Guidance chimps: Is ordnance sufficiently fixed now.

By DariusAPB, in X-Wing

Tempest Squadron Pilot (25)

TIE Advanced (21), TIE/x1 (0), Cluster Missiles (4), Accuracy Corrector (3), Guidance Chip (0)

5 guaranteed hits instead of four for the same price. Nice

Wonder if Concussion Missiles would be better than a HLC on Krassis. Only two shots, but gives him an autohit and an autocrit (as opposed to no crits at all) in addition to his re-roll, the HLC doesn't work at R1, and is he likely to get to fire the cannon that many times anyway? Also, it lets him take a double bomb if there are points to spare.

There are the same number of blanks on a dice as their are misses. So if you don't have a TL and a Focus a Proton torpedo hits just as often as a concussion missile, but it hits with more crits.

Concussion Missiles are only better if you can get the TL and the Focus either with 2 actions or with TL on one turn then focusing on the other.

He can't take another set of torpedoes with only one slot, which is occupied by Extra Munitions. Otherwise I'd agree.

Tempest Squadron Pilot (25)

TIE Advanced (21), TIE/x1 (0), Cluster Missiles (4), Accuracy Corrector (3), Guidance Chip (0)

5 guaranteed hits instead of four for the same price. Nice

i believe AC says cant be modified again, so no... also only once per turn. you covered that bit.

Yup all you get are two hits guaranteed.

;)

Tempest Squadron Pilot (25)

TIE Advanced (21), TIE/x1 (0), Cluster Missiles (4), Accuracy Corrector (3), Guidance Chip (0)

5 guaranteed hits instead of four for the same price. Nice

How do you figure? I don't see how AC and the Chimps play together. I mean, on an attack when you rolled two hits anyway you can go ahead and bump to three, but I don't see a guarantee here.

Doh!

Tempest Squadron Pilot (25)

TIE Advanced (21), TIE/x1 (0), Cluster Missiles (4), Accuracy Corrector (3), Guidance Chip (0)

5 guaranteed hits instead of four for the same price. Nice

i believe AC says cant be modified again, so no... also only once per turn. you covered that bit.

DOH!

Tempest Squadron Pilot (25)

TIE Advanced (21), TIE/x1 (0), Cluster Missiles (4), Accuracy Corrector (3), Guidance Chip (0)

5 guaranteed hits instead of four for the same price. Nice

I don't think that works. You can't modify your results after using AC.

homer_doh.thumbnail.jpg

Tempest Squadron Pilot (25)

TIE Advanced (21), TIE/x1 (0), Cluster Missiles (4), Accuracy Corrector (3), Guidance Chip (0)

5 guaranteed hits instead of four for the same price. Nice

How do you figure? I don't see how AC and the Chimps play together. I mean, on an attack when you rolled two hits anyway you can go ahead and bump to three, but I don't see a guarantee here.

Doh!

Tempest Squadron Pilot (25)

TIE Advanced (21), TIE/x1 (0), Cluster Missiles (4), Accuracy Corrector (3), Guidance Chip (0)

5 guaranteed hits instead of four for the same price. Nice

i believe AC says cant be modified again, so no... also only once per turn. you covered that bit.

DOH!

Tempest Squadron Pilot (25)

TIE Advanced (21), TIE/x1 (0), Cluster Missiles (4), Accuracy Corrector (3), Guidance Chip (0)

5 guaranteed hits instead of four for the same price. Nice

I don't think that works. You can't modify your results after using AC.

homer_doh.thumbnail.jpg

You just all up in here makin kinds of troubles!

:lol: :lol: :lol:

Hey, you can still use it with the ATC, if you don't have an EU. Sure it doesn't synergize, but that procket or conc will hurt that little bit more, right?

Hey, you can still use it with the ATC, if you don't have an EU. Sure it doesn't synergize, but that procket or conc will hurt that little bit more, right?

Guaranteed no. But what about those times you roll 2-3 hits?

5 Bandits with Concussion Missiles and Blount with Tracers and VI. 99 Points.

Actually ATC, prockets, and Chimps doesn't sound too bad, assuming you're not using Mk.IIs.

So, GC is any one result right?

Poor LRS isn't even out yet and already got replaced :(

Redline and scimitar squaddies are going to have a ball

Guaranteed no. But what about those times you roll 2-3 hits?

37.5% of the time you'll roll precisely two hits/crits. Trigger Guidance Chimps, get three hits.

12.5% of the time you'll roll three hits/crits. No further modification possible.

So, yes, it's a very good combo, especially at the price (if you're running Thunderstruck you don't have any points left over for other mods anyway).

