Your favorite missile?

By Fuzzywookie, in X-Wing

Mine hmmmmm assault missiles. Yours?

Homing missiles is the only halfway decent one

Redline LOVES cluster missiles and plasmas, but he's redline

Prockets and vader

easiest 5 hits ever rolled.

i enjoy prockets on dash. People get real nervous when you barrel roll them into your donut instead of playing keep away.

Homing Missile. Preferably combined with Crackshot.

Homing missiles is the only halfway decent one

Redline LOVES cluster missiles and plasmas, but he's redline

Ion Pulse Missiles. For someone who hates YT1300s and Decimator as much as you, I figured the chance to send them drifting into an asteroid would be gold.

Homing missiles is the only halfway decent one

Redline LOVES cluster missiles and plasmas, but he's redline

Ion Pulse Missiles. For someone who hates YT1300s and Decimator as much as you, I figured the chance to send them drifting into an asteroid would be gold.

once imp Vets comes out i'll make sure to squeeze a IPM on to Vessery in cases in which two ion cannon shots are too unreliable or wasteful.

Large ship close to an edge? IPM and ion cannon other targets. my secon favorite is definitely IPM

Depends on which ship for me. Vader and A wings I like prockets. Fleahunters is concussion. Firesprays n'dru and redline is clusters. bombers I like homing.

If I had to pick one it would probably be between clusters and prockets as my best performer.

Concussion missile with guidance chips. Fav ordinance has to be Adv. Proton torpedo on PTL Rhymer.

Edited by buddyfett

I very much enjoy when N'drue or Redline obliterate something Cluster Missiles.

Sorta depends. I like Concussion Missiles in general just because they're fairly reliable. I'm also a fan of Advanced Homing because B-Wings are popular by me, and a single ship with Extra Munitions can very very easily destroy one in two shots, shields be damned. Also, just having that ability to hand out a crit in the opening rounds is great empathy for Rebel Scum, show them how it feels to fear the crit early on.

ASSault

it just makes the enemy nervous, forces him to double-check ship positioning...

Homing missiles is the only halfway decent one

Redline LOVES cluster missiles and plasmas, but he's redline

Ion Pulse Missiles. For someone who hates YT1300s and Decimator as much as you, I figured the chance to send them drifting into an asteroid would be gold.

Not enough damage, just lose to pwt dice

Rather have redline clusters just slice right through them

Chardaan refit is the best missile in the game.

Cluster missiles on tie bombers for me. and on A wings if i have the points to upgrade prockets.

Here's a different one: Kaato Leeachos with Homing Missiles and Crackshot!

TL with his action, steal a focus from a friend, add chimps when they arrive, you're you're looking at an almost guaranteed four hits that'll ignore evade tokens and a Crack Shot to force some more damage through.

EDIT: Otherwise...

