So comparing some missiles...might need some mathwing here

By FlightyBombJack, in X-Wing

So I was looking at some missiles earlier and I am kind of at a toss up between what might be better for what here.

We have a somewhat classic fallback, homing missiles, they let you reroll your attack because you don't have to spend the target lock to actually fire it. But now we have the guidance chips coming in and suddenly we have the cheaper concussion missiles that, when coupled with the chips, will always turn two blanks into two hits. Both are 4 dice at 2-3 by the way.

Off the top of my head concussion missiles seem like they would be better for higher PS perhaps, they are cheaper and can get the advantage of better target lock positioning.... but a ship with long range sensors might be able to make better use of the homing shots, especially the generic ships.

Now I am sure there are some actual statistics and numbers to look at here but these are just my idle thoughts and frankly I just want to hear what others have to say on the subject of the two missiles and their interactions with the zero point munitions upgrades.

All I know is advanced homing missiles suck.

Thankfully advanced homing missiles is not on the table here.

I'd still prefer the Homing over Concussion Missiles if I can afford them. Being able to reroll those dice and then convert one is nice; and your opponent can't spend evades!

Lots of variables but your conclusion is basically the same as mine. Certain ships that pack LRS I still prefer homing missiles (and don't forget ignoring evade tokens can be huge). For those ships that either don't have access to or don't want LRS the concussions are a nice 1 pt break for similar accuracy when combined with chimps.

I did this just today, not using guidance chips.

They have about the same chance for 4 hits, homing is more probable to roll 3 hits and o hits.

The conclusion I came to was that homing would roll at least 3 75% and concussion would roll at least 3 70% of the time.

Homing Missiles

homing.png

vs.

Concussion Missiles

concussion.png

The additional point you pay for Homing missiles is mostly so that your target cannot spend evade tokens, which makes a very big difference for agile targets with 3 hull.

Against 3 agility targets with evade token homing missile has an expected damage of 2.85 vs 1.82 for concussions.

Taken from: https://community.fantasyflightgames.com/topic/192093-x-wing-probability-calculator/

So I was looking at some missiles earlier and I am kind of at a toss up between what might be better for what here.

We have a somewhat classic fallback, homing missiles, they let you reroll your attack because you don't have to spend the target lock to actually fire it. But now we have the guidance chips coming in and suddenly we have the cheaper concussion missiles that, when coupled with the chips, will always turn two blanks into two hits. Both are 4 dice at 2-3 by the way.

Off the top of my head concussion missiles seem like they would be better for higher PS perhaps, they are cheaper and can get the advantage of better target lock positioning.... but a ship with long range sensors might be able to make better use of the homing shots, especially the generic ships.

Now I am sure there are some actual statistics and numbers to look at here but these are just my idle thoughts and frankly I just want to hear what others have to say on the subject of the two missiles and their interactions with the zero point munitions upgrades.

Concs turn 1 blank to a hit - Chimps turn any dice result into a hit (or crit) - so there's less reliance on focus tokens which are currently what you need to make Concs worthwhile

I gave done very well with Concussion Missiles (contrary to the majority of opinion), but I almost always have a focus token to back it up. You will have to have PTL or a way assign TL or focus across ships to get them to fire in a single turn.