There's been a lot of good discussion about how to get the most out of Ordnance carrying ships given the bevy of new cards that support these ships. This post is less concerned about details of Ordnance ship builds, and more concerned about bigger picture effects on how different archetypes will approach this new challenge. I've outlined a few categories, and the challenges they face in a new Ordnance meta, should it comes to pass.
Arc Dodgers:
Extremely mobile ships (Fel, Jake, Vader with EU, etc.) have some in-built resistance to Ordnance carriers, because their natural maneuverability allows them to avoid the arc of the firing ship, often by dodging into Range 1, where most damaging Ordnance doesn’t work. Arc Dodgers also typically have high PS, so have an easier time avoiding a first engagement Target Lock. Long Range Sensor ordnance builds negate this early advantage, but are easier to avoid by an Arc Dodger once distance is closed. A significant caveat is that there are many different kinds of Ordnance, and there will be some that have a significant effect on almost any kind of ship.
Regenerators:
In general, regenerating ships hate Ordnance, because it allows a disproportionate amount of damage to be dealt in a short time, reducing the number of turns that regeneration activates.
Fat Turrets:
I think Fat Turrets generally don’t care too much about an Ordnance meta. They have the hit points to sustain spike damage, and the maneuverability to avoid some shots. A potential downside for Turrets is if Ordnance carriers become more widespread, and Ion Pulse Missiles get thrown in some squads that have spare Missile Slots. Ion Pulse Missiles can take away the unpredictability of a turret, and make it much easier to focus down.
Low AGI Ships:
These ships are largely indifferent to an Ordnance meta. Like Fat Turrets, they sustain high dice attacks fairly well, and even if a Low AGI jouster is lost a turn early because of Ordnance, its squadmates will be dealing with less remaining firepower overall. The otherwise questionable Ion Torpedo is a potential exception. Many low AGI jousting lists gain benefits from formation flying, and an Ion Torpedo is both dangerous to formations, and can hit a low AGI ship easily.
High AGI Ships:
These ships dislike an increase in Ordnance more than low AGI ships. High AGI ships are strong at resisting low dice attacks, but poor at resisting high dice attacks. This weakness is compounded by the fact that one of the strongest Ordnance choices, Homing Missile, ignores Evade tokens, which are often relied upon to keep multi-action high AGI ships alive.
These are some initial impressions that I get based on my experience with the game, but they’re only broad estimations at this point. I’d love to hear from anyone who has their own ideas, especially if they’ve tried these new cards out by proxy. Thanks for reading.