Latest Ordnance band-aid: Long Range Scanners

By Babaganoosh, in X-Wing

Bugger missed that bit. ok its crap

Should have know it was to good to be true

TIE punishers actually REALLY like the long-range scanners. With FCS, they don't care about the R1-2 'no TL for you' drawback.

That was my immediate thought as well. Throw on two missiles and an extra munitions, and you'll be constantly spewing out missiles.

Lrs denies tls at range 1-2. So if you sour at something that's not range 3, you can't re-up the tl

Edited by Edrahil135

Redline's nastier on approach as well!

On approach, but arguably less of a threat once the battle is underway. The restriction against acquiring target locks on targets within range 1-2 does not play well with Fire Control Systems.

Yeah, realized that after my post.

I always liked her... now she is kinda cooler.

:D

Go GURL!

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Stealth winner: 33pt naked Bounty Hunters can get a small edge on the Joust, run away (firing the buttcannon) to get an extra action when re-establishing range, and act as a one of the most solid spotters for Vessery in the game.

I don't know what I'd do with the rest of the points, but this sure as heck doesn't hurt. :)

Well...if one Tie Bomber that gets a TL on an expensive arc dodger forces them to spend a turn or three going the long way is well earning his points. Basically, a lone Tie Bomber is forcing an elite ship worth how many points to stay out of the game for a few turns? That allows the rest of your list to gang up on their ships? Oh, I'm OK with that. Well worth it.

Even if you have expensive arc dodgers....they will have a hard time getting around the flank of a Tie Bomber that is doing nothing but keeping it's eyes on the prize. With the ability to go 1 bank and barrel roll...you can almost stay in the same spot and just shift a little bit towards your target. Or do a hard 3 turn and barrel roll. I mean, there aren't too many places to go that a 1 bank and BR can't keep you in arc....and possibly get you in R3.

If you know the Rule of 11, it's not that hard to get someone in R2-3. Remember, you can shoot at someone in R2 if you got the TL when they were out of R2. Very easy to do when you can do it at any time. Also, the Tie Bomber has the 5 K-turn that is great for getting some distance with people. Yes, you are stressed, but do a 1 straight green to grab the TL next round.

I fly 4 Tie Bombers now and you can have them target numerous ships on the start. You don't really want all of them to target Soontir Fel, anyways. It usually takes 3 Homing Missiles to destroy a Y-wing. Just having 2 go for Soontir should be enough to scare him. The other 2 can go for other ships.

If you have multiple Bombers, you don't have to all take the same thing, either. One can take LRS and the rest can take the unknown Guidance Chip. It's all depending on what you want.

What about a ship with LRS that makes people want to get close to it. You can have Advanced Proton Torpedoes! You grabbed the TL early and then you Focus. Make sure you also have a Homing Missile or something. Enemy goes for the R1 and you let them....only to unload the APT on them while you have a Focus!

Stealth winner: 33pt naked Bounty Hunters can get a small edge on the Joust, run away (firing the buttcannon) to get an extra action when re-establishing range, and act as a one of the most solid spotters for Vessery in the game.

I don't know what I'd do with the rest of the points, but this sure as heck doesn't hurt. :)

Rather go K4 on the scrum variant though.

Edited by TheDrifter

You throw a Homing Missile or two on a Bomber with LRS. This way the restriction on the card isn't a problem since you're bound to get at least a shot or two off.

Quad K-Wing seems a little more playable now.

You fly 6 Bombers with 6 LRS's and drop 6 TL's on someone's dumb fat turret or Miranda or Poe or whatever. Or you just mark their stressbot for death and take it first engagement.

THE BOMBER SWARM RETURNS. BOMBER SWARM META, TOO OP PLEASE NERF FFG.

Edited by ParaGoomba Slayer

I think most people forget that the sensors are working outside range 3. That means that the opponent is aware of and warned about your plan concerning which ship you want to attack. So he can try to change his plan to not let you attack that ship so easily.

I think most people forget that the sensors are working outside range 3. That means that the opponent is aware of and warned about your plan concerning which ship you want to attack. So he can try to change his plan to not let you attack that ship so easily.