It's not a guarantee of five hits on Cluster Missiles. But it does make the expected value five hits.

These 0 point modifications (and to an extent 1 point, munitions failsafe and TIE MKII) will really be competing with each other now. This is a good thing, autoincludes are bad.

Edited by DariusAPB

So, GC is any one result right?

Poor LRS isn't even out yet and already got replaced :(

Redline and scimitar squaddies are going to have a ball

They fix different issues, though. Long Range Sensors helps you get Target Locks early. Guidance Chip helps with the reliability of your attacks.

So, GC is any one result right?

Poor LRS isn't even out yet and already got replaced :(

Redline and scimitar squaddies are going to have a ball

They fix different issues, though. Long Range Sensors helps you get Target Locks early. Guidance Chip helps with the reliability of your attacks.

This: Scimitars, Wardens, and maybe Cutlass Squadrons will be more likely to use LRS because they can't shoot without actually having locks. Everyone else will be using Chimps.

Horton gets to be a pretty rockin' torp boat with this:

Horton 25, Proton Torpedo 4, Extra Munitions 2, Guidance Chip 0 = 31

1.) Fire Proton Torpedoes

2.) Re-roll any blanks

3.) Change 1 eye to crit

4.) Change a single remaining blank or eye to hit

Add EPT with that astromech for any extra utility you want.

So, GC is any one result right?

Poor LRS isn't even out yet and already got replaced :(

Redline and scimitar squaddies are going to have a ball

They fix different issues, though. Long Range Sensors helps you get Target Locks early. Guidance Chip helps with the reliability of your attacks.

Except on Miranda without ordnance, just to nab a preemptive lock on an annoying ace

Edited by ficklegreendice

Bren with chimps and Crackshot is.... tasty.

Hell, put it on gammas and hulk smash through fools

Tie bomber new meta

Guaranteed no. But what about those times you roll 2-3 hits?

50% of the time you'll roll less than two hits/crits. Trigger AC, get two hits.

37.5% of the time you'll roll precisely two hits/crits. Trigger Guidance Chimps, get three hits.

12.5% of the time you'll roll three hits/crits. No further modification possible.

So, yes, it's a very good combo, especially at the price (if you're running Thunderstruck you don't have any points left over for other mods anyway).

It's not a guarantee of five hits on Cluster Missiles. But it does make the expected value five hits.

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Also... I couldn't resist:

guidancechimps.png

Is that.... George W. Bush??

Does anyone have suspicion that this is just FFG trying to justify the inclusion of Proton Torpedoes in half of the available expansions ;) Now I just have to find a way to include all 28 copies of PTorps in a list...

Seriously though, love this card. I really can't wait to try Nera Dantels + Proton Torps + Extra Munitions + Guidance Chip.

I've always loved Redline but it always felt like there was something missing. This is that something.

Redline + FCS + Extra Munitions + Plasma Torp + Cluster Missiles + Guidance Chip (37 points)

Or just for fun...

N'Dru Suhlak + Lone Wolf + Cluster Missiles + Glitterstim + Guidance Chip (24)

Yes Redline is a personal favorite as well. I prefer doubling up with the cluster missiles though.

I've always loved Redline but it always felt like there was something missing. This is that something.

Redline + FCS + Extra Munitions + Plasma Torp + Cluster Missiles + Guidance Chip (37 points)

Or just for fun...

N'Dru Suhlak + Lone Wolf + Cluster Missiles + Glitterstim + Guidance Chip (24)

Yes Redline is a personal favorite as well. I prefer doubling up with the cluster missiles though.

But plasmas are delicious! You'll agree once you've half-deaded Super Dash in a single shot once.

I've always loved Redline but it always felt like there was something missing. This is that something.

Redline + FCS + Extra Munitions + Plasma Torp + Cluster Missiles + Guidance Chip (37 points)

Or just for fun...

N'Dru Suhlak + Lone Wolf + Cluster Missiles + Glitterstim + Guidance Chip (24)

Yes Redline is a personal favorite as well. I prefer doubling up with the cluster missiles though.

But plasmas are delicious! You'll agree once you've half-deaded Super Dash in a single shot once.

Yes, and I always found that I want the first engagement to be at range 3 from Redline, in order to set up the range 1-2 shot the next turn as well. So an initial Plasma torps can hit at range 3 and then close in with the Cluster Missiles on turn 2.

If you want to go really crazy, you technically could have 2 Cluster Missiles and Plasma Torps... With Extra Munitions, you'll never run out. BUT you're sinking a lot of points into a ship that has a huge target on its head and only 1 agility.

Regardless of what you choose, Guidance Chip makes Redline even more dangerous!