So, now that Ordnance are worthwhile, the question becomes what ships are best for them?

By joyrock, in X-Wing

I've seen a lot of talk about it scattered around, think it would be nice to have one collective theorycrafting topic on them.

What ships make the most sense for them? What ones can get a real benefit from guidance chips or extra munitions? What ships are worth doing "burst" swarms?

In short, what are your plans?

I'm looking forward to running firesprays with guidance and EM, plus a four swarm of Tie Bombers.

I'm going to run Imperial Kath with Cluster Missiles, extra munitions, and guidance chips

Z swarm! :D

Redline!

I'm going to be primarily using 4 x Scimitar Bombers w/ Homing Missiles, Seismic Charges, EM, and LRS.

I was just thinking today that Firesprays with GC will always get a miss turned into a crit. I started to wonder if Imperial Kath Scarlet would be good with Slave 1, EM, GC, and Concussion Missiles? *dang! got Ninja'd!*

Krassis loves Slave 1, EM, GC, and Cluster Missiles. Yes, it only works once, but hopefully one roll only requires one re-roll.

I like to think that Wedge would be good with a Proton Torpedo and GC, but I'm not sure someone will go without Integrated Astromech. Still....imagine him with Crack Shot, as well!

Horton with Guidance Chip, EM, and Proton Torpedos would be golden. He gets to re-roll blanks, turn one eyeball into a crit, and turn one other miss (eyeball or blank) into a hit.

Drea Y-wing with GC, EM, Proton Torps, and that droid will also be fun.

Blount w/ Tracers and a Z-swarm w/ Concussion will be excellent.

Are we sure it's worthwhile yet? I could see the bombers with guidance chips, but I'm not quite sold on the general proposition. Still, whenever that expansion shows up I will be trying Jonus and a bunch of Gammas again. I don't know why but it's just so much fun.

Edited by PenguinBonaparte

No doubt in my mind that B-Wings will be an absolute menace with Guidance Chips, Plasma Torpedoes, and Extra Munitions.

I think things like accuracy corrector tempests with chips and concussion missiles will be brutal. On average you roll 2 hits then concussion changes 1 blank and chips changes the other die for a statistical 4 hits worth of extra punch on a ship that just grinds away otherwise. One off ordinance alpha strikes will now be acceptable on 2 dice filler ships as a real way to burst damage thanks to the bonus modification.

Tie Bombers of course

Scum still lack a good ordinance carrier sadly

'Ordnance are worthwhile' [sic] is a bit misleading. Guidance Chips doesn't do much for APTs, for example. Usually, they will be fired by someone who has a focus token. You'd have to roll at least four blanks to make the Chimps really worthwhile (unless you really want a crit - Ten Numb). With such failure, you'll probably want Munitions Failsafe so you can try again rather than try your luck with only one or two hits.

B-Wings with proton torpedoes almost always get 2 crit results. I tried out Nera with Deadeye the other day, and her alpha strike is both brutal, and difficult to avoid.


Z-95s with Homing Missiles are scary, and can force your opponent to shoot at them instead of a more valuable ship.


TIE Bombers will see use as pure alpha-strike missile boats. They're efficient at carrying ordnance, if nothing else.


Weirdly, I could see this being a real treat for a TIE Advanced with a Proton Rocket. A-Wings won't benefit, since the slot competes for autothrusters.

Are we sure it's worthwhile yet? I could see the bombers with guidance chips, but I'm not quite sold on the general proposition. Still, whenever that expansion shows up I will be trying Jonus and a bunch of Gammas again. I don't know why but it's just so much fun.

Someone won a Store Champ this weekend using Miranda w/ a Homing Missile. This is without Guidance Chip. I've been using Homing Missiles a lot without GC or LRS. I like them just fine. GC will just make it even better.

I think ordnance will be useful, not just Homing Missiles.

I'm going to run Imperial Kath with Cluster Missiles, extra munitions, and guidance chips

You can do the same thing with gunner and calculation, but better out of both arcs and never runs out.

Edited by nikk whyte

I'm going to run Imperial Kath with Cluster Missiles, extra munitions, and guidance chips

You can do the same thing with gunner and calculation, but better out of both arcs and never runs out.

Except now you can take a different EPT and/or crew.

Redline is a terror with guidance chimps! Plan on running some Redline with mostly-crackswarm (not enough points to have Howl + 3 crack, so one is an Obsidian). Have only played one game with it, but Redline in the back while the mini-swarm protected him was very effective. Redline fired three of his four ordnance and never got less than max damage...ever...

