We Need A Price Check On: Missiles

By DagobahDave, in X-Wing

Continuing our series of threads where I'd like us to re-evaluate the points costs of cards, one category at a time. Just copy the list and insert your own point values. Let's get to it.

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MISSILES

Advanced Homing Missiles (3)

Assault Missiles (5)

Chardaan Refit (-2)

Cluster Missiles (4)

Concussion Missiles (4)

Homing Missiles (5)

Ion Pulse Missiles (3)

Proton Rockets (3)

XX-23 S-Thread Tracers (1)

Edited by DagobahDave

These prices are fine by me, especially with Guidance Chip coming out.

Prices are spot-on as is after wave 8.

My only problem with refit is that it becomes a tax on taking missiles. Proton rockets, which are the ideal on A-wings, essentially become 5 points.

As for the rest, I just wish the points ceiling for ordnance was 4pts, rather than 5. I also wouldn't mind seeing Cluster Missiles dropped to 3pts, but that's primarily because I like running them on Advanced with AC...

I can see lowering cluster missiles to three, but otherwise with chimps inbound they seem fairly costed

In general agreement here. Only one I would like to see more is Ion pulse missiles, so I'll drop them a point just because.

MISSILES

Chardaan Refit -2

Advanced Homing Missiles 3

Ion Pulse Missiles 2

Proton Rockets 3

Cluster Missiles 4

Concussion Missiles 4

Assault Missiles 5

Homing Missiles 5

The 5 point missiles seem overcosted at the moment, but I would say that whether it is by a full point is up to the prevalent metagame.

With Swarms suddenly coming back into relevancy, Assaults will be back to being the most damaging attack in the game.

(Yes, seriously. In a world without self-damage, they're the only missile capable of doing 11 damage without critting or additional synergy shenanigans).

IPM are also overcosted for their effect.

I'd disagree that homing missiles are overcosted. Shutting down your target's evade while also retaining your TL is huge against Aces.

Ions get to keep the TL, AND they single shot ion large ships. Yeah vs smalls they're probably overcosted a point, but otherwise they're fine.

Assaults are maybe a point much. Sure swarms are coming back, but you won't play them every game, or even every tournament, and it's not Howlrunner swarms as often, so they probably won't all sit in range 1 of each other for you.

AHMs are just too hard to line up, cost is probably fine, they're just way too hard to use.

I also find refit annoying, 5 points is a heck of a lot for a one shot rocket, but it's also much better on A-wings than everything else (except maybe The Inquisitor), and 2 points on everything else would be too cheap.

Chardaan Refit is off. A-wings don't deserve to have a surcharge on anything-but, even if it prices them correctly. In an ideal world, the A-wing would be 16, and Refit would be -1.

The rest are fine with Guidance Chips - just a pity they take the modification slot, so you don't get to play with the other, cooler, munition modifications. :P

MISSILES

Advanced Homing Missiles 2

Ion Pulse Missiles 2

Proton Rockets 3

Cluster Missiles 3

Concussion Missiles 3

Assault Missiles 4

Homing Missiles 4

Lets see how the Chimps will change the worth of ordnance before fixing prices

MISSILES

Chardaan Refit -2

Advanced Homing Missiles 2

Ion Pulse Missiles 2

Proton Rockets 3

Cluster Missiles 4

Concussion Missiles 3

Assault Missiles 4

Homing Missiles 4

With the addition of Guidance Chips, missiles are now all correctly priced.

Same thread, new year! Let's talk about how things have changed, and what the costs of these cards should be now.

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MISSILES

Advanced Homing Missiles (3)

Assault Missiles (5)

Chardaan Refit (-2)

Cluster Missiles (4)

Concussion Missiles (4)

Homing Missiles (5)

Ion Pulse Missiles (3)

Proton Rockets (3)

XX-23 S-Thread Tracers (1)

I honestly think right now all the missiles are spot on price wise,but more balanced then all the torpedoes and bombs. I think they all feel like you get what you paid for

Thing about missiles is there is no double missile slot without the double torpedo slot. Also single missile torpedo ships are very rare. Other than Slave 1 all the missile torpedo combos are the double missile double torpedo and mostly NO EPT (or pilot ability that isn't overcosted or incompatable with good missile EPTs).

In era of 4 dice primary and hardcore defence mitigation (crack, zukkus), i'm no longer sure if missiles are worth it on anything else than dedicated ships like tie bomber.

