Long Range Scanners: an analysis

By DraconPyrothayan, in X-Wing

Is this worth the 26 points?

Tie Bomber

Extra Munitions

Concussion Missiles

Conner Net

Long-Range Scanners.

Helps with the alpha strike, then gives a bubble of no-ace for however long it lives. With standard Fel that leaves another 39 points.

Seems decent. I'd run 2 with 2 AC Tempests each with Prockets.

I wouldn't feel comfortable taking something off to make room for bids to 4 PS, which I'm increasingly seeing as auto include with all the PS 2 filler TLT boats and B-Wings in rebel lists nowadays. I quite like flying Black/Omega Squadron pilots. I've taken to flying 6x Crackshot all with 4-5 PS and you can just wipe someone's Academy or PS 2 ships before they have a chance.

At least you get simultaneous fire, but I'd rather not take that 2 extra damage from simultaneous fire TLT Y-Wings.

At the very least get PS Bids for the Bombers, if they fire at the Advances they're quite durable and can take it better.

The main intent of LRS is most likely to solve an age-old ordnance dilemma of low-PS bombers.

To recap: you need a Target Lock to launch your torp/missile. Low PS ships often can't pick up TLs on the first pass, because they move first, before opposing ships move and enter range 3. This made it an extremely bad idea to load any ordnance on generic ships, which in turn limited ordnance (which is expensive) to ships that were already relatively expensive. Given other/related inefficiencies with ordnance, this virtually ruled out any viability.

That shouldn't be a problem post-LRS. You should reasonably be able to line up a TL on or before the first turn shots are exchanged.

Is this worth the 26 points?

Tie Bomber

Extra Munitions

Concussion Missiles

Conner Net

Long-Range Scanners.

Helps with the alpha strike, then gives a bubble of no-ace for however long it lives. With standard Fel that leaves another 39 points.

One more point gives you a missile that doesn't require you to spend your target lock, one less gives you a torpedo that lets your remove an extra shield. Could be Concussion is the best compromise, but I'd definitely consider the others as well. If flown with Tractor Beam Vessery Cluster could be good too.

I don't think plasma's at ps2 are as good because your higher-ps ships probably already wiped off the shields. But homing missiles is really solid. Could also drop Conner nets to prox mines.

The main intent of LRS is most likely to solve an age-old ordnance dilemma of low-PS bombers.

To recap: you need a Target Lock to launch your torp/missile. Low PS ships often can't pick up TLs on the first pass, because they move first, before opposing ships move and enter range 3. This made it an extremely bad idea to load any ordnance on generic ships, which in turn limited ordnance (which is expensive) to ships that were already relatively expensive. Given other/related inefficiencies with ordnance, this virtually ruled out any viability.

That shouldn't be a problem post-LRS. You should reasonably be able to line up a TL on or before the first turn shots are exchanged.

Not only that, but this upgrade virtually guarantees a focus as well.

Concussion missiles are very reliable with a focus token. Average damage is very high.

I don't think plasma's at ps2 are as good because your higher-ps ships probably already wiped off the shields. But homing missiles is really solid. Could also drop Conner nets to prox mines.

That's a good point. My experience with Plasma is mostly with Redline firing before Stele. Though, two 26 point Plasma/Connor Bombers might not be such a bad idea alongside four Academies.

So. We've been going nuts about discussing this one way or another.

However, I want to throw some things into the discussion that I don't see mentioned often enough.

Item the First: This modification can only be used on ships with both Missile and Torpedo slots.

In other words, Bombers, Punishers, K-Wings, and the Slave-1. Only.

Of these, only Bombers are cheap enough to be used for an actual Alpha-Strike list.

The Alpha Strike relies on spending the ordnance in one explosive burst, removing key elements of the enemy fleet before they can be effective, and then basically operating as a Swarm. Being that this typically happens on the first round of combat, it was named for the first letter of the Greek alphabet.

Item the Second: Target Lock is the best possible action to use outside of combat.

If you're modifying your attacks with your actions, the extra defense from Focus is generally worth more than the carry-over between rounds.

Bombers and Punishers both come with actions that let them acquire shots they might otherwise have held out of arc, or actions that let them dodge, which are superior to either.

I have often espoused TL as an action with an incredibly narrow space of use... and this upgrade blows that wide open, giving you an action that is useful when no other action is viable.

Ultimately, I fully expect a Bomber, Punisher, K-Wing, or Firespray with this equipped to out-joust a mirror-match without.

Question then becomes whether its better than Tie mk.II, Autothrusters, Advanced SLAM, or Engine Upgrades, respectively.

Late revelation: LRS is sliiiiightly better on low PS ships. That is to say, when you lose your TL on one ship, a low PS ship is likelier to be able to get the Target Lock on the round that TL is spent in combat.