I'm a huge fan of Emon Azzameen for scum in Andraste for 3 bombs at either range 1 or 3. Can be brutal if time right just a little heavy on points. Failing that Emon in Slaves with proton bomb and extra munitions.

TIE Bombers/TIE Punishers/K-Wings - can take Extra Munitions plus Long Range Scanners or Guidance Chimps.

Z-95's - cheap, spammable, can take Guidance Chimps

Y-Wings - if you can get your head out of the TLT ice cream tub, Extra Munitions, Targeting Astromech & Guidance Chimps

I didn't realize we used primates for missile navigation.

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What ships make the most sense for them? What ones can get a real benefit from guidance chips or extra munitions? What ships are worth doing "burst" swarms?

I think there are two categories: cheap carriers without Extra Munitions, and moderately priced carriers with EM.

In the first slot, Rebels and Scum both want to be running Headhunters. As noted upthread, you can easily get four (and possibly five) Concussion Missiles backed up by a higher-PS "ace" running Thread Tracers. It's going to be brutal, and when it works it's going to be a terrifying, game-ending salvo.

But the Empire doesn't really have a super-cheap option. What they have is the TIE Bomber, which is both their cheapest carrier and capable of being loaded to the gills. Because it's so flexible, and because it potentially benefits from Jonus, I expect people will be experimenting with it quite a bit.

Getting further up in price, there are Y-wings to consider, again for both Rebels and Scum. Even the generic Gold Squadron Pilot/Sydicate Thug + Dorsal Turret + Proton Torpedoes + Extra Munitions + Guidance Chips is 27 points, and although that's a little bit expensive for a splash, it's not a shot your opponent wants to risk. It might not be quite as popular in Rebel builds as Stressbot, but it trades Stressbot's control tech for some pretty potent removal.

B-wings can make pretty effective use of EM + Guidance Chips, too, but they might be a little too expensive to be attractive. Their major benefit over Y-wings might be Fire Control System, but that makes them even more expensive. Nera Dantels is probably the exception, since she can run Deadeye + EM + PT + Chips for just 33 and be a walking nuke.

On the Scum side, I think there's a good case to be made for the Jumpmaster 5000 as the pre-eminent bomber. It's bound to be cheaper than the Slave I, it can easily carry Deadeye (and an R4 Agromech), and it still makes an effective and durable blocker after the munitions are gone.

Other than that, I suspect you're looking at a lot of one-offs. Guidance Chips could work on anything that has at least one ordnance slot and isn't already committed to another modification, as long as it starts with reasonably good effectiveness. I don't think it'll be a great buy on Firesprays in general, for instance, but Concussion Missiles might be fun on Krassis. Most of the time Punishers won't be worth it, but Redline's going to be scary. Scum Fett is going to be nasty with Cluster Missiles and a K4. Named TIE Adv. Prototypes with Juke and the V1 title are going to hit pretty hard with a missile, if they decide they want one (although it might be tough to give up Autothrusters). TIE Advanced with reasonably good PS might exploit the little bit of synergy between the Advanced Targeting Computer and Homing Missiles.

Edited by Vorpal Sword

seriously nera blew up a super boba last time i flew her. it was terrifying to watch. he just sort of melted. the only help she had was Dunston and a little chip damage onto his shields from a faster ship.

absolutely wife material.

Used Vader with Prockets for the first time at a tournament this past weekend. Never really thought ordinance was worth bringing before.

Even sans Palpy modification, was able to one shot an Onega Leader and a Howlrunner during the course of the tournament.

So obvious pairing, doesn't rely any real thought, but worth it if you have the points (I swapped Soontir for Omega Leader in a Palp+2 Aces list, so I had a couple points to spare).

Edited by ArbitraryNerd

Tomax Bren, crackshot, extra munitions, homing missles - 32 points, would be cool to run :)

Edited by Plato

Scum have 2 obvious ordinance beasts; Talonbane, Suhlak. One is PS 9, one is PS 7 with crack or 9 no crack, the other is 9 plus crack. Chimps glitter and homer. These 2 typically criple an opponents squad in one round, right now. No, not after chimps drop. Now. Right now! Ordinance is already here. Now, everyone sees it. 61 points for 2 faux aces that pick up a TLT or an ace if you PS bid... Yeah ordinance is already here. It had to get to this point before anyone would try it. Kraken is absurd at PS 10 with VI homer chimps... He will now have a reliable PS 10 shot that bumps up another ship to zainy strong missile... Like wedge with a proton torpedo. Or PTL Jake at PS10 into arc of Soontir for Jake's crackshot homing missile... It's here already with glitter missiles on Zs.

I'm worried about the game, ordinance is going to spike damage so hard that it might not be so fun anymore...