Unless you use it on the turn that the Tie Bomber starts at or outside R3 and you then move into range during your movement. The Tie Bomber can go 1 straight or 4 straight. You never know where he's going to go and while you try to stay just out of range, the Bomber can zip up closer.

Also, if you TL someone important that forces them to stay out of the engagement for a few turns is a form of control anyways. How much is a Scimitar w/ Homing Missile? How much is Soontir or Vader that is staying out of the fight?

I think most people forget that the sensors are working outside range 3. That means that the opponent is aware of and warned about your plan concerning which ship you want to attack. So he can try to change his plan to not let you attack that ship so easily.

Make sure after you win you say, "Good game, it was a real close one."

Edited by ParaGoomba Slayer

...

have to disagree with everything except point 3

1st, the mod slot kind of sucks ass unless you have boost or have a dedicated Ship-type Only upgrade. There are no upgrades from them that see regular play outside of Auto-thrusters or EU on large ships.

the only real competition for it is the yet unspoiled Guidance Chip (or chimp), which we know nothing about

2nd, one-shot craft aren't going to be particularly great with bomber regardless, so the mod is targeting extra munition ships for the most part (apart from the double torp ships, which largely suck as ordnance carriers because torps largely suck in general)

More to the point, however, this would be auto-include with every other ship without ordnance. The reasoning is very simple: you barely ever target-lock in this game. But, when you can set it up on turn 1 and have the re-roll ready on approach, you'll be slapping this on almost literally every ship you have. It would be especially great on FOs.

only PTLs who use TL for damage, FCS carriers, and corner cases such as Vessery wouldn't want it

I disagree that modifications aren't very competitive for dedicated ordnance carriers.

This mod is usable for K-Wing, TIE Bomber, TIE Punisher, and Firespray with Slave-1.

Engine upgrade is huge for the firespray.

Munitions Failsafe is not terrible, carrier/munition dependant

Advanced Slam is good for the K-Wing

Both TIE's can take TIE mk2, which is situational.

Punisher does have native boost (but Auto thrusters are still a pretty bad choice)

I don't look at that list and think I'd rather have LRS. Maybe I could make it work, maybe depending on the type of munitions carried. Maybe that makes it a good upgrade? Not sure.

Also, I wasn't advocating allowing it on ships with no ordnance, just on ships that could possibly carry ordnance. Why can't B-Wings or Y-Wings take it? Are they not dedicated ordnance carriers? Why not the X-Wing or the TIE Advanced. Not that these are necessarily going to be or have to be good choices, I just don't understand the restriction. Maybe 6x Z95 with Concussion Missiles and LRS would be terrifying?

The most obvious use to me currently (though this is still very much first impressions) is to control the movement of aces. TL first turn with something like a Flechette Torpedo or Ion Missile and you have a reasonable chance of knowing exactly where they WON'T be.

My opinions are always subject to change, but I'm not convinced that these are any good. Yet.

the only listed mod worth considering over Long Range Scanners is A-SLAM, and that has very specific utility (namely dropping mines on fools) that sharply distinguishes it from Scanners

Firesprays have EU which, along with thrusters, I already mentioned as about the only two mods you ever see consistently

already covered Bs and Ys: Torpedoes suck

and again, the restriction on the Long Range Scanners is to avoid abuse by non-ordnance ships as, without the restriction, any ship in the game could use it to set up TLs prior to engagement like Moldy Crow sets up focus or Relay sets up evades. This thing offers a great benefit to just straight-up jousters for 0 cost, so FFG made sure to limit it as much as possible to prevent it from being auto-include

Won't stop Miranda from taking it with or without homing missiles, though, because unlimited range TL is just a very useful thing to have before getting into combat

Edited by ficklegreendice

Warden Squadron Pilot (23)
Extra Munitions (2)
Plasma Torpedoes (3)
Homing Missiles (5)
Long-Range Scanners (0)

Warden Squadron Pilot (23)
Extra Munitions (2)
Plasma Torpedoes (3)
Homing Missiles (5)
Long-Range Scanners (0)

Warden Squadron Pilot (23)
Extra Munitions (2)
Plasma Torpedoes (3)
Homing Missiles (5)
Long-Range Scanners (0)

Total: 99

View in Yet Another Squad Builder

Fire missiles, slam past, get a new lock, come around for another pass.