It's a very minor window wherein that matters, though if I'm right and Expert Handling comes into the metagame, it could definitely come up :)

Great thoughts, Dracon. Always enjoy your analysis posts.

Is this worth the 26 points?

Tie Bomber

Extra Munitions

Concussion Missiles

Conner Net

Long-Range Scanners.

Helps with the alpha strike, then gives a bubble of no-ace for however long it lives. With standard Fel that leaves another 39 points.

One more point gives you a missile that doesn't require you to spend your target lock, one less gives you a torpedo that lets your remove an extra shield. Could be Concussion is the best compromise, but I'd definitely consider the others as well. If flown with Tractor Beam Vessery Cluster could be good too.

Concussion missiles are very reliable with a focus token. Average damage is very high.

I don't think plasma's at ps2 are as good because your higher-ps ships probably already wiped off the shields. But homing missiles is really solid. Could also drop Conner nets to prox mines.

I'm somewhat partial to Schimitar+conc+prox mine+EM+LRS for a sweet 25pts. Fit 4 of those bad boys into a fun a 'Victory is Mined v2'. You get 8 potential prox mines (as opposed to the 4 from the old version), and each of your bombers can hit like a truck, twice (no doomshuttle though). Aces want to close fast with you, but the prox mines and potential blocks make that an uneasy predicament. Also, no Jonus so you don't have to fly in formation. I personally don't like conner nets that much in this setup, since once you get some caught, bombers can't reposition that fast to line up fantastic shots on the crippled ship. Perhaps one bomber could downgrade to a plasma torp and use the point to upgrade one prox mine to a net.

Man, if only Sabine could be Imperial....

Is this worth the 26 points?

Tie Bomber

Extra Munitions

Concussion Missiles

Conner Net

Long-Range Scanners.

Helps with the alpha strike, then gives a bubble of no-ace for however long it lives. With standard Fel that leaves another 39 points.

One more point gives you a missile that doesn't require you to spend your target lock, one less gives you a torpedo that lets your remove an extra shield. Could be Concussion is the best compromise, but I'd definitely consider the others as well. If flown with Tractor Beam Vessery Cluster could be good too.

Concussion missiles are very reliable with a focus token. Average damage is very high.

I don't think plasma's at ps2 are as good because your higher-ps ships probably already wiped off the shields. But homing missiles is really solid. Could also drop Conner nets to prox mines.

I'm somewhat partial to Schimitar+conc+prox mine+EM+LRS for a sweet 25pts. Fit 4 of those bad boys into a fun a 'Victory is Mined v2'. You get 8 potential prox mines (as opposed to the 4 from the old version), and each of your bombers can hit like a truck, twice (no doomshuttle though). Aces want to close fast with you, but the prox mines and potential blocks make that an uneasy predicament. Also, no Jonus so you don't have to fly in formation. I personally don't like conner nets that much in this setup, since once you get some caught, bombers can't reposition that fast to line up fantastic shots on the crippled ship. Perhaps one bomber could downgrade to a plasma torp and use the point to upgrade one prox mine to a net.

Man, if only Sabine could be Imperial....

Nice topic! I agree with whats been said on low PS but I'll add I think PRS are fantastic on any ship that might want to splash ordnance and doesn't fill the slot with anything else.. my primary example being deathrain.

I've been running flechettes on her and using adv sensors to trip the TL before k turning. Now I'm considering actually dropping adv sensors for a few games reducing her cost even more.

Edited by Carnor Rex

LRS on the Slave 1 piloted by Krassis?

Krassis Trelix (36)
Agent Kallus (2)
Concussion Missiles (4)
Extra Munitions (2)
Long-Range Scanners (0)
Slave I (0)

Total: 44

View in Yet Another Squad Builder

I don't know how viable this is, but he will have a really accurate Concussion Missile. Agent Kallus is some extra insurance on your target. You can TL, Move up, Evade, and then have a pseudo Focus / TL for the Missile.

I'm thinking of this fun little squad to make full use of the LRS.

Redline + LRS + Adv. Homing + Plasma Torp + Prox mine

Onyx Squadron Pilot + x7 + TIE Mk. II

Similar style to my Red Eye Flight, one very dangerous striker flanked with two dangerous and efficient lower skill ships. Redline makes unique use of the LRS, as taking his target lock does not make his target predictable. He can select two and go for either one as opportunity presents, even to the point of feinting after one and suddenly using a fast maneuver to close on another. His TL ordnance works at range 2-3, so he has impressive reach. The mines are a defensive item, allowing him to lose pursuers in the asteroid field and then drop them behind him to cover his retreat.

It's not at all bad on a naked 33pt Firespray.

This literally costs nothing at all, after all, and helps with the ships alpha on both the initial joust and future re-engagements - with the ships speed and twin firing arcs, there's a tendency to often be at Range 3+ while coming back around for another pass.

