Boba crew loves Adv. Homing Missiles. It is the ultimate sniper bullet for the Emperor's brain.
It really isn't.
Boba crew loves Adv. Homing Missiles. It is the ultimate sniper bullet for the Emperor's brain.
It really isn't.
Boba crew loves Adv. Homing Missiles. It is the ultimate sniper bullet for the Emperor's brain.
It really isn't.
[citation needed]
Boba crew loves Adv. Homing Missiles. It is the ultimate sniper bullet for the Emperor's brain.
It really isn't.
[citation needed]
Let's think about what the actual plan involves here:
1) Take YV-666 or Firespray (as these are the only Scum ships with both Missile and Crew slots).
2) Equip both Advanced Homing Missile and Boba Fett.
3) Direct this setup towards the PalpShuttle.
4) Assassinate the Emperor.
Speaking as someone who's been playing a fair bit of Palp-Aces, I would love for you to do this. Even if you pull the combo off, you've spent 30-40 points assassinating an 8-point upgrade card equipped to my worst ship. You haven't done a thing to my aces, beyond bring a ship against which they will naturally excel with or without the Emperor's assistance.
And let's not forget that you haven't actually dealt with the Shuttle itself; do you plan to simply ignore it after firing the missile and allow it to remain a nuisance for the rest of the game, or having attacked it will you finish it off? If the latter, why did you bother with the missile at all?
AHM + Boba is not the answer to Palpatine, folks.
Boba crew loves Adv. Homing Missiles. It is the ultimate sniper bullet for the Emperor's brain.
True. Kath Scarlet with Boba, Engine Upgrade, Slave-1, Extra Munitions, Advanced Homing Missiles and Connor Net and Push the Limit seems like an interesting foil to a Palpmobile list. Barrel towards the Shuttle and take out Palpatine on the first exchange. If the aces give chase she might go down, but not until she's dropped Connor Net in Soontir's face and smacked him with a 4-5 dice aux arc shot. Besides, you own escorts (say, a TLT Thug and a Marauder, Kavil and a Bandit, a loaded YV-666 or a missile boat Jumpmaster) will then be able to flank or chase Soontir.
Come to think of it, if you can threaten Soontir with a Jumpmaster with Homing Missiles and Chimps, you might get him to turtle up or run away instead of going after Kath.
Jumpmasters only have torp slots, no missiles. You could still go for Proton Torps and try for crits on hull though.
I think concussion missiles comes in second for the same reason in converting blanks.
Dude, have you seen the numbers a Concussion (and Proton) have when you just add Guidance Chips? 2 free dice mods are not to be trifled with. Just by grabbing a target lock and snapping the missile/torpedo off, you get the following odds:0 hits 0%1 hit 0.39%2 hits 8.98%3 hits 31.25%4 hits 59.38%You are getting 4 hits more often than not without a Focus token. Underestimate these things at your peril.
So four of these could be amusing...
Green Squadron Pilot (19)
Deadeye (1)
Concussion Missiles (4)
Rage (1)
Guidance Chips (0)
A-Wing Test Pilot (0)
Total: 25
[citation needed]Boba crew loves Adv. Homing Missiles. It is the ultimate sniper bullet for the Emperor's brain.
It really isn't.
There are only two ships that can take both AHM and Boba Fett: the Firespray and the YV-666. When two Large ships joust, if one of them doesn't want a Range 2 engagement, it can probably avoid it. Because neither ship can slow-roll, it's difficult to have the first engagement occur beyond Range 3. So the task of the ship with Boba Fett and AHM is to close the extra 2.5 base lengths without telegraphing it to the Lambda player and without going too far and ending up at Range 1 instead. In practice, Range 2 is just so narrow that it's difficult to get it during the initial pass.
So you might succeed in using your missiles, but it probably won't be as early as you want to. And while you're focusing your attention on the Lambda, the Aces are free to fire...
