Have you proxied Guidance Chips yet? How are they working for you?

By DagobahDave, in X-Wing

I haven't tried them yet. I keep hearing about how they're going to fix ordnance. Is there any evidence for that yet? Vassal players, what have you seen?

I've played without them for long periods of time. They're gonna be a pretty strong fix. :)

I've lost an entire C-3PO Falcon to 2 Concussions and a Cluster Missile that were Chipped and Glitterstimmed.

Just there one turn, and gone the next.

I've proxied them a couple of times, and they definitely help the ships that can help themselves. Thunderstruck (4xTempest w/ AC and Clusters) still has trouble getting locks on the things it'll want to shoot, but when you can set up a shot it does a nice job of raising the floor on your possible results.

I've lost an entire C-3PO Falcon to 2 Concussions and a Cluster Missile that were Chipped and Glitterstimmed.

Just there one turn, and gone the next.

You keep telling us turrets are evil. Have you gone to the dark side?

depends

do you want 3-4 hits? cause, for 0 points, you got 3-4 hits

now, green dice will still **** in your porridge, but anything with 1 agi be they Y-wings, K-wings, Shuttles and even 2 agi like Poe, will evaporate before your redlined cluster missiles

12779260_10156539662625142_4732197295225

beware, for the only thing that dies nearly as fast as the thing targeted by chips Redline is redline himself :P

Played with and against them they help but they don't make ordnance a must take option by any means.

depends

do you want 3-4 hits? cause, for 0 points, you got 3-4 hits

now, green dice will still **** in your porridge, but anything with 1 agi be they Y-wings, K-wings, Shuttles and even 2 agi like Poe, will evaporate before your redlined cluster missiles

12779260_10156539662625142_4732197295225

beware, for the only thing that dies nearly as fast as the thing targeted by chips Redline is redline himself :P

Look how unorganized that rebel scum players cards are....

That's why I joined the pristine and symmetrical ranks of the empire...

I've been using the chips in 10-15 games. Mainly been using assault or homing missiles on low PS bombers. The 0-point upgrade has had a massive impact in every single game.

When using 4 attack ordnance GC is almost equivalent to having a focus token.

Expected hits/crits on 4 red with GC is 2,94. A focus will get you to 3.

If you are using homing missiles and spend the target lock on the attack GC gets you to about 3,7 while a focus instead would come in at 3,75.

With TL+Focus+GC you are almost certainly getting 4 hits.

For assault missiles and other such ordnance you are paying a premium for the added effect. The increased likelyhood of attaining that hit, and therefore the add-on effect, makes such ordnance much more appeeling than without the chips.

In my opinion ordnance based lists are now competative.

Put them on the generic JM5K with Deadeye, R4 Aggro, Proton Torps, EM, and Boba. Dead killy and reasonably survivable. 2 all but guaranteed hit hit hit crit attacks. Haven't had a chance to try it on another ship, college got me like :mellow:

Put them on the generic JM5K with Deadeye, R4 Aggro, Proton Torps, EM, and Boba. Dead killy and reasonably survivable. 2 all but guaranteed hit hit hit crit attacks. Haven't had a chance to try it on another ship, college got me like :mellow:

vader-kills-the-emperor-o.gif

You could run 2 of those like that, and a 30 point one as a blocker or Double Flechettes/Plasmas and Chips.

SON OF A ***** I'M NOT GOING TO BUY 3 OF THESE THINGS FFG.

Edited by ParaGoomba Slayer

No I have not proxied them yet. But I have finally done some math.

Guidance Chips is generally worth about 1.5 - 2.0 points against generic targets. Mileage vs aces varies quite a bit, but since GC doesn't help you get the lock to begin with, not too much has changed in that regard.

Long Range Scanners is actually just a bit better than Guidance Chips for raw damage output, while simultaneously making the Target Lock super easy to acquire on your victim of choice. TIE Bombers should actually be able to pull off a decent alpha strike once Imperial Veterans comes out.

