Guidance Chips - Losing Faith in FFG

By zlynn22, in X-Wing

The new modifications fix the action economy.

No they don't. The same problem still exists, you still need to spend two turns of actions to get the most out of your Torp's / Missiles. The modifications are nice but they don't fix this.

And being able to use the spent T/L would not step on the toes of the homing missile as being able to use it at a later point is still very powerful

The new modifications fix the action economy.

No they don't. The same problem still exists, you still need to spend two turns of actions to get the most out of your Torp's / Missiles. The modifications are nice but they don't fix this.

And being able to use the spent T/L would not step on the toes of the homing missile as being able to use it at a later point is still very powerful

LRS is a Huge-hunter upgrade actually. in Epic you might not survive long enough to make the second shot.

but this way you'll make one at full power of the dark focus side

The ones that want to spam LRS lists are probably using Z-95s.

Considering Long Range Scanners require BOTH Torpedo and Missile slots in your upgrade bar, I somehow doubt that will be the case.

TIE Bombers, TIE Punishers, Firesprays with Slave-1, K-Wings... so yeah, mostly Imperial ships.

No they don't. The same problem still exists, you still need to spend two turns of actions to get the most out of your Torp's / Missiles. The modifications are nice but they don't fix this.

Long Range Scanners mitigates this by allowing Target Locks on turn one (so you claim a target well in advance of engagement, then take a Focus token to modify dice when in range). Guidance Chips also mitigates it by directly improving your dice results.

So while "the problem" still exists, it's greatly reduced - for 0 points cost.

Edited by FTS Gecko

Didn't someone just do the cost of the top worlds list recently? Weren't most $200~? So why is it so hard to be competitive? Cost comes down to what you want. If you have a budget, you can pick and choose. FFGs model hasn't changed. Is it perfect? Hell no. Does it work? Very well. If you don't like the model that an upgrade comes with, don't buy it. Either proxy for casual, borrow for tournaments, or buy second hand for 1-3 bucks. People have gotten so entitled, yes, I'm calling the majority of you entitled. Why? Because I know if 2.0 came out, and it cost 100+ (like a GW codex) half of you would complain that it wasn't free/cheaper. Then you would have the other part of the player base that just got into the game, question why they should spend more money into it because of such a major change, just look at GoT and the crash in their player base hell even the MechWarrior clix game suffered a worse demise for doing this. Then the majority would just pirate the PDF, and be done with it. It comes down to, you can't make every one happy. They are doing just fine with their model right now.

PS the majority of the complainers keep referencing only the TAP comes with the cards, yet they can't do the 2 minutes of research to find that the Punishing One comes with two. This really doesn't help your case when you don't even get correct/accurate information. Yes there is and still are past references of limited cards, but most of these you don't need 3+ of any how, you just need to diversify your list building, I mean outside of TIE swarms and TLTs, where has a spam list done well?

Also, who ever said you don't need more interceptor paces once you get an imperial aces pack, you still need the standalone for alpha pilots.

That's why you don't hit them with what they need to be competitive at once. A core + $60 in other ships gets you off to a decent start for one faction.

Most people are going to want to know what the game actually costs, though, if they're interested in price at all.

X-Wing's a game where netdecking is really expensive, but doesn't mean you can't make tournament squads without buying the most popular cards spread out across many expansions.

Ha! 2.0. Now that's just silly.

First.

The fixes are not all about balance they do many interesting things that they have 0 physical room for on the actual pilot cards. They are thematic additions to the game as well as balance patches. In many situations not only are they a patch but they are a choice. GC is not an auto include if you want another modification card.

Seccond

As for new players All they need to do is add products that help new players get what they need. And from the looks of it they are doing just that. New players buy product in the reverse order of old players. So we all bought an a-wing in a blister on its first release. New players first A-wing is likely the rebel aces a-wing. The new player then has cards for and an incentive to buy an a-wing blister.

Third

Repaints: there are near limitless potential repaint product options even if they exhaust the total library of ships and don't feel like making up new ones they can make repainted of ships we already love.

Fourth

Aside from a little more table clutter and some poor choices in terms of ship naming the game is still extremely functional.

I think another fix for torpedoes and missiles would be a linked fireing system. Where you get both your normal attack and a seccond torpedo attack on the same target.

Instead of a 2nd copy of Long Range Scanners, I'd prefer if Imperial Veterans came with Experimental Interface.

Then they can include another copy of LRS in Rebel Veterans instead of saddling the Imperial pack with Rebel upgrades.

The ones that want to spam LRS lists are probably using Z-95s.

I see the point of running 4 bombers with one turn of launching concussion missiles with focus, after turn two that will be a pretty frustrating game to play if you didn't already annihilate the enemy since you may never get another target lock. You could run Deadeye on Gamma Vets, but at that point you could have just taken Guidance Chips in the first place.

That's another thing, the game is considerably less expensive if you don't run squadrons composed of identical ships, because you won't need 5 copies of every upgrade.

Why in the world would that be better in the Imperial veteran pack?

One is enough, and it's not a very good card.

LRS in a rebel pack?

