Ordnance firing round

By tsondaboy, in X-Wing

I don't know if this has been suggested before, but wouldn't it be a possible ordinance fix to have an ordnance firing round at the beginning of the combat phase?

Ordnance firing round:

At the start of the combat phase ships that carry ordnance may fire it in descending order of pilot skill.

Ships that fired their ordnance cannot attack again this round.

This does nothing for the problems of ordnance. This just needlessly complicates the rules.

I don't see how that would actually fix anything.

The biggest issue with Ord is that you're paying a fair amount of points for a single attack that may or may not actually do anything.

Why spend 4 points on a Torp for your X-Wing when you throw 3 dice for free and can use focus and/or TL as well.

Well what about an EPT or maybe a modification that allows missiles to be fired as a free action and gaining a no attack token. Same with Torpedoes but allows 'free action attack' at beginning of combat.

Or a mod that lets you gain a target lock when firing torpedoes, and a focus when firing missiles.

Or a mod that lets you gain TLs at range 5 if you have missiles or torpedoes on board.

Of course extra munitions can't be used in conjunction with those. Oh well.

I wouldn't say it does nothing. IF the low PS guys have ordnance AND a target lock* AND have the high PS arc dodgers in arc, it lets them get those difficult shots off first, before they get blown to space dust. But you have to ask how likely you'll be in that situation. In my opinion, this fix adds too much complexity relative to the small benefit ordnance carriers would get.

*Proton Rockets excluded.

Or a mod that lets you gain a target lock when firing torpedoes, and a focus when firing missiles.

The problem isn't getting the TL or Focus, the problem is the dice really. You're paying points for something that is at best slightly better than your primary attack. If you get a bad roll you've completely wasted those points.

IMO just keeping the TL isn't the answer either, if it was then homing missiles would be more popular.

Or a mod that lets you gain TLs at range 5 if you have missiles or torpedoes on board.

I think something that let you both gain a TL and fire a missile or torpedo at range 5 would actually help. The problem is not everyone has a range 5 ruler so any sort of mod that adds that to the game would need to come with one.

I wouldn't say it does nothing. IF the low PS guys have ordnance AND a target lock* AND have the high PS arc dodgers in arc, it lets them get those difficult shots off first, before they get blown to space dust. But you have to ask how likely you'll be in that situation. In my opinion, this fix adds too much complexity relative to the small benefit ordnance carriers would get.

*Proton Rockets excluded.

This is what I was thinking. How likely it is one will be in that situation depends entirely on how one can maneuver his ships. :)

How likely it is one will be in that situation depends entirely on how one can maneuver his ships. :)

Not really. At the beginning of the combat phase, the high PS ships have already had the opportunity to get out arc, so having them in your arc or not is going to depend on how well the other guy flys and what options he has.

It will however do little to address the basic issue Ord has. Namely that it's just not worth the points.

How likely it is one will be in that situation depends entirely on how one can maneuver his ships. :)

Not really. At the beginning of the combat phase, the high PS ships have already had the opportunity to get out arc, so having them in your arc or not is going to depend on how well the other guy flys and what options he has.

It will however do little to address the basic issue Ord has. Namely that it's just not worth the points.

Yeah here is my Ordinance fix:

Title or Modification:

You want me to pay what for Proton Torpedoes?

Can only be equipped to ships that have Proton Torpedoes equipped on them.

This card has a negative squad cost

-2

Alternately they could just errata the 4 to a 2. I know they don't do that, but they are more than willing to errata any other text on a card, why not that number in the lower right?

Note I am not convinced 2 is the right cost, 3 might be good.

I might make the thematic suggestion that all ordinance is not stopped by shields, however that heavily boosts one faction while not doing much for the other.

Instead, they could make all ordinance do all crits. That'd probably raise some eyebrows.

I was just spitballing. Don't flame me bro.

If Warheads had way longer ranges, then a new phase would have a point in simulating guidance and tracking. But they don't so, this is kinda pointless.

I was just spitballing. Don't flame me bro.

I don't think there's a single idea to fix Ord that hasn't come up at least once now. :)

I was just spitballing. Don't flame me bro.

I don't think there's a single idea to fix Ord that hasn't come up at least once now. :)

Challenge accepted:

What about an ability that simulates dumbfiring warheads.

It could be called Deadeye or something.

Alternatively, what about a one point upgrade that allows you a second shot with a warhead if you miss. It could be a modification....

Or for bombers, maybe a cheap upgrade that's about 2 points cost, which essentially doubles whatever ammo you put on the ship.

Does Ordnance still need fixing? I mean ultimately Star Wars is mostly lasers in space going pewpewpew. We aren't really playing Space Top Gun (despite the music I tend to play, and the shirt I tend to wear while playing X-wing).

Ok fine, Space Top gun would be awesome.

Edited by DariusAPB

I wouldn't say it does nothing. IF the low PS guys have ordnance AND a target lock* AND have the high PS arc dodgers in arc, it lets them get those difficult shots off first, before they get blown to space dust. But you have to ask how likely you'll be in that situation. In my opinion, this fix adds too much complexity relative to the small benefit ordnance carriers would get.

*Proton Rockets excluded.

This is what I was thinking. How likely it is one will be in that situation depends entirely on how one can maneuver his ships. :)

Well, I think those situations are unlikely because the low-PS ships are still going to struggle to get a target lock before the high PS enemies close range. And the closer an arc-dodger gets to your ship, the easier it is for them to dodge your arc.