Cluster mine clarification

By EarthwormBen, in X-Wing

Thank you, I'm just glad that that 3 cluster mines did nothing.

So, about average for Cluster Mines, then. :P

Unmodified dice are awful.

Rolling unmodified green dice offensively is even worse.

They need to have some sort of aura ability for mines that allows for modifications. Change them so that your opponent rolls them for you. Perhaps allow ships to declare TL's for them or perform focuses for them.

Because paying 3 points and having to waste an action and having to fly in an awkward way to drop a prox mine just for it to roll hit focus blank is massively inefficient.

These things should be actually dangerous and not at all worth flying through. Not just, "lol I lose 1/13th of my health".

If each Cluster Mine token was just one point of automatic damage they'd be so much better.

I run Seismic Charge and Conner Nets. I don't have the temperament to endure sh*tty rolls on both my attack dice and bomb rolls.

Also I feel aggrieved by Sabine being a 2 point upgrade for K-wings. They get to use 3 bomb slots and the bombs now do bonus Sabine damage.

Sometimes it feels like Rebels get all the best toys!

You can have a shield regenerating Miranda Doni with Sabine and Improved Slam, Extra Munitions and a plethora of bombs! 50 points of ridiculousness.

Edited by Vulf

Does Imp Veterans have a Connor net? I want to say I saw one in the preview.

Just checked. Nope.

Edited by GrimmyV

If each Cluster Mine token was just one point of automatic damage they'd be so much better.

I run Seismic Charge and Conner Nets. I don't have the temperament to endure sh*tty rolls on both my attack dice and bomb rolls.

Also I feel aggrieved by Sabine being a 2 point upgrade for K-wings. They get to use 3 bomb slots and the bombs now do bonus Sabine damage.

Sometimes it feels like Rebels get all the best toys!

You can have a shield regenerating Miranda Doni with Sabine and Improved Slam, Extra Munitions and a plethora of bombs! 50 points of ridiculousness.

Just bite down and think of Imperial Veterans. ;)

Also I feel aggrieved by Sabine being a 2 point upgrade for K-wings. They get to use 3 bomb slots and the bombs now do bonus Sabine damage.

Sometimes it feels like Rebels get all the best toys!

That's because the Rebels do get all of the best toys. Hell, they even get their own upgrade slots that we can't even use at all, not to mention all the amazing crew they have.

It's about time that the Empire got a huge wave of amazing Imperial Only upgrades.

Also I feel aggrieved by Sabine being a 2 point upgrade for K-wings. They get to use 3 bomb slots and the bombs now do bonus Sabine damage.

Sometimes it feels like Rebels get all the best toys!

That's because the Rebels do get all of the best toys. Hell, they even get their own upgrade slots that we can't even use at all, not to mention all the amazing crew they have.

It's about time that the Empire got a huge wave of amazing Imperial Only upgrades.

Yeah rebels get everything

Also I feel aggrieved by Sabine being a 2 point upgrade for K-wings. They get to use 3 bomb slots and the bombs now do bonus Sabine damage.

Sometimes it feels like Rebels get all the best toys!

That's because the Rebels do get all of the best toys. Hell, they even get their own upgrade slots that we can't even use at all, not to mention all the amazing crew they have.

It's about time that the Empire got a huge wave of amazing Imperial Only upgrades.

Lol. You mean like the illicit slot?

Yeah rebels get everything

Scum is scum.

Thank you, I'm just glad that that 3 cluster mines did nothing.

So, about average for Cluster Mines, then. :P

True but for that one time... oh that one time! Managed to drop 2 lots for an IG to sloop over all 6 templates, i rolled 9 damage out of 12 dice :) Oh I was a happy Imperial that day

Tonight I played an opponent, and he used cluster mines. By the way they were worded hee seem to think that the ship followed the guides and you see how many you hit, whilst I said you only used the manoeuvre piece and the start/finish position.

TO ruled in my oppoents favour and I took 6 red dice.

Another player has cluster mines so I want the right call to be made, how can I prove this or was the right call made?

Just for clarification... did you actually manage to overlap all three templates? I only ask because that's usually not that easy to do.

Also I feel aggrieved by Sabine being a 2 point upgrade for K-wings. They get to use 3 bomb slots and the bombs now do bonus Sabine damage.