Seriously?

This is obviously intended with bombers in mind.

Most people have a bomber or two, it only makes sense to have two LRS in the box.

Where and why would you even want experimental interface?

Z95 can't even equip LRS.

Obviously you haven't read the card over.

Most people have a bomber or two, it only makes sense to have two LRS in the box.

This. If you've already got one TIE Bomber (or a TIE Punisher, for that matter), then Imperial Veterans gives you another... hence the TWO Long Range Scanners. So you can use both. This is basic level maths, right here.

Most people have a bomber or two, it only makes sense to have two LRS in the box.

This. If you've already got one TIE Bomber (or a TIE Punisher, for that matter), then Imperial Veterans gives you another... hence the TWO Long Range Scanners. So you can use both. This is basic level maths, right here.

And if I already have four bombers I need to packs which now gives me six bombers and four cards.

Any one need two extra bombers? Just kidding, i'll either toss them in drawer or let the grand kids play with them. I may end up with enough extra ships that someone can run them as a squad someday. I've already giving some extra's away.

edited: deleted redundant post

Edited by Cununculus

And if I already have four bombers I need to packs which now gives me six bombers and four cards.

That's always been an issue I've had with aces packs. They're actually better for new customers than old ones.

I have 4 bombers, so two LRS is in theory at least not enough, because then I have 5 bombers and 2 cards. If I buy 2 packs I now have 4 cards for 6 bombers...

Not that it's a bad deal, but for a lot of us we're buying ace/vet packs for the cardboard not the plastic.

The new modifications fix the action economy.

No they don't. The same problem still exists, you still need to spend two turns of actions to get the most out of your Torp's / Missiles. The modifications are nice but they don't fix this.

And being able to use the spent T/L would not step on the toes of the homing missile as being able to use it at a later point is still very powerful

Guidance Chips fixes it a fair amount by mitigating a lot of the need for actions though. If you take Proton Torpedoes, for example, the most common combination is Hit/Hit/Eye/Blank, which now turns into 4 hits. An auto-success goes a long way, which is exactly why Autothrusters work so well. Mix it with some passive dice fixing EPTs and scoring 4 hits seems pretty reliable.

Speaking as a failed painter, I'm getting the aces/veterans for the repaints as much as for the pilots and upgrades.

Agreed that Proton Torps are the best weapon to use with Guidance Chips for just that reason you mention.

Actually, I would argue that Advanced Homing Missiles might be the best ordnance to use with Guidance Chips. The missiles only need to hit in order to take effect, and that effect is very powerful, particularly against ace (usually low-health) ships. A list like the one below could be really scary against the likes of Fel, Corran Horn, Phantoms, etc.

Major Ryhmer w/ Deadeye, Extra Munitions, Advanced Homing Missiles x2, Guidance Chips

Maarek Stele w/ Deadeye, title, Advanced Targeting Computer, Advanced Homing Missiles, Guidance Chips

Juno Eclipse w/ Deadeye, title, Advanced Targeting Computer, Advanced Homing Missiles, Guidance Chips

Actually, I would argue that Advanced Homing Missiles might be the best ordnance to use with Guidance Chips.

But you cancel all Die Results with Advanced Homing Missiles so Guidance Chips wouldn't work would it?

Edited by Ken at Sunrise

Actually, I would argue that Advanced Homing Missiles might be the best ordnance to use with Guidance Chips.

But you cancel all Die Results with Advanced Homing Missiles so Guidance Chips wouldn't work would it?

Guidance chips work earlier in the attack, during the modify attack dice step.

The missile ability triggers once it is determined the attack actually hits and replaces the deal damage step.

I will never understand why people buy so many copies of a ship. 4 bombers? Really?

Actually, I would argue that Advanced Homing Missiles might be the best ordnance to use with Guidance Chips.

But you cancel all Die Results with Advanced Homing Missiles so Guidance Chips wouldn't work would it?

Guidance chips work earlier in the attack, during the modify attack dice step.

The missile ability triggers once it is determined the attack actually hits and replaces the deal damage step.

Got it, thanks

I will never understand why people buy so many copies of a ship. 4 bombers? Really?

TIE Bombers are the most beautiful of all TIEs, everyone should own as many as possible. Punishers are like divine beings but if you get too many together all the other miniatures get jealous.

Like every ship that's been released, FFG wants to create incentive for buying a new ship.

Their nightmare is that they spend $ and time designing these ships, produce thousands of these kits, ship them out, then only have enthusiasts buy a few of them.

If the Starviper didn't come with Autothrusters, it wouldn't sell.

If the Lambda didn't come with Vader of Rebel Captive, it wouldn't sell.

If the K-wing didn't come with TLTs, it wouldn't sell.

Granted, I do wish the TAP came with more Guidance Chips, but it's a small ship and apparently the Punishing One (or is it the Mist Hunter?) is coming with two chips.

The Lamdba is gorgeous. I wish they'd make a plushie out of it so we could snuggle in bed.

I will never understand why people buy so many copies of a ship. 4 bombers? Really?

Some people, such as myself, have a problem. :)