Burst damage- how much is too much?

By Rakaydos, in X-Wing

Talking about a burst list I thought I might try a mini swarm of Z-95 for scum, i figure even if both sides only get so-so rolls the first exchange of fire the second will still hurt. And this set up could really hurt any formation flying for the extra damage it puts out. Let me know what you all think.

100 points Pilots ------ Binayre Pirate (20) x 5 Z-95 Headhunter (12), Assault Missiles (5), “Hot Shot” Blaster (3), Guidance Chips (0)

In discussions like this I'm always reminded of the opening lines of Johnny Mnemonic:

I put the shotgun in an Adidas bag and padded it out with four pairs of tennis socks, not my style at all, but that was what I was aiming for: If they think you're crude, go technical; if they think you're technical, go crude. I'm a very technical boy. So I decided to get as crude as possible.

If your local meta is all high end rapier flaunting high falutin' aces, kill them dead with with bricks taped to sticks. TLT's for instance.

Toss a couple of B-Wings with Ion Cannons and AC's their way and make them fear Range 3.

Throw Hera Syndula on Keyan and giggle as you eat your stress each turn while flying all over the place.

It appears that's exactly what Goomba did. The 'problem' - insofar there is one - seems to be that he is angry about it. Like he is lifting his skinny fists to heaven and shouting "Look! Look what you made me do! Now I am playing a double aces list!"

I may not like it if someone plays a list solely motivated by revenge, but in the end it is not my business why someone chooses to play a certain way (unless, I can imagine, it becomes personal). It seems to be a simple matter of finding something that is better than the rest. Sometimes we enjoy that, and occasionally we don't.

I'm not angry, every time my opponents gets with range ~1 of Boba's rear I get very excited.

Someone say burst damage? The Imperials have that covered.

alderan.gif

Someone say burst damage? The Imperials have that covered.

alderan.gif

I'm unable to like this animated .gif because it's from the special edition. Find one with the unmolested explosion please.

Do you have enough burst damage to kill a 16-health ship? Then it's not too much. :P

Someone say burst damage? The Imperials have that covered.

alderan.gif

I'm unable to like this animated .gif because it's from the special edition. Find one with the unmolested explosion please.

the one where it was a real sparkly firework explosion?

*sheds a nostalgic tear for the good ol' times when they made plastic and paper models, explosions were real instead of realistic...

I think burst may be necessary to make generics relevent

Poor ties can do work, but they're so dice and number dependent that it makes things difficult. Lose too many, too soon and you're screwed outside the leader-tier FOs

Now, my tests for the new bombers are similar EXCEPT that even aggressors sweat homing missiles, even with thrusters

Having run Miranda just yesterday for five rounds, I'm pretty convinced that you'd need burst to provide an easy answer for stuff like rebel regen. It's definetly beatable through any means, but it just doest go down without a LOT of dice (and a lot of dice leads to a lot of failure)

Burst spam may lead to the death of TLT spam and give generics (too many to burst down) a place. Won't miss TLT spam apart from the lovely K :(

@everyone: the ignore function exists for a reason. Paragoombaslayer and Warpman deserve each other; let them stand in the kitchen and mutter to each other while the rest of us enjoy the party.

@OP: I'm very worried that the line between unusable ordnance and overpowered ordnance might end up being razor-thin. But I hope, with Guidance Chips and Long-Range Sensors, they finally managed to perch on that line. Time will tell.

Do you have enough burst damage to kill a 16-health ship? Then it's not too much. :P

will Edited by Squark

5 Black Sun Soldiers w/ Clusters,'stims & Chips is 95 points if you want volume.

You know, I pretty much top out at PS8, typically. I face Vader and Fel reasonably often (sometimes both at the same time). I don't typically have trouble getting shots, because I block, use asteroids to limit movement options, and understand how ships have to move if they want to attack me.

Burst is just that, it burst damage and with the proliferation of Rebel regeneration burst might be more needed.

But it isn't burst that is dominating the meta. It is effects that practically ignore dice, C-3P0, TLT, Autothrusters, Double focus tokens free evades is what is dominating and it also counters burst damage because it is consistent in reducing damage. Against burst if you survive the volley you won the game. Against auto evades/hits if you are behind in the damage race you already lost.

Edited by Marinealver

Burst is just that, it burst damage and with the proliferation of Rebel regeneration burst might be more needed.

But it isn't burst that is dominating the meta. It is effects that practically ignore dice, C-3P0, TLT, Autothrusters, Double focus tokens free evades is what is dominating and it also counters burst damage because it is consistent in reducing damage. Against burst if you survive the volley you won the game. Against auto evades/hits if you are behind in the damage race you already lost.

I disagree. Burst isnt just missiles- Crackshot glitterstim are just as much burst upgrades as homing misile is, and both are clear stables of the current meta. Guidance Chips will simply make a whole new type of burst playable.

Ordnance should have been the key to make cheap 1-2 atk ships viable as a 1 good hit wonder. Something that reliably can deliver a good 3-4 atk with decent action economy or 5 atk with limited action economy and/or very restricted range such as range 1.

I don't call this an alpha strike because the game right now is loaded with 3-4 atk primary weapons or primary turrets. An alpha strike to me is a lot of 4atk range 1-3 spam or to many 5 atk range 1-2. That really isn't a huge issue right now even homing missile spam isn't that bad because the cost limits spamming them 5 pts is huge for what amounts to a 4atk at range 2-3. However If I was ffg I wouldn't make any ordnance better then a range 2-3 4atk or range 1 5atk ordinance.

Edited by Gungo

4 Tie Adv AC Clusters was fun... blocking and firing... until I fired or died all the missiles away.

Then it was literally the most boring game ever. Sheer kturning for 4 turns. Evade, stress, evade stress.

I have a 6Z build I decimate new players in the area with occasionally. Honestly, it gets a little less interesting when the missiles are away, but with that squad, you have like 4 ships left into midgame, and in a way better blocking. Its a lot of fun.

I love Zs.

Note that this was all pre-Chimps. When Chimps arrive. Dang. I am going to be annihilating people.

---

On a realistic note though, I'd go with keeping one ace. 35 points or so for 2 carriers, or 70 for 3 or 4. And keep some points for an ace. Doesn't have to be a super ace. Even a weaker one like Inquisitor will do fine if you blow up their major threat.