Guidance Chips: A pilots view.

By Reiver, in X-Wing

The card is an interesting one. At 0 points, it can't hurt anyone who wasn't reliant on a different modification... so the real question is how does it meet the varying ships in the game in terms of meeting their hopes and dreams for finally throwing ordnance about?

It's a mini-super-focus; it can affect a blank as easily as an eye, and if you've three attack, it's an auto-crit instead of an auto-hit. For a couple of our pilots, this is pretty big. :) Let's take a look at how they're feeling...

Ecstatic

B-wings
Nera Dantels - Give her EM + Proton Missiles and either PTL, Deadeye, and/or FCS, and you've got a monster. That extra die modification was all she ever needed, especially on the Deadeye'd Focus + TL stack; she had the rerolls, now she's got a mini super-focus.
VI Ten Numb - Suprise winner; Flechette Torpedoes + EM + this costs the same as a Mangler cannon, gives guranteed odds of letting a crit through... and stresses the target in the process. If you can't afford the extra two points for EM, this could fill a spot a Mangler couldn't do the same.

Y-Wings
Horton Salm - might actually look at Proton Torpedoes again. Maybe. Rerolling blanks, changing an eye to a crit, and then changing a spare blank and/or eye to another hit is pretty reliable punch... whether it's worth it when he's already packing an almost-inevitable TLT? An interesting question. Plasma Torpedoes are also perfectly sensible, of course.

Redline - Who doesn't want very-nearly-automatic triple-hit cluster missiles? You'll lose the autothrusters, but that was always a desperation pick anyway. This Redline is a mayfly strapped to a firework - his life is inevitably short, but it shall be glorious.

N'dru - The classic Lone Wolf + Custer Missile/Homing Missile pairing just got even more vicious. Alas, he doesn't qualify for the automatic crit, per se, but for the same reasons as most others, if you weren't investing in something esoteric like EU or a spare Hull Upgrade on him, this only helps. And he already enjoyed his missiles, oh yes. :)


Interested

A-Wings, TIE Adv Prototypes: An extra boost to Procket reliability. But it's competing with autothrusters, so this'll be generics-only, which... well, we've not seen many to start with; I'm not sure this changes that much. That the TAP does it a point cheaper than an A-wing with two more 1-speed moves on its dial in the process is a death knell to the ProtoProcket build anyway, so I guess we'll have to wait and see whether that extra 5 points makes for a useful list anywhere. It might.

Firesprays - specifically, the Slave 1 title.
Scum Kath - Bomber builds were taking EM anyway. If she wasn't using EU, yet for some reason had 4-5 points to spare that aren't going to go to EU (I know, I know... bear with me :P) she can pick up a pair of Concussion or Homing Missiles to hurl forward, and woe betide anything that's in her path in either direction.
Scum Boba - Would love this with Cluster Missiles. ...If he wasn't wedded to EU, anyway. ;)

Imperial Boba - Here's an interesting edge case: He can use his bank-switching to substitute for EU when arc-hunting aces. Which means the mod slot is free. He has no mechanical efficiencies over a generic missile launch beyond this fact (Notice how everyone in the 'ecstatic' column was already relatively decent with their munitions before this?), but it does mean he's less welded to EU than his Scum brethren.

Other Z-95s - There've been the odd build out there that employs, eg, Cracken + Bandit swarms to spam TL+Focus'd alpha strikes. This upgrade can only help increase the odds of the sweet, sweet 4-hit shots coming up, at no extra cost. It doesn't solve the other challenges, and it was never meant to. Blount is amused (he never needed it, but sure!); Leachos eyes it with hope and wonder... and then his middling PS puts him back in his place. ;)

TIE Advanced - Vader likes his Prockets, and... might not already have EU. Accuracy Corrector Cluster Missiles weren't doing anything better with their modification slot anyway, so now they have a decent shot at landing a couple 3-hit rolls to go with the 2-hit ones that come standard.

Disappointed
TIE Bombers - Yes, Really. They were all excited with the Long Range Sensors card letting them reach out and touch someone. It involved calling your shots, but a TL+Focus stack was the best you could ever achieve with ordnance, so a mechanic making this a viable proposition on generics at all was wonderful. It's no longer the best you can achieve, and the humble Bomber is left facing 'pick one'. Make no mistake, mechanically speaking they probably fall into the 'interested' category... but it's now an opportunity cost, when they'd finally had hopes of having proper wind in their sails.

Jake Farrell - one of the top Procket users in the game... but to emphasise this fact, you're asking him to give up his Autothrusters. Ahahahano.

Generic Punishers - Do you want FCS+Guidance Chips, or do you want Long Range Sensors and something else? Either way, you're going to be expensive once you get even a single EM ordnance stack on you, and you still pop like a B-wing. No autothrusters, either. You're better... but you still cost enough that you might as well just run Redline or DeathRain, bud. ;)

Generic Firesprays - one of the few 3-attack ships able to carry Extra Munitions, and the only 3-attack ship able to pack Long Range Scanners (And enjoy the benefits without munitions being loaded up at all)... has no further reason to expect to break out the explodey toys. Really, it's the same problem as the TIE Bombers & Punishers, but worse - there was already a buff out there for them, and now they're forced to choose when they really were hoping for, y'know, both. Unlike TIE bombers, the Firespray was never an especially interesting weapons platform though, so this helps even less.

