A buff to Missiles and Torpedoes

By Stinger07, in X-Wing

This, but I don't think they should stop at ordinance. The core combat mechanic would be better with separate to-hit and damage dice. It needn't slow the game down either, as both could be rolled at the same time. (maybe the to-hit dice would be a different color, for example)

They probably shouldn't actually do this now though; it's too late. I'm curious if it was ever a consideration in the original game design though, and if so why they chose to discard it.

The ship has long since sailed on this, but if I were in charge I would look into giving munitions fixed or very slightly variable damage. Torpedos would have few to-hit dice, but do a lot of fixed damage. While missiles would roll a lot of to-hit dice, but do a smaller amount of fixed damage. This makes munitions far more reliable and separates accuracy from damage, making them different from all other weapon types.

What about just having missile and torpedo dice? Maybe they have 1 more crit and 1 less focus or instead of focus faces have TL faces that you just reroll anyway and you only roll them with missiles and torps? I'd buy a dice pack with these and updated munitions cards. There was an idea fairly early on that the game might need Elite Dice to help round out stat lines. Without continuing to add new mechanics they are running out of viable stat lines for small ships (assuming there won't be 0 agility or 0 attack ships).

  • I would probably hate the game if they make it like W40k, where it is buckets of dice, more dice then your opponents dice. It slows the gameplay.
  • I would much rather see ordinance dice only. Something to improve the odds: IDK, like 1 critical, 1 Torpedo only face, 1 Missile only face, 3 damage, 2 focus.
  • I agree, no 2.0. I would rather them make a separate but compatible game for the prequels before 2.0.

Maybe the waves will eventually move to mechanics that are independent of dice. It seems to be going that way with TLTs basically doing set damage and relying on dice for accuracy. The same is true for the newer munitions. Advanced homing missile on Blount gives a range 2 no go zone for aces. Secondary weapons seem to be making their own 'damage dice' by canceling dice results and doing set damage and tokens based on hit/no hit mechanics.

It will be interesting to see what FFG does, because the majority of older munitions don't have those mechanics.