In order for missiles to work, they need so much support. You need a focus + guidance chips + a way to re-roll the dice + a way to target PS9 ships so you can actually fire them, all in a single turn. Then you need to pray that your opponent doesn't just pop countermeasures and remove the target lock anyway.

With all the reduce agility abilities that scum are getting, their three dice primaries are starting to equal or surpass what missiles are capable of and making the ONLY one worth using these days, the Homing Missile. Anything else seems a waste to me.

2 hours ago, Viktus106 said:

In order for missiles to work, they need so much support. You need a focus + guidance chips + a way to re-roll the dice + a way to target PS9 ships so you can actually fire them, all in a single turn. Then you need to pray that your opponent doesn't just pop countermeasures and remove the target lock anyway.

With all the reduce agility abilities that scum are getting, their three dice primaries are starting to equal or surpass what missiles are capable of and making the ONLY one worth using these days, the Homing Missile. Anything else seems a waste to me.

I agree with you sentiment that it's tricky to get the most out of them.

I wouldn't go as far as to say that homings the ONLY one that is worth using. I've heard of people putting tracers to good use, and I've played against a Boba + Ketsu build where Boba had cluster missiles and it was pretty unpleasent so I'd say some of the others are situationally useful in builds.

2 hours ago, Viktus106 said:

In order for missiles to work, they need so much support. You need a focus + guidance chips + a way to re-roll the dice + a way to target PS9 ships so you can actually fire them, all in a single turn. Then you need to pray that your opponent doesn't just pop countermeasures and remove the target lock anyway.

With all the reduce agility abilities that scum are getting, their three dice primaries are starting to equal or surpass what missiles are capable of and making the ONLY one worth using these days, the Homing Missile. Anything else seems a waste to me.

Ion Pulse Missiles continue to be underrated I see. Prockets also have a place.

MISSILES

Advanced Homing Missiles (2)

Assault Missiles (5)

Chardaan Refit (-2)

Cluster Missiles (4)

Concussion Missiles (4)

Homing Missiles (5)

Ion Pulse Missiles (1)

Proton Rockets (3)

XX-23 S-Thread Tracers (1)

Even with all the support missiles need to be amazing, I would only reduce the price on Ion Pulse Missiles and Advanced Homing Missiles. If Ion Pulse did dice damage they would be worth 3 points, however with only 1 damage and just 2 Ion Tokens one time all game (or 2 times with extra munitions) I don't feel like the point cost is justified. Especially compared to an Ion Cannon at the same cost. If advanced homing missiles had been range 1-2 or 2-3 they would be worth 3 points, as is they are so hard to set up as to be unplayable - they only go off by near random chance.

Edited by BleakSquadron
Under Represented IPM.
3 minutes ago, BleakSquadron said:

MISSILES

Advanced Homing Missiles (2)

Assault Missiles (5)

Chardaan Refit (-2)

Cluster Missiles (4)

Concussion Missiles (4)

Homing Missiles (5)

Ion Pulse Missiles (1)

Proton Rockets (3)

XX-23 S-Thread Tracers (1)

Even with all the support missiles need to be amazing, I would only reduce the price on Ion Pulse Missiles and Advanced Homing Missiles. If Ion Pulse did damage at all they would be worth 3 points, however with no damage and just 2 Ion Tokens one time all game (or 2 times with extra munitions) I don't feel like the point cost is justified. If advanced homing missiles had been range 1-2 or 2-3 they would be worth 3 points, as is they are so hard to set up as to be unplayable - they only go off by near random chance.

I have a surprise in store for you. Go and look at the card text for Ion Pulse Missiles.

Edited by Lampyridae
4 minutes ago, Lampyridae said:

I have a surprise in store for you. Go and look at the card text for Ion Pulse Missiles.

Just goes to show how often I use them. So you're telling me a 1 shot range 2-3 ion cannon whose only benefit is ionizing large ships once in one shot is worth the same points as an ion cannon which works every time you want to use it at all standard ranges? I will edit my above post however as I did under credit the missile.

Where did you dig up this old fossil??

11 hours ago, DagobahDave said:

Same thread, new year! Let's talk about how things have changed, and what the costs of these cards should be now.

DagobahDave did. Sure he could have made a new thread entirely, but it's no problem to do it this way...