Guidance chimps: Is ordnance sufficiently fixed now.

By DariusAPB, in X-Wing

For real though:

Lieutenant Blount — Z-95 Headhunter 17

Deadeye 1

XX-23 S-Thread Tracers 1

Ship Total: 19

Bandit Squadron Pilot — Z-95 Headhunter 12

Concussion Missiles 4

Guidance Chips 0

Ship Total: 16

Bandit Squadron Pilot — Z-95 Headhunter 12

Concussion Missiles 4

Guidance Chips 0

Ship Total: 16

Bandit Squadron Pilot — Z-95 Headhunter 12

Concussion Missiles 4

Guidance Chips 0

Ship Total: 16

Bandit Squadron Pilot — Z-95 Headhunter 12

Concussion Missiles 4

Guidance Chips 0

Ship Total: 16

Bandit Squadron Pilot — Z-95 Headhunter 12

Concussion Missiles 4

Guidance Chips 0

Ship Total: 16

If Blount gets axed before he shoots, how far is this list going to go? You won't be firing Concussions first turn, and probably not second (too close), and how many Z-95s do you have left by that point? It feels like too much of a weak link. What if one Concussion Missile was dropped to another Tracer to provide backup (or a second strike to boost Range 1 Primaries on turn 2). You could use the points to put a Hull Upgrade on Blount. You also probably want to drop Deadeye for VI. That makes it less likely that Blount is killed before he fires or dodged, and Deadeye doesn't do anything (Tracers require Focus).

Bringing a high-ps ace in to try and kill Blount before he fires is a massive risk though. If you fail to kill him your ace virtually guaranteed to die in that round. It's like an average of 19 damage against a Decimator. Even if your ace is Han, he is dead.

I thought about VI, but that's a flavor difference IMO. You can also pop 4 of them up to tala's for that extra tracer.

Dual aces would probably still beat it.

But Deadeye literally does nothing. The Tracer shot doesn't require a TL.

I'm less concerned about a lone ace trying to kill Blount than I am about 3 high power PS7+ ships just jousting him and soaking the Primaries from the rest. If he's PS8, it's a lot harder, because then it takes PS9 stuff to kill him before the Tracers are fired and PS9 can't reliably muster the firepower to kill him first.

Oh wow. I thought tracer required tl. Well then, VI for sure.

I say PS9 won't kill it, but Wedge with a Proton Torp, Predator, and Chip looks to solve a few problems before they become problems. Sure he's super glass-cannony, and not all thaf good in the grand scheme of things, but holy smokes that shot.

Deadeye Blount with Tracers and 5 concussions bandits with chimps sounds completely horrifying.

Someone do the math for 5 shots of 4 focused dice with 2 free blank-->hit conversions.

Is that an insta-dead Decimator?

Why deadeye if it's already Focus: attack?

So, does this take up your chimp slot? can you cram a guidance chimp into the astromech slot? does this work like a trunk monkey for boarding operations on large based ships, and, how do guidance chimps and docking clamps interact?

Also, I think there were guidance chimps at my school, that's why my friends all work at McDonalds!

And, now I'll stop. just had to get it out of my system. I still think he should be in a droid slot, maybe with a clear dome over his head.

This is gonna' be beyond nasty on Miranda Doni, if her dice mods come into play for the three attack.

Do they?

Well yeah, but like Guidance Chip, Miranda's ability only works one per round. So she could be okay with Clusters, but might like one of the bigger single shot ones instead to really push past higher defense die targets.

Homing Missiles doesn't require you to spend the target lock on firing, so with Miranda you could make that a 5 dice range 2-3 attack with Target Lock rerolls and Guidance Chip modify that ignores evade tokens.

Miss out on Advanced Slam though.

Cluster Missiles is a way to get a 3 dice attack followed by a 2 dice attack that regenerates a shield. I don't play Miranda enough to know if that's worth 4-6 points.

Edited by Vulf

This is gonna' be beyond nasty on Miranda Doni, if her dice mods come into play for the three attack.

Do they?

Miranda's ability doesn't actually change her primary attack value. It just rolls an extra die. So it doesn't trigger the "3 or more" clause to get her a crit instead of hit.

Still, being able to drop a shield to fire super-powered missiles is still a really awesome use of Miranda+Chimps.

Here's my question:

Is it a good idea to put this on the new Defender Maarek over TIE mk2? And if so, what's the best missile to couple it with?