X-wings - Integrated Astromech means the slot is filled. And if it isn't, it's because you're a T-70 and are taking Autothrusters instead. Sorry dudes, no trench runs for you!

Ambivalent
Everyone Else
- Do you have a missile or torpedo tube? Do you habitually use your modification slot for antyhing else? No? Then this can only help. Whether this is enough will largely depend on whether you or your ship had the capabilities to make ordnance an interesting choice all along. What might we see, then? Obviously this depends on the slot:
Torpedoes: We might see some cheap Flechette-torpedoes being flung from 3-attack ships more often; that free auto-crit can make a 2pt + TL investment a potentially interesting pick as a re-engagement tactic. You only had 3 dice anyway, so critting a blank is as reasonable as rerolls...
Missiles: Again sticking with cheap, the Thread Tracers and Ion Pulse Missiles both got more accurate, even if they don't hurt any extra. That'll help. The more expensive stuff... well, you probably still won't bother unless you're already in the 'Interested' column. ;)

Really, that's my biggest beef - I get that the modification slot is the only option broadly applicable enough for such a widespread upgrade slot. By releasing the upgrade, ordnance is now not so much '4 dice, often with fewer modifications' as it is '3 dice, and a free hit/crit'; mechanically this might just be what they needed to finally reach the value proposition. But it's at an opportunity cost for one of the more diverse slots in the game, and quite a few ships were already using that slot pretty heavily, thanks. For them, this is no fix at all.

Edited by Reiver

Firesprays can load torps with Slave 1 for extra munition and more shootiness.

Firesprays can load torps with Slave 1 for extra munition and more shootiness.

Good catch - I had been assuming it was present to even qualify for the 'interested' column; I've now made it explicit.

Don't forget the poor X-wing, who has to give up Integrated Astromech to take this. Which is not going to happen.

Personally I like more competition for any of the upgrade slots. While I don't have the experience to reliably pick a "good" upgrade over a bad, more viable choices should result in less auto-includes. I feel that is good for game development going forward. In the case of the X wing, I can get tanky with Int. Astro, I can get better ordnance with chimps or LRS (depends on your style so even more variety) or in the case of the T70 I can get more dodgy with AT. What do I need this specific ship in this specific build to do?

Edit: Thanks for catching my error.

Edited by Eyegor

the T-65 can't take LRS, so it's really a toss up between IA and Ochimps.

And seeing as you get the free health for one cost, you'd have to be an idiot to load up with Proton Torpedoes for a one off attack that gives your opponent 4 more points when they kill you.

X-wings - Integrated Astromech means the slot is filled. And if it isn't, it's because you're a T-70 and are taking Autothrusters instead. Sorry dudes, no trench runs for you!

Don't forget the poor X-wing, who has to give up Integrated Astromech to take this. Which is not going to happen.

? :)

Edited by Reiver

Personally, my bombers are very much interested. LRS was a bit of a "meh" option when it limits you to only the alpha strike (and only against the target you called earlier), and when there's the much more flexible answer to the problem in tracer missiles.

In terms of tie advanceds I think the real winner are tempests with accuracy corrector. They can now drop cluster missiles for concussions and on average rolls get 4 hits. This gives them a big boost vs. Brobots and other 3 agility troublemakers.

I think that binayre with homing/ cluster missiles+guidance chips+glitterstim can become kinda annoying.

Personally, my bombers are very much interested. LRS was a bit of a "meh" option when it limits you to only the alpha strike (and only against the target you called earlier), and when there's the much more flexible answer to the problem in tracer missiles.

Independent Bombers are better with the scanners. I think 2 Chadwick-Bombers or 2 Gamma Squadron Vets with the same loadout minus EM plus Crackshot (we are talking about Seismic Charges + Homing Missiles at the core) will make for a nice base for a lot of squads. The spiking damage they bring is unique and x7 Defenders will fear them, especially the Gamma Squadron Veterans with their Crackshots. As close to guaranteed to remove those ships on the first round of shooting as you can get.

Personally I rather like the idea of a couple of generic X-Wings using Flechette torpedoes and G Chimps. Sure you are sacrificing the IA spare health, but it's only costing you 1 point more to buff your damage output and to stress your opponent.

Is it tournament worthy? Probably not. But when I play I don't always care. ;)

Edit: and it might be something to consider when your astromech is one you don't want to consider dumping. Like R2D2.

Edited by Sanguinary Dan

Personally, my bombers are very much interested. LRS was a bit of a "meh" option when it limits you to only the alpha strike (and only against the target you called earlier), and when there's the much more flexible answer to the problem in tracer missiles.

Independent Bombers are better with the scanners. I think 2 Chadwick-Bombers or 2 Gamma Squadron Vets with the same loadout minus EM plus Crackshot (we are talking about Seismic Charges + Homing Missiles at the core) will make for a nice base for a lot of squads. The spiking damage they bring is unique and x7 Defenders will fear them, especially the Gamma Squadron Veterans with their Crackshots. As close to guaranteed to remove those ships on the first round of shooting as you can get.

