Long Range Scanners are not the munitions fix you are looking for..

By Sciencius, in X-Wing

but instead a fantastic K-wing TLT buf!!

The Long Range Scanners modification:

http://vignette3.wikia.nocookie.net/xwing-miniatures/images/e/e7/Swx52-long-range-scanners.png/revision/latest/thumbnail-down/width/340/height/340?cb=20151215062515

unveiled in the Imperial Veterans preview will certainly help with that initial missile/torpedo Alpha-strike, but ultimately competes with guidance-chip and munitions-failsafe. As debated elsewhere in this forum, this, and the 1-2 range limitation preventing you from ever taking a new target lock, may prevent widepread use for ordinance carriers.

It is however a match made in heaven for TLT k-wings. With a maximum of 3 TLT K-wings in a 100pt list, the Quad TLT y-wings have the initial upper hand. Only once you get close and inside thier donout hole the turret-primary of the K-wing dominates. Now the tables have turned, at 0pt the Long Range Scanners buffs the TLT strike as you now have both target-lock and focus to use with the two attacks of the TLT, then in the next round either get in the donout hole or simply SLAM away to get distance and a new target lock from your new Long Range Scanners

but instead a fantastic K-wing TLT buf!!

The Long Range Scanners modification:

http://vignette3.wikia.nocookie.net/xwing-miniatures/images/e/e7/Swx52-long-range-scanners.png/revision/latest/thumbnail-down/width/340/height/340?cb=20151215062515

unveiled in the Imperial Veterans preview will certainly help with that initial missile/torpedo Alpha-strike, but ultimately competes with guidance-chip and munitions-failsafe. As debated elsewhere in this forum, this, and the 1-2 range limitation preventing you from ever taking a new target lock, may prevent widepread use for ordinance carriers.

It is however a match made in heaven for TLT k-wings. With a maximum of 3 TLT K-wings in a 100pt list, the Quad TLT y-wings have the initial upper hand. Only once you get close and inside thier donout hole the turret-primary of the K-wing dominates. Now the tables have turned, at 0pt the Long Range Scanners buffs the TLT strike as you now have both target-lock and focus to use with the two attacks of the TLT, then in the next round either get in the donout hole or simply SLAM away to get distance and a new target lock from your new Long Range Scanners

Now I want to fly a mixed squad of TIE/x7 and TIE/D Defenders against this squad just to rip it apart.

Well unfortunately those red hard 1 turns stand in your way ;-D and 3 defenders title or not will be eaten alive !

No, my Iondefenders eat tlt builds like so many hotdogs at an eating competition. Just ion them then k turn and barrel roll into range one till they die.

Plus, I'd wonder at the wisdom of SLAMing too often. It makes prioritization of attacks easier for the enemy. It also means you aren't likely to capitalize on any range 1 mutual exchanges that might occur, though admittedly getting them might be tricky for an opponent. But in return, you'd be losing every turret that gets deactivated in that round, thereby eliminating one key advantage of a turret (that is, being able to attack every round since you're not worrying about firing arcs).

But yeah, I would love to fly against this to test it out.

No, my Iondefenders eat tlt builds like so many hotdogs at an eating competition. Just ion them then k turn and barrel roll into range one till they die.

Cool, this is your experience already? Or are you talking about with the Tie/D title?

Plus, I'd wonder at the wisdom of SLAMing too often. It makes prioritization of attacks easier for the enemy. It also means you aren't likely to capitalize on any range 1 mutual exchanges that might occur, though admittedly getting them might be tricky for an opponent. But in return, you'd be losing every turret that gets deactivated in that round, thereby eliminating one key advantage of a turret (that is, being able to attack every round since you're not worrying about firing arcs).

But yeah, I would love to fly against this to test it out.

So would I ;-D

No, my Iondefenders eat tlt builds like so many hotdogs at an eating competition. Just ion them then k turn and barrel roll into range one till they die.

Cool, this is your experience already? Or are you talking about with the Tie/D title?

Both.

Even before tie/d my Onyxs faired well against tlt. I found that pilot skill three was key back than. Shooting before genetics, and diminishing Predator helped a lot.

But now I find that the extra damage plus control makes taking the IonDeltas better.

Munitions Failsafe is the real loser out of those three, because it costs points and only does anything if things are going badly. LRS are solid if you only need to fire one piece of ordnance at them. If you intend to load up or you have high pilot skill, you want Guidance Chips. Personally I like the Guidance Chips a lot more but Scimitars and others like them could benefit quite a bit from LRS.

LRS is good for low pilot skill bombers. Going first, getting the lock, and being in the correct band was always annoying. Plus the 5 k turn helps with creating distance to get more locks.

Or you can run homing missiles plus another short range ordance. The homing missiles wont use up the lock.

LRS is good for low pilot skill bombers. Going first, getting the lock, and being in the correct band was always annoying. Plus the 5 k turn helps with creating distance to get more locks.

Or you can run homing missiles plus another short range ordance. The homing missiles wont use up the lock.

Also I think LRS is great for Epic games. You can take your TL before even something shooting at Range 5 can hit you, then pile through and take a focus action once you finally get into range so you can make your shots count.

No, my Iondefenders eat tlt builds like so many hotdogs at an eating competition. Just ion them then k turn and barrel roll into range one till they die.

Cool, this is your experience already? Or are you talking about with the Tie/D title?

Both.