Then there's the fact that the Firespray especially is not a vey efficient ship for the points. So you're spending a minimum of 4 points on missiles and crew (plus the opportunity cost of filling your only crew slot with Boba Fett rather than another crew upgrade), plus the handicap of taking a Firespray in the first place, to pull one upgrade off the weakest ship in a Palpatine Aces list. (The YV is actually very efficient, but its dial poses a different set of challenges.)
It's a combo that looks appealing, but it's not a good option on the table.
The problem for the boba fett crew card is that he's being released at the same time as the real star of the show, 4LOM. For a single point he is stellar on the YV666, especially Bossk, who can really leverage the value of his pilot ability through 4LOM.
Boba Fett crew looks like fun but not something to be built around.
I thought Adv. Homing Missile was the Rhymer fix? Someone used them on another ship? Even I've not heard of that before.
OK....I'll think about using them somewhat. I think the best target for them is shield regen Rebel ships. Most are 1-2 Agility ships and the 3 dice can hit. You can dish out a crit to start to wear down the actual hull and bypass shields. Not fantastic, but hey, not the worst.
Adv Proton Torpedo is just a bad torpedo anyways. I wouldn't say it loses with GC. I think it just stays bad. You want a Focus anyways with them or else you wouldn't fire. I guess at this point you are able to modify the dice even more as you can turn 3 blanks into eyeballs and a 4th into a hit. So, it's not hurt by GC. It just isn't that exciting to begin with.
Flechette Torpedoes are bad?!?!?! Are you nuts? I've used them quite a bit and they are well worth it. 3 dice that don't give the R3 bonus and the target is stressed. Not as many large based ships anymore, but it still stresses Bro Bots, which is highly important. Just look at stress bot and see how popular he is. Not only does it give the stress, but it often does damage, too, especially if you can modify one die. It's only 2 pts and can stress that one ship at that one critical moment, like when one Bro Bot is baiting you to then slip away while the 2nd hits you in the flank, or when you have Soontir or Vader in arc and you don't want them slipping away. I can find 2 pts to stick it on a ship, as long as I have ships with the Torp slot. I wouldn't take Xizor without it (though I wouldn't give him GC).
I'm not necessarily excited about GC and Cluster Missiles, as it only effects one die. I'm just not generally a fan of Cluster Missiles most of the time, anyways. Well, maybe with Glitter Stim. I see ordnance as a way that low attack ships can cause greater damage to opponents faster. There are ships that have high defensive dice and you need to hit them with ordnance or you will never hit. So, I prefer more red dice over just rolling 3 dice more often. Yes, you can hit low agility ships really nastily, but those aren't usually the ships that are the problem for my 2 red dice missile ships. I mean, it doesn't HURT Cluster Missiles, but I just wasn't a fan of them to begin with.
As for the Proton Torp vs Concussion Missile debate, it's usually not an option as most ships can only take one or the other. As for the few that can take it, I would probably go with Proton Torp as it turns that one into a critical and gives a greater spread of blanks/eyeballs. If I take Concussion, I'll always roll eyeballs.
Sorry to be pedantic but regarding the thread title:
Ordinance: a law or regulation made by a city or town government.
Ordnance: military supplies such as weapons, ammunition etc.
You might as well give it a rest. People will just keep screwing it up.
Sorry to be pedantic but regarding the thread title:
Ordinance: a law or regulation made by a city or town government.
Ordnance: military supplies such as weapons, ammunition etc.
Apologies. I usually try to be pretty good with these type of things, but this one always seems to escape me. The English language, which has no issue using the same exact spelling for two words which mean totally different things, doesn't help the situation either.
Edited by KdubbI actually like AHMS. Good for huge and larges. Can one shot Corran.
Can be taken on a PS12 blount, if you have roark.
Edited by DariusAPBI actually like AHMS. Good for huge and larges. Can one shot Corran.
Can be taken on a PS12 blount, if you have roark.