Also, feel like this card effectively kills Munitions Failsafe. As a free upgrade that makes your ordinance much more likely to hit is way better than a 1 point upgrade that lets you try again later when you miss.

Edited by DarthEnderX

I want to see "chimp" bleeped out into "****s" on my computer whenever people write it. It's like a curse word to me.

If you're reading on a computer, I know there are browser extensions that can accomplish this for you. Or better yet just seamlessly replace the animal name with "chip".

If you're using a mobile device, I don't know what your options are, but there's still probably something you could do.

Other than that, you're pretty much stuck with riding it out and hoping the novelty wears off.

(This is all assuming that "sucking it up" isn't an option for whatever reason.)

There isn't a single missile in the game that is better than Primary + Ion cannon that never runs out. Just spend those points on Predator or Push the limit.

Also, if you start using chimp as a racial slur, it will eventually get censored for everybody.

Edited by Vulf

Single use offensive Palpatine for zero points.

Or six-use on a TIE Bomber.

It could be worth while on a Z swarm.

I want to see "chimp" bleeped out into "****s" on my computer whenever people write it. It's like a curse word to me.

If you're reading on a computer, I know there are browser extensions that can accomplish this for you. Or better yet just seamlessly replace the animal name with "chip".

If you're using a mobile device, I don't know what your options are, but there's still probably something you could do.

Other than that, you're pretty much stuck with riding it out and hoping the novelty wears off.

(This is all assuming that "sucking it up" isn't an option for whatever reason.)

Thanks, I just installed one and its working great!

Guidance Chip + A-Wing + Prockets...

Sweet Jesus on a unicycle.

I TOLD YOU GUYS

I TOLD YOU YOU NEEDED MORE A-WINGS

Guidance Chip + A-Wing + Prockets...

Sweet Jesus on a unicycle.

I TOLD YOU GUYS

I TOLD YOU YOU NEEDED MORE A-WINGS

I already TL'd and Focused. And now I dont have AT.

Pass.

Lord, the A-Wing needs some use.

Lord, the A-Wing needs some use.

You mean besides being an amazing blocker in the second-place list at Worlds 2015 last month?

I say PS9 won't kill it, but Wedge with a Proton Torp, Predator, and Chip looks to solve a few problems before they become problems. Sure he's super glass-cannony, and not all thaf good in the grand scheme of things, but holy smokes that shot.

Xwing worlds in 2016 is going to be nuts!!! I can't wait to see what people bring.

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

See and this is what seems odd to me. Long Range Scanners seem like they were meant to be a munitions fix, but I don't think anyone will run them with munitions, especially with Guidance Chips filling the same slot. Seems like LRS will only be used on TLT Kwings and a cannon toting Slave I.

Lord, the A-Wing needs some use.

You mean besides being an amazing blocker in the second-place list at Worlds 2015 last month?

More than blockers, someday :(

Here's a serious question though-

Is munitions failsafe the most useless upgrade out there now? I mean, it was certainly awful before, but now it basically has no value at all.

Thoughts?

Here's a serious question though-

Is munitions failsafe the most useless upgrade out there now? I mean, it was certainly awful before, but now it basically has no value at all.

Thoughts?

Munitions Failsafe was not thought out well. Why would I pay an additional point expecting the attack to fail? Putting chimps on helps get the damage through without making you pay a penalty for the already expensive ordnance.

Not really - it's a valuation question

(1) Guidance chips - up your hit probability by 20-33% (3-5 dice doesn't increase your maximum damage)
(2) Long Range Sensors - Acquire targetlock for alpha strike easily on low P.S. ships
(3) Munitions failsafe - prevent the loss of ordnance on a miss

They each solve a different aspect of the ordnance puzzle - in the same slot, while secondarily solving the same problem.
Ordnance can miss with each modification, each modification is like a bonus to hitting with the weapon - (1) does it with a guaranteed hit result, (2) does it by giving plenty of time to stack an action, (3) does it by letting you try again.

When you roll all blanks on a torpedo - guidance chips 1 hit won't help. Munitions fail-safe lets you try again. There's still value there. It's an interesting puzzle - but in general failsafe is a lesser option, since it costs a point - but it's not useless.

This is gonna' be beyond nasty on Miranda Doni, if her dice mods come into play for the three attack.

Do they?

why would she ignore the C3Po+TLT when it's still better for her?

She's the endgame MONSTER, why bother with ordnance at all?