Sometimes it feels like Rebels get all the best toys!

That's because the Rebels do get all of the best toys. Hell, they even get their own upgrade slots that we can't even use at all, not to mention all the amazing crew they have.

It's about time that the Empire got a huge wave of amazing Imperial Only upgrades.

Wish they would only put a single LRS into Imperial Veterans and give us another title for Bombers and Punishers.

We don't need 2 copies of TIE Shuttle either! How many crew boxes on 6 hull ships do they think Imps want to run?

LRS is superfluous when The Inquisitor's tie includes copies of Deadeye and Guidance Chips and there is a new generic TIE Bomber with an EPT.

Am I the only one that thinks the actual Bomber ships should be good at dropping bombs? FFG, give something to the ships that can't take turrets!

Sabine's crew ability should be a title for Imperial Bombers and Punishers. My butt hurts so much from the salt, you don't even know.

Miranda Doni with TLT Extra Munitions and 3 slots of Sabine Seismic Charge is only 45 points! I want to run that ship! My traitor blood is burning!

It has no blind doughnut hole like Y-wings do. The shield regeneration and slam means it will probably last long enough to drop all 6 bombs.

2 Blue Squadron Novices with Weapons Guidance, and Integrated Astromech along with a 1 point and a 2 point Astro fills up the last 55 points.

Edited by Vulf

A bomber being good at dropping bombs? What kind of crazy talk is that!?

Seriously though, I am disappointed that Imperial Veterans doesn't appear to contain any bomb fixes for the TIE Bomber, as I doubt we'll get another window for one for a while.

Yeah Vulf, I suppose I always did find it irritating that bombs were at first an Imperial only thing, then they gave them away to both factions along with new and unique ways to drop or use them, like using different templates. Oh well, I guess us Imperial Loyalists will have to resort to our amazing skill to deploy bombs with deadly precision. ;)

I still think what the Bomber needs is a way to drop bombs (rather than mines) offensively rather than hoping than a cooperative opponent decides to fly in behind you.

I'm thinking along the lines of a title that allows you to drop a bomb after performing a maneuver, but allows you to avoid being in the blast radius. Something along the lines of "Immediately after performing a green maneuver, you may drop a bomb as if you are revealing your maneuver dial. Then, you may perform a free boost action."

The ability to drop the bomb after a maneuver means that you can use the bomb aggressively, choosing where you want to drop it by setting your dial appropriately. The free boost action gives you a means to get out of the blast zone. The limitation to green maneuvers helps to counteract the extra maneuverability granted by the boost action (so you don't end up with effective 6 forward maneuvers, or 135 degree turns).

I think a few people may have forgotten that you don't roll to damage your opponent with bombs. They roll against themselves. Sorry if I misread but a few comments implied they rolled instead.

DR4CO, on 18 Jan 2016 - 9:52 PM, said:

ObiWonka, on 18 Jan 2016 - 9:47 PM, said:

EarthwormBen, on 18 Jan 2016 - 9:41 PM, said:

Thank you, I'm just glad that that 3 cluster mines did nothing.

So, about average for Cluster Mines, then. :P

Going by the evidence of a friend of mine at a recent tournament, "average" for the Cluster Mines means doing no damage to opposing ships but rolling full damage on yours.

This is accurate for my experiences with them, yes.

Decided to try a "Fill the board" idea, and took proximity mines + cluster mines + Extra munitions on two punishers against my friend who is still learning to maneuver well. Figured it would be a good way to train. 3 proximity mines and 7 cluster mines later...he had taken a single damage, when suddenly, one of my punishers clips a cluster mine...for 2 crits...

Then you're fine. Crits don't do anything with Cluster Mines. Only Proximities.

case in point:

cluster-mines-reference2.pngpic1799474.png

The thing is that these cards can be errata by pen and ink changes.

Thank you, I'm just glad that that 3 cluster mines did nothing.

So, about average for Cluster Mines, then. :P

True but for that one time... oh that one time! Managed to drop 2 lots for an IG to sloop over all 6 templates, i rolled 9 damage out of 12 dice :) Oh I was a happy Imperial that day

but your not the one who is supposed to roll

Some players dont like rolling against their own ships.

I'm always happy to oblige :)