Granted, I am thinking more of using 4 bombers. If you only want to take a single bomber then LRS becomes more of an option - Something along the lines of taking a PS2 bomber for blocking duties I'm guessing, but loading it up with LRS and a range 2-3 ordnance for an initial kick before it resigns itself to its blocking role.

One can only hope the tie bomber aces pack has a hidden title that gives tie bombers (maybe publishers too) dual modification slots like the interceptor had. This would actually make tie bombers useful for ordnance.

Edited by Gungo

Don't hold your breath for that title.

Well considering long range scanners, munition failsafe, and guidance chip all seperately attempt to fix munitions and really don't do it for the ships that need it by themselves( heck even twin ion engine came with punisher pack). Honestly the only way to fix it with these upgrades is by allowing people to choose which fixes work together. But honestly I was unimpressed with the tie bomber ace pack (defender fixes are nice) and while I think this fix is slightly more admirable then the last 3 attempts this fix still falls woefully short of addressing dedicated ordnance carriers still being noncompetitive. Right now even after this fix and the aces pack tie bombers still need a dual modification title to be remotely competitve as an ordnance vehicle.

Edited by Gungo

Which 2 modifications do TIE Bombers need when acting as an ordnance carrier?

- Guidance Chip: Yup, this one works.

- Long Range Scanner: Nope. It helps with getting the initial target lock before the fight begins, but hinders the acquisition of any further target locks once the fight is joined. It's great for a low PS, "one shot then do something else" type build, but terrible for an actual ordnance boat that wants to get off more than a single salvo.

- Munitions Failsafe: Not really useful once you have the Guidance Chip, as the odds of missing should be relative low by this point.

Hell, if you gave me 2 mod slots on a bomber, I'd end up taking TIE mk2 instead of Munitions Failsafe or LRS.

True. LRS is not an autoinclude at all for ordnance carriers. I do play the 4 Bomber build with Scimitars that are equipped with EM, Homing Missiles and Seismic Charges and I like them for that. I like it even better on Gamma Squaddron Vets. But outside of those builds you pay too much.

In terms of tie advanceds I think the real winner are tempests with accuracy corrector. They can now drop cluster missiles for concussions and on average rolls get 4 hits. This gives them a big boost vs. Brobots and other 3 agility troublemakers.

Doesn't work like that, I'm afraid. You cancel all dice results and get 2 hits only. You can still do it with cluster missiles though, for when you've already rolled 2 hits, you can just add another hit with GC.

Bombers should be at the top by a huge margin

**** LRS, 23 points for two shots of a betterthanhlc are a steal

Bwings are being VERY overrated with GC

First, Nub's ability is ONE crit. It works just as well with a 1 point ept as with any ordnance + GC. Farlander or fish lady would be far more effective platforms as they could modify the shot

Second, bwings die FAST and will take all those expensive munitions down with them

Apart from nera, you will probably never waste ordnance on them

Edited by ficklegreendice

Note that on ten numb we're talking 2, maybe 4 points for flechettes; I agree the more powerful torpedoes are a poor deal.

But what you get in exchange for not using calculation is a crit generator and VI at the same time.

That's not nothing.

Edited by Reiver

it's basically nothing, as you need TLs to fire the torps and can't use b-roll to orientate your arc

seems far more effective to stick to V.I mangler in that regard

Which 2 modifications do TIE Bombers need when acting as an ordnance carrier?

- Guidance Chip: Yup, this one works.

- Long Range Scanner: Nope. It helps with getting the initial target lock before the fight begins, but hinders the acquisition of any further target locks once the fight is joined. It's great for a low PS, "one shot then do something else" type build, but terrible for an actual ordnance boat that wants to get off more than a single salvo.

- Munitions Failsafe: Not really useful once you have the Guidance Chip, as the odds of missing should be relative low by this point.

Hell, if you gave me 2 mod slots on a bomber, I'd end up taking TIE mk2 instead of Munitions Failsafe or LRS.

Also there is nothing wrong with tie mk2 and guidance chip as that would make the bomber with ordnance useful since ordnance general has super restrictive firing range arcs making it hard to get a target that has a huge red flag with a target lock on it from staying in range/arc.

Either or of those for tie bombers would make it a useful ordnance carrier but as it stands even this fix and the Aces box still won't make tie bombers competitive.

Edited by Gungo

Don't forget the poor X-wing, who has to give up Integrated Astromech to take this. Which is not going to happen.

XWing title: equip two modifications.

Then you could have your IA and GC!

XWing title two: enhanced engines - gain a green hard one and a boost. 2 point upgrade, T-65 only.

Here's what I'm thinking: Rebel operatives who stole the Death Star plans also stole the plans for the Tie Advanced Prototype. The plans were then incorporated into a prototype T-65 ship. (Vader was pissed when he discovered the plans for his beautiful ship were stolen, and he had to fly around crappier ship!)

I'd like to see a T-65 fix that:

1) doesn't lower the cost.

2) doesn't give it boost or barrel roll.

3) isn't something boring like 'one free health' cough cough