I can't understand how long range scanners is anything but money. Take your bomber squadron loaded with missiles, tl range 4, nuke them with focus+tl range 1-3 then zoom off and start over. This fits hit and run missile/torp carriers perfectly. Also it flips the ps2 target lock problem on its head. Previously scimitar pilot moves first, out of range, enemy then moves in range and you have no lock. Now you move first, get a lock, then enemy moves in range and is blasted. It's such a good upgrade.

I feel if Target Locks outside R3 were that strong, Jendon +title would at least be discussed.

Add Vader for a Doom shuttle that gives Target Locks to your bombers during first engagement. And if you're willing to get a Doom Shuttle, the Jendon+title tax is another 8 points.

the only problems with long range scanners:

1. minimum range (needs to have a drawback; 0 points)

2. guidance chips (chimps?) is a mod, I believe

I feel if Target Locks outside R3 were that strong, Jendon +title would at least be discussed.

Jendon + title is 29 points

this is 0

the only problems with long range scanners:

1. minimum range (needs to have a drawback; 0 points)

2. guidance chips (chimps?) is a mod, I believe

I feel if Target Locks outside R3 were that strong, Jendon +title would at least be discussed.

Jendon + title is 29 points

this is 0

Yeah, I'd hazard a guess that he's never going to get used, even in Epic with this upgrade available... though maybe with Guidance Chimp.

Weapons Engineer giving you 2 locks beyond R3 will be nice on low PS k-wings. Takes some of the sting out of not being able to TL at ranges 1-2.

I think most people forget that the sensors are working outside range 3. That means that the opponent is aware of and warned about your plan concerning which ship you want to attack. So he can try to change his plan to not let you attack that ship so easily.

And instead of you reacting to him, he is now reacting to you.

Always a good thing, dictating the play.

4 Gamma's, with EM, Flechette Torpedoes, Prockets and LRS.

Initial engagement for three red dice and a stress at range three, then close for four focused red dice at range 1.

I like the bandaid.

Bombers need to joust anyways not dogfight. Come in, head straight back out for another run. TL on the way in and focus the round of the attack.

It deals directly with ordnance's 2 biggest problems - namely your action economy goes down the tube when you even think about firing most missiles and torps; and lower ps gunboats are unfairly punished by missing out on TL'ing the higher PS enemy on the initial opening. It also stomps on any ace-abuse you might have seen with it, by turning off short range TL'ing. I love it.

It's a thing of beauty, and makes one of my favourites new lists so much better: Scimitar, seismic, homing missiles x4. Heyachadwick and a few other players have been singing its praises and so far in the few games I've tried it in, it's a really fun little number. Soontir is gonna light up like a rainbow now, with four different target locks painted on him on round one!

Long Range Scanners go best on Binayre Pirates with Feedback Arrays.

Low Pilot skill will have a chance to have both a target lock and a focus in the turn an enemy gets into range to shoot.

*but too bad they can't take them!

So these are good on low pilot skill target lockers.

Do these screw over FCS on generic Punishers? If I fire at an enemy at range 2, does LRS prevent FCS from getting my ship a target lock?

Because LRS says nothing about the Target Lock action, it says you can't acquire.

Edited by Vulf

Long Range Scanners need Missile AND Torp slots to be equippable - essentially Punisher, Bomber, Slave 1, K-wing only.

These will work nicely paired with the Gamma Squadron Veterans; that elite pilot talent slot can be filled with Deadeye.

"Oi! No target lock weapons at range 1-2!"

"What target lock at range 1-2? That's a focus token, not a target lock!"

"But you're using it to fire Attack [Target Lock] weapons!"

"So?"

[Ka-Boom]

"Ow."

And, of course, during the first pass that means that missile #1 will have focus and target lock. Making concussion missiles mighty tempting, because of their blank-to-hit ability built in.

It's a counterpart to the Targeting Astromech. The key to making ordnance work is grabbing the target lock at a key moment. X-wings can now use torpedos much better as a 'second strike' weapon, whilst TIE Bombers use their ordnance in an initial salvo.

Edited by Magnus Grendel