Even before tie/d my Onyxs faired well against tlt. I found that pilot skill three was key back than. Shooting before genetics, and diminishing Predator helped a lot.

But now I find that the extra damage plus control makes taking the IonDeltas better.

Both? I find that hard to believe, unless you were flying against very inexperienced players.... Could you give me an example of one of your 100pt Ion Onyx lists (without titles), you have used against 4xTLT y-wing or 3TLT k-wing that "eat TLTs as hotdogs at a hotdog competition" ;-D

Edited by Sciencius

LRS on low PS ordnance doesn't actually solve all that many problems. Not only is it a ***** to joust with, but it's easy for priority targets to reposition to avoid low PS arcs

LRS was money on low PS bombers because it allowed you to go into combat with full mods. GC does the same, only far more flexibly

going to be great on Ks, though, who don't need it to fire TLTs

Edited by ficklegreendice

Wish they wouldn't be putting two LRS in the box. It's not very helpful on Punishers with FCS.

I'd rather see another Imperial-only Crew.

Or a new 3 point cannon that gets 2 shots like TLT, but at range 1-2.

Or some Conner Net cards and token.

Or some stickers to put on my notebook.

Well unfortunately those red hard 1 turns stand in your way ;-D and 3 defenders title or not will be eaten alive !

TIE defenders don't need to hard 1.

Often you want to take a low skilled pilot so that you can spend the additional points on ordinance. The problem arises during turn two or three where you are at that critical range where will be able to shoot your ordinance during combat, but you fail to be in range for target lock during the action phase. This modification will ease the efforts of getting low pilot skills an early shot with a range two to three ordinance.

That said, I would rather take "Deadeye". A focus replaces the need for a target lock and you don't give away your intended target. Unfortunately, low skilled pilots can't take elite options, so now "Long Range Sensors" gives them a viable option.

LRS is good for low pilot skill bombers. Going first, getting the lock, and being in the correct band was always annoying. Plus the 5 k turn helps with creating distance to get more locks.

Or you can run homing missiles plus another short range ordance. The homing missiles wont use up the lock.

Also I think LRS is great for Epic games. You can take your TL before even something shooting at Range 5 can hit you, then pile through and take a focus action once you finally get into range so you can make your shots count.

I had four bombers on a Gozanti, Jonus leading three Gammas. He had Thread Tracers to give them close range TLs, but it backfired on me. Jonus missed and they couldnt get TL at close range!

We haven't finished the game yet, but the Raider, Gozanti and bomber primaries have crippled a Tantive aft. The bomber munitions have yet to be fired! :o

Edited by Plainsman

Due to wording you can't get locks from a threaded missile if you are at close to mid range and have a lrs.

We all know making a target lock action when you can't make an attack is a sub-par action. So I am not excited for LRS. What is needed is the ability to switch targets at the start of the combat phase and then you will start to see more torpedo and missile weapons. ;However that would be such a strong ability they will need some negative detractors such as cannot make a primary weapon attack and gain 2 stress tokens in order to be balanced.

We all know making a target lock action when you can't make an attack is a sub-par action. So I am not excited for LRS. What is needed is the ability to switch targets at the start of the combat phase and then you will start to see more torpedo and missile weapons. ;However that would be such a strong ability they will need some negative detractors such as cannot make a primary weapon attack and gain 2 stress tokens in order to be balanced.

That ability already exists, it's called Thread Tracers.

Put it on something cheap and Swarm Tactics/Roark Garnet/Decoy it up to shoot first.

Jendon says hi too.

At the cost of firing their weapons at the new 'full power'.

Surely they thought of this, yet they did nothing about it.

I'm also kind of shocked that they're relating a bombers aces pack without extra munitions . C'mon, they had the space on the cardboard for the tokens...

Edited by Reiver

Well unfortunately those red hard 1 turns stand in your way ;-D and 3 defenders title or not will be eaten alive !

TIE defenders don't need to hard 1.

Well, I would argue they do! As without it they become way too predictable, and basically just K-turn back and forth along the same lane.. way too easy to block.

Don't get me wrong, I love the Tie Defender, and when the new coreset arrived, I tried running different lists with Epsilon Leader alongside two Defenders with different assortments of secondary cannons and upgrades, and the removal of stress for successive 1 or 2 hard turns makes a world of difference! But ultimately it is just too expensive for what it accomplices...

But enough about Defenders, back to Long Range Scanners - what this thread is about.

As a free upgrade, it will certainly help TLT K-wings, and e.g. boost Aron Bonar's Worlds 2015 list.

Ships aren't predictable, only players are!

You know, I'm kinda irritated that they released something to make ordnance better, and (at least a portion of) the player base has responded with "yay more turrets for meeeeeee!!!". I thought the whole point of the last few waves was to diversify the meta? Not reinforce turrets (again).

I've always thought this, but only recently articulated it in my head: Imperials adapt to the meta with how they fly, Rebels adapt with what they fly. I suppose this is a little more evidence in favor of that? I dunno, maybe.

Bah, whatever. People can buy IV for two cards if they like, the rest of us can enjoy the whole **** thing. I'm practically salivating at my Epic Veteran bomber run... I wanna see if I can cripple a CR-90 in one turn. ^_^

I'm looking forward to IV, for the EPT carrying generics! Bombers and Defenders with EPT's should be a hell of a lot of fun.

LRS, I'm pretty indifferent to.