It's not at all bad on a naked 33pt Firespray.

This literally costs nothing at all, after all, and helps with the ships alpha on both the initial joust and future re-engagements - with the ships speed and twin firing arcs, there's a tendency to often be at Range 3+ while coming back around for another pass.

I had a very tournament-successful Krassis build that used HLC + Merc Copilot that this would be perfect for. Best thing is, I don't have to shuffle it at all because it's 0 points!

It's not at all bad on a naked 33pt Firespray.

This literally costs nothing at all, after all, and helps with the ships alpha on both the initial joust and future re-engagements - with the ships speed and twin firing arcs, there's a tendency to often be at Range 3+ while coming back around for another pass.

I had a very tournament-successful Krassis build that used HLC + Merc Copilot that this would be perfect for. Best thing is, I don't have to shuffle it at all because it's 0 points!

That's exactly it, isn't it? The Firespray enjoys a decent amount of firepower (3 attack and a cannon), so on builds that weren't taking EU... there's no reason not to take this.

Well, unless you're taking K7, perhaps...

Gotta say, fun with scimitars

Fully nodded missiles or even primaries just wreck

Then, you drop seismics on the 5k to dissuade pursuit

And then you do it again

The term comes from the US navy during the Vietnam war and means committing as many aircraft to a strike as is possible. It was "nicked" by gamers to mean a one turn strike with everything.

So the first round/first Greek letter naming thing isn't accurate.

.

Puts on own pedantic hat...

You are half correct, Alpha is the first letter in the Greek alphabet and I believe it also means 'start of' hence the word Alphabet

On the other hand the term Alpha strike doesn't necessarily mean to strike as soon as possible but it does mean to hit with everything you can

Gotta say, fun with scimitars

Fully nodded missiles or even primaries just wreck

Then, you drop seismics on the 5k to dissuade pursuit

And then you do it again

I don't see a lot of Ion Bombs. Couldn't those work as well? If they K-turn into them they're in huge trouble, and any other maneuver would still leave them fly-footed next round. Doesn't deal damage, but man, I think it would make Dash think twice about where he goes.

EDIT: I've also been thinking that if you're higher PS like the Gamma Squadron Veteran you might have trouble shaking low PS ships to get to range for another lock, but Ion Bombs would keep them in place and give you that opening.

Edited by Parakitor

I'm somewhat partial to Schimitar+conc+prox mine+EM+LRS for a sweet 25pts. .

I really do quite like that build.

I'd be tempted to run 2 or 3 with homing missiles instead of the Conc's and a Tie or two for escort

Remember, you can also put it on a cheap bomber in a Vessery Squad.

Gotta say, fun with scimitars

Fully nodded missiles or even primaries just wreck

Then, you drop seismics on the 5k to dissuade pursuit

And then you do it again

I don't see a lot of Ion Bombs. Couldn't those work as well? If they K-turn into them they're in huge trouble, and any other maneuver would still leave them fly-footed next round. Doesn't deal damage, but man, I think it would make Dash think twice about where he goes.

EDIT: I've also been thinking that if you're higher PS like the Gamma Squadron Veteran you might have trouble shaking low PS ships to get to range for another lock, but Ion Bombs would keep them in place and give you that opening.

there is one thing in this game that'll have a harder time catching you than an ionized ship:

dead things

The term comes from the US navy during the Vietnam war and means committing as many aircraft to a strike as is possible. It was "nicked" by gamers to mean a one turn strike with everything.

So the first round/first Greek letter naming thing isn't accurate.

.

Puts on own pedantic hat...

You are half correct, Alpha is the first letter in the Greek alphabet and I believe it also means 'start of' hence the word Alphabet

On the other hand the term Alpha strike doesn't necessarily mean to strike as soon as possible but it does mean to hit with everything you can

The statement was made as a disambiguation, even though my actual research was lacking.

Some people think Alpha Strike means "Hit them with as many Dice Modifiers as possible", and I've seen too many arguments get through in the past.

Well, I know the term from star fleet battles, where it means one massive volley all at once with the hope of severely crippling the other ship before they do significant damage to you, and then disengaging for a couple turns while you recharge your weapons. As opposed to a steady stream of continuous fire.

Edited by Forgottenlore

Can I put Long Range Scanners on a U-wing if I put Sabine Wren on as a crew member?

Can I put Long Range Scanners on a U-wing if I put Sabine Wren on as a crew member?

No, the U-wing only has a torp slot and Sabine gives the ship she is on a bomb slot. You need a missile and a torp slot to equip LRS.

Edited by KommanderKeldoth

When your three Gamma Squadron Veterans w/ Determination grab their TLs on the enemy Huge ship and head in with TL and Focused Homing Missiles and Ion Pulse Missiles: