What is the sweet spot for munitions?

By Kdubb, in X-Wing

So I've been giddy over the idea of munitions finally getting to where they were intended to be, and with the addition of Guidance Chips and Long Range Scanners (soon) to the game, I just have a simple topic to discuss.

What is the sweet spot for points spent on munitions when loading out a ship? 4, with the cheapest options + Extra munitions? Or could a ship even go as heavy as 10 points deep in munitions and still get the payback for that massive amount of points?

Discuss.

I'd say 10 us pushing it unless you have another, likely larger threat nearby to harass them in the meantime or you spread it out across multiple ships. For instance, Redline is a monster. However, she can get expensive quickly, and my Y wings drool at the prospect of vaporizing 35-40 points of missile boat before it empties it's payload or causing you the frustration of ionizing her away from them. BUT, a Z swarm with missiles can deliver a nasty Alpha Strike, even if you lose one early.

I've loaded Redline down pretty heavily mostly to get tactical options, rather than out of the expectation of spending all of them. But in some games I have managed to spend 4 missiles out of Redline, and got at least two non-missile shots as well.

My real question to myself in most of my builds with Redline is 'what else do I spend those points on'? If I'm running Redline with two other ships, I usually wind up about 5 points in the black when I've given them all the essentials - so, Clusters, Extra Munitions and a range 2-3 4-dice thing of some description - so what else to do? Flechettes add some 'screw you Soontir' to a list which is always good, IPMs are hilarious if you catch a big ship in the wrong place with them, etc etc. The other option would be a bomb, of course.

But then, I've lost a fair amount with those lists too, so...

Totally depends on what ship and what you want to do with them. I can see a Tie Punisher or K-wing being loaded with more ordnance than others. Some ships can only take one Missile or Torpedo. So, I say it depends on a lot.

When you say Ordnance, do you mean just Missiles and Torpedoes? Or Bombs, too? Extra Munitions works on all of the above.

I think Tie Bombers are good with 1 Missile, 1 Bomb, and Extra Munitions. You can always swap out a bomb for another missile/torp, but try to keep it a cheap one.

I can see spending a little bit more for ships that are elites as opposed to generics (especially low PS ones). Maybe put two sets of missiles/torpedoes on someone like Crackshot Thomax. Man....Flechette Torps with Crack Shot is a good idea. Give the stress, but also have the likelihood of actually doing damage. With EM, that's only 1 pt per shot.

Like any upgrade, value needs to be compared to ship cost. 4 points on a z is about the same as 10 or so on Redline.

It depends on what you're flying. Before you shoot me for giving that answer, look at these examples.

Scimitar Bomber with Homing Missiles, Seismic Charges, Extra Munitions. 9 points of ordnance.

Scimitar with Ion Pulse Missiles, Conner Net, Extra Munitions. 9 points of ordnance.

Gamma Squadron Veteran with Deadeye, Ion Pulse Missiles, Extra Munitions. 6 points of ordnance counting Deadeye.

Imperial Boba Fett with VI, Slave 1, Extra Munitions, Proton Bombs, Homing Missiles, Engine Upgrade, Weapons Engineer. That's 12 points of ordnance and it's worth it.

Z-95 With Ion Pulse Missiles and Chimps. Only 3 points of ordnance.