitions (as above)

If you are paying the points for Rhymer and not carrying advanced homers, I think you are missing out.

Edit:

quiz.png

Edited by gamblertuba

Ok, I don't think all ordnance is dead, I was specifically referring to the PT. Fickle, how about for 4 points then? I'm not sure it's that broken, it would need to be play tested I think.

I have long argued for decoupling accuracy from damage. A proton torpedo should be hard put to connect with an interceptor, but if it does hit, that interceptor ought to gloriously explode.

Still think my torp would be broken at 4 points? perhaps only 2 attack dice instead of 3?

Messing around with text (I don't have the font right for the "Modification" header), this is the somewhat underwhelming conclusion I came to: change a focus or hit result to a crit.

Any better suggestions?

12039201_10152990523107101_4504162176388

12046824_10152990523122101_2249980707970

Extra Munitions helps deal with Proton Torpedoes. It reduces the cost for each one to 3 pts. So, that helps reduce the cost of those.

Also, there are a lot of ways to give "action economy" with Proton Torpedoes. Lots of ways to ensure you get some sort of way to adjust the die roll. Maybe someone gives you a TL or maybe you have Deadeye and also have a TL. Horton gets to re-roll all blanks if you want to get specific.

There are other ways to help make the Proton Torpedo more effective by adjusting your opponent's evade dice. What about Juke or Crackshot? It will make your Proton Torpedo more effective.

I think the critical hits are much more vicious with the new Damage Deck, as well. I think those crits that get through are nastier now.

I can see a Red Squadron X-wing w/ Integrated Astromech, R2-D6, Crackshot, and a Proton Torpedo not to be a bad option. R2-D6 counts as the extra hull or shield. Crackshot is used once and helps make the Proton Torp better. Make sure to have some other way of adjusting the die roll and you have an effective attack.

Edited by heychadwick

Is it valid to weigh the cost to your squad of a single missile/torpedo against the cost to your opponent's squad of hull/shield upgrades?

As in, a 4-point single-use weapon that has a near guarantee of dealing more than one shield's worth of damage thus becomes points well spent?

This calculus would assume optimal pilot/munition pairings.

Calculus? I think you are confused with which math to use, no limits and integration here. It is statistics and this math is solid.

3 dice with selected rerolls is better than 4 dice with no rerolls (even if you have the single dice modification). Now again you bring up a good point about measuring the squad type that other player might be running. The fact is most torpedoes and missiles are good against a single type of unit. So plasma torpedoes which will tear up B-wings are useless against a TIE swarm or a scum list with many 1 shielded ships.

My bachelor of science in mathematics does not leave me confused. Only regretting that I failed to apply myself in my Prob & Stats class and thus barely passed it. Who knew it would have come in so useful in the hobby I adopted 20 years later?

My flair for the English language likes the word calculus.

So by calculus you mean calculations then.

Messing around with text (I don't have the font right for the "Modification" header), this is the somewhat underwhelming conclusion I came to: change a focus or hit result to a crit.

Any better suggestions?

12039201_10152990523107101_4504162176388

12046824_10152990523122101_2249980707970

seems fine to be, except it may be "2" or lower considering who it's coming with (Inq Tie, Punishing One) and makes it'll limit the ordnance to ships that are not effective at attacking normally (inq tie, a-wing, bombers, y-wings, k-wings, punishers, z-95s, non-punishing pogos etc)

can't see the # for ****, though.

Edited by ficklegreendice