  • Homing Missiles: currently some of the most bang for your buck on a ship that can't get double actions thanks to being able to use the TL. Only downside is the price, meaning you can't load a list up with too many of them.
  • Concussion Missiles: Cheaper but typically less reliable than Homing. If you can get a TL+Focus/other modifiers before firing, they'll lay out some serious pain, but that'll typically require something like PTL, Fleet Officer, Colonel Jendon, Captain Jonus, ect. Not worth using without any of those at the moment. HOWEVER, guidance chimps should be huge for these: turn one blank into a hit with missile ability, turn another blank/eyeball into a hit/crit. With guidance chips, more often than not you should be putting out four hits. Throw in a Focus again and it'll require three blank dice to stop you from getting four hits.
  • Proton Rockets: Great on three agility ships of all sorts and worthwhile to maybe throw on a ship with the Outrider title if you've got the points. Also pretty crappy on a lot of low PS generics, as everyone can just arc dodge them to avoid eating all those reds. A-Wings, TIE/x1s, and soon TIE/v1s should all love these dearly given the points to spend.
  • Cluster Missiles: Great on "Redline", Scum Boba Fett, N'Dru, and any Imperial ship escorted by Captain Jonus. Otherwise, completely outshined by other choices. Even with chimps they'll lack the natural modifications to be worth using. But with chimps and some of the folks above? Hell yes they're worth it! There's little more satisfying than having Scum Boba get a TL+Focus thanks to K4 and sidle up right into R1 of some Y-Wings and just melt one of them with Clusters. These guys are situational and that's not about to change, but can be murder for the right ships. Even high token+high agility ships have to be wary of the pure volume of enough red dice coming in triplets.
  • Advanced Homing Missiles: Probably the single most situational missile. If your name isn't "Maarek Stele" or "Major Rhymer", you're probably better spending those points some place else. Narrow band of range, only three dice attack, can typically only do one damage which (without Maarek) could be pretty insignificant.
  • Ion Pulse Missiles: You know what? I actually like these little guys. And sure, they can ion a Falcon or Decimator in one shot, but a lot of times that isn't super great on its own. But you know what is? Knowing exactly where a ship is going to be the next turn, large or small! Very cheap, and you sacrifice damage for one turn to almost certainly deal even more damage the next. They can be a beat tricky to use, but with their usage of TL and the upcoming chimps, they'll be pretty hard to dodge and will allow some nice set-ups if you time it right.
  • Assault Missiles: I... I just can't get behind these. Maybe it's because swarms aren't common around me, maybe it's because they don't get any modification help. And the easiest to hit things, like B-Wings or Y-Wings, usually fly with more low agility ships which also have a mess of health. Maybe with chimps and glitter or Imperial buffs? I just feel like those points are going to be better spent going to a Homing Missile I can use to keep Soontir Fel at bay.

Ordnance is definitely coming into its best spot in the game ever and I think Missiles tend to outshine Torpedoes (typically) and more and more might slowly find their way into lists. But at the same time, the best uses of most missiles isn't going to change, which means neither will the ships that tend to carry them. They very well may never find a dominant place in the meta, but I think most of them can have some usage with the right squad/pilot, even if (like AHMs) there's realistically two guys I'd ever seriously consider putting them on.

Edited by Comradebot

Prockets for days.

I'd rather have a HITTile.......

(sound of crickets chirping. Wind whistling through a desert. Tumble weed rolls passed)

.....

:(

I'd rather have a HITTile....... (sound of crickets chirping. Wind whistling through a desert. Tumble weed rolls passed)

Well, you say that, but we always used to call Missile Launchers Rocket Launchers when playing 40K, because whenever we called them Missile Launchers, they missed. /worstanecdoteever

I'd rather have a HITTile....... (sound of crickets chirping. Wind whistling through a desert. Tumble weed rolls passed)

Well, you say that, but we always used to call Missile Launchers Rocket Launchers when playing 40K, because whenever we called them Missile Launchers, they missed. /worstanecdoteever

Funny

I did the same

Missiles always missed but rockets didn't miss as often

Proton Rockets for sure. It just side-steps all that nonsense that makes regular missiles a pain in the ass.

N'dru with Cluster

Blount with Ion Pulse or Assault

Prockets on A-wing/Advanced

Homing generally, but I think Concussion with Guidance is going to be the new thing.

Edited by Skargoth

Thread Tracers?

Thread Tracers?

Clearly useful and effective... but favorite?

Guidance Chimps are going to do nice things for Concussion Missiles. A TIE Bomber has a 2 dice primary. Concussion Missiles + Guidance Chimp is 2 positive results minimum. Potentially 4 positive results. It's good odds you're getting through even Soontir Fel. And if you're Alpha Striking a Decimator? Yup. Whatever you roll turns into damage. And at 22 points (because you're obviously adding Extra Munitions!), it's not the most threatening thing on the board- so it's not getting burned down ASAP.

Same loadout on a Z-95 is 16 points. That could be a frightening way to burn down an ace fast.