If I get the time I will do a more detailed post, but compiling the data and writing it in an easily discernible manner takes a while.

gotta compile it with and without deadeye scouts if the TLs continue to be an issue :P

I've been flying TAPs with juke, title, clusters and chips in the Vassal league.

The once-per-round restriction makes them somewhat unimpressive with otherwise-unmodified clusters, honestly. It's just not enough to punch through high agility, and an average of 4 hits doesn't really scare high hull, low agi ships the way I'd like. Concussions would offer the same number of average hits, with half of the defensive rolls, so I'll probably start trying those. They don't spike as high, but relying on lucky spikes is a good way to end up 2-3 instead of making the cut.

Being able to get TL and focus would help a lot, but not being able to do that is more the TAP's fault than chips themselves.

I think it's pretty amazing, but it doesn't make every munition great. For example- I've been flying some ships with it and Adv Homing Missiles, and I'm pretty sure Adv Homing Missiles are the worst munition in the game now. I swear it never does anything for me, and the ships it really can hammer, will turtle up to avoid it, and that's if some how they get caught at range 2.

Edited by Kdubb

Concussion missiles are going to be almost an automatic 4 hits with Guidance Chimps. I have thought this might be fun:

Blount

-Deadeye

-XX23 Tracers

Bandit x6

-Concussion Missiles

-Guidance Chips

99 pts.

Heck of an alpha strike.

The PS war will shift into low-gear:

Tala Squadron Pilot (13)
Assault Missiles (5)
Guidance Chips (0)
Tala Squadron Pilot (13)
Assault Missiles (5)
Guidance Chips (0)
Tala Squadron Pilot (13)
Assault Missiles (5)
Guidance Chips (0)
Tala Squadron Pilot (13)
Assault Missiles (5)
Guidance Chips (0)
Tala Squadron Pilot (13)
XX-23 S-Thread Tracers (1)
Guidance Chips (0)
Tala Squadron Pilot (13)
XX-23 S-Thread Tracers (1)
Guidance Chips (0)
Total: 100
This erases three or four of the Blount list before they fire, assuming they're in formation.
Edited by Jeff Wilder

Concussion missiles are going to be almost an automatic 4 hits with Guidance Chimps. I have thought this might be fun:

Blount

-Deadeye

-XX23 Tracers

Bandit x6

-Concussion Missiles

-Guidance Chips

99 pts.

Heck of an alpha strike.

Two things:
1) You can only fit 5 Z-95s in there alongside the Lieutenant.
2) Deadeye does nothing for Tracers, as they already just need you to have a Focus token. Swap it for VI so the Lieutenant has a higher chance to fire before being murdered. ;)
Edited by DR4CO

depends

do you want 3-4 hits? cause, for 0 points, you got 3-4 hits

now, green dice will still **** in your porridge, but anything with 1 agi be they Y-wings, K-wings, Shuttles and even 2 agi like Poe, will evaporate before your redlined cluster missiles

<snip pic>

beware, for the only thing that dies nearly as fast as the thing targeted by chips Redline is redline himself :P

Look how unorganized that rebel scum players cards are....

That's why I joined the pristine and symmetrical ranks of the empire...

Boy, you said it! I've played against a few people with their cards all a mess. I think they do it on purpose as some kind of mind game. Makes it real hard to see at a glance which ships have damage. I also had one time when I asked which ship had what upgrade, cause the card had drifted in-between them, and I'm pretty sure he put it back on the wrong ship. :/ (Casual game so I didn't press it.)

Edited by Kamicosmos

No I have not proxied them yet. But I have finally done some math.

Guidance Chips is generally worth about 1.5 - 2.0 points against generic targets. Mileage vs aces varies quite a bit, but since GC doesn't help you get the lock to begin with, not too much has changed in that regard.

Long Range Scanners is actually just a bit better than Guidance Chips for raw damage output, while simultaneously making the Target Lock super easy to acquire on your victim of choice. TIE Bombers should actually be able to pull off a decent alpha strike once Imperial Veterans comes out.

If I get the time I will do a more detailed post, but compiling the data and writing it in an easily discernible manner takes a while.

That's really interesting. One assumes that LRS has more variance, and that you're assuming TL+F vs TL+GC, as opposed to TL+F+GC, correct?

No I have not proxied them yet. But I have finally done some math.

Guidance Chips is generally worth about 1.5 - 2.0 points against generic targets. Mileage vs aces varies quite a bit, but since GC doesn't help you get the lock to begin with, not too much has changed in that regard.

Long Range Scanners is actually just a bit better than Guidance Chips for raw damage output, while simultaneously making the Target Lock super easy to acquire on your victim of choice. TIE Bombers should actually be able to pull off a decent alpha strike once Imperial Veterans comes out.

If I get the time I will do a more detailed post, but compiling the data and writing it in an easily discernible manner takes a while.

That's really interesting. One assumes that LRS has more variance, and that you're assuming TL+F vs TL+GC, as opposed to TL+F+GC, correct?

LRS does not necessarily have a higher variance; it depends on the torpedo / missile, but TL+F can have an outright better attack distribution than TL+GC.

I also looked at legacy to get a baseline (just TL), and the nuclear TL+F+GC option a.k.a. the Blount Swarm.

I've proxied GC on a Y-wing with Proton Torps for Heroes of Aturi Cluster. The first game had my dice scrub out badly. Still, it they were converted to 2 hits with each shot. One Tie Fighter even failed to evade one crit.

The second game had me rolling well, but so was the defenders. So, I did damage, but it wasn't amazing.

Third game had me firing against a Shuttle with Sensor Jammers. I was rolling very well and Sensor Jammers actually helped me turn one hit into a crit! I did quite a bit of damage in a short bit. It was most excellent.

So, overall, I wouldn't say game breaking amazing, but I would say it makes ordnance worthwhile to me.

The problem with a Blount swarm is that you can only target one ship. Most of the time one ship can't survive all those missile attacks, so the extra TL's are a bit wasted. It might almost be better to get the highest generic with EPT and load up on Deadeye.

I think Cracken with Cluster Missiles and VI is the better Blount. Problem is that you can't fit 6 in.

IMO you just go for 6 Bandits, 4 HM's, 2 Concs, and 6 chips. Spread them out in one line and push it up the board and have it converge on something. Doing a mass focus with all your other Z's just to have 'I always hit' Lieutenant 420 get arc dodged is going to ruin quite a few early wave 8 games. Over Target Locking is not going to be the problem with the Blount tracers swarm, it's going to be getting an arc for those tracers. I'll overspend as many ******* TArget Locks as it takes if I can simply take 3 damage on one of my Z's and waste 3 more Target Locks than I needed to delete a Poe. Great trade right there.

I've played against a friend that runs 4 Glitterstim Missile Z's and a loaded Ndru Suhlak. The problem with his list is that he only has 5 ships. I keep telling him that he should run 6 but he won't listen. He is also a god at painting and has a custom painted Ndru and it looks great, so he's probably sticking with 5 just to run him.

But everytime I play against him or watch him play, he'd always be significantly better off with a 6th Z. A 6th /missile/ Z.

One thing Blount has going for him is his ability. Worth it just to knock a stealth off ******* Soontir.

So either 4 HM's and 2 Concs across 6 Chip Bandits, or 5 Chip Bandits with Concs and Blount with Ion Pulse Missiles. I'd rather have either of those two squads than a Tracers Blount based one.

Edited by ParaGoomba Slayer

7 Talas w/ Tracers and Chips.

5 Bandits w/Homing and 1 w/Ion Pulse, 6 Chips.

Edited by MegaSilver