I've used them to excellent effect on Marek. Getting to pick what crit just makes them so so sweet.
I thought Adv. Homing Missile was the Rhymer fix? Someone used them on another ship? Even I've not heard of that before.
OK....I'll think about using them somewhat. I think the best target for them is shield regen Rebel ships. Most are 1-2 Agility ships and the 3 dice can hit. You can dish out a crit to start to wear down the actual hull and bypass shields. Not fantastic, but hey, not the worst.
See and this is where Adv Homing missile's issue arises. Anytime a discussion for a little used upgrade is had, there always seems to be that "It just needs to be used like this against this" discussion. But that just doesn't work, because you have no way of guaranteeing you will face that.
So ya, like you said, probably good to keep them on wonky lists with Rhymer haha.
I think AHM and Adv. Proton Torpedoes actually will thrive in the world of Long Range Scanners, while others like Concussion, Proton Torps, and Plasma will be living pretty with Guidance chip.
If you tag someone first turn with your TL using Long Range Scanners and you have AHM or Adv. Proton Torps, you've now made that player really afraid and really aware of 1 ship's fire arc. Your ship, is now a control piece.
Rhymer, Maarek (Good tip McFoy, that's a good one) Blount. Useful against anything but disgusting against low agi ships or 2 hull aces.
APTs with range 1 though. I can see Nera being a corner case but otherwise. That's nasty.
Too expensive, prockets are better.
Edited by DariusAPB
I thought Adv. Homing Missile was the Rhymer fix? Someone used them on another ship? Even I've not heard of that before.
OK....I'll think about using them somewhat. I think the best target for them is shield regen Rebel ships. Most are 1-2 Agility ships and the 3 dice can hit. You can dish out a crit to start to wear down the actual hull and bypass shields. Not fantastic, but hey, not the worst.
See and this is where Adv Homing missile's issue arises. Anytime a discussion for a little used upgrade is had, there always seems to be that "It just needs to be used like this against this" discussion. But that just doesn't work, because you have no way of guaranteeing you will face that.
So ya, like you said, probably good to keep them on wonky lists with Rhymer haha.
I did say that it was BEST used on Rebel shield regens. I do hate to say that it's only useful for specific things. Still, I did mention a pretty popular target that it's best for. So, going with it for that purpose isn't a bad idea.
Marek isn't a bad option, either, so I am not locked into specifics. I like to see things used creatively.
There are only two ships that can take both AHM and Boba Fett: the Firespray and the YV-666. When two Large ships joust, if one of them doesn't want a Range 2 engagement, it can probably avoid it. Because neither ship can slow-roll, it's difficult to have the first engagement occur beyond Range 3. So the task of the ship with Boba Fett and AHM is to close the extra 2.5 base lengths without telegraphing it to the Lambda player and without going too far and ending up at Range 1 instead. In practice, Range 2 is just so narrow that it's difficult to get it during the initial pass.[citation needed]It really isn't.Boba crew loves Adv. Homing Missiles. It is the ultimate sniper bullet for the Emperor's brain.
So you might succeed in using your missiles, but it probably won't be as early as you want to. And while you're focusing your attention on the Lambda, the Aces are free to fire...
Then there's the fact that the Firespray especially is not a vey efficient ship for the points. So you're spending a minimum of 4 points on missiles and crew (plus the opportunity cost of filling your only crew slot with Boba Fett rather than another crew upgrade), plus the handicap of taking a Firespray in the first place, to pull one upgrade off the weakest ship in a Palpatine Aces list. (The YV is actually very efficient, but its dial poses a different set of challenges.)
It's a combo that looks appealing, but it's not a good option on the table.
Transdoshan Slaver
Ahm's and Boba
Gunner and Tactician is 40 points. You then have a ton of room for a super Boba. Oh wait, you already have Boba Crett. Kath then.
The triple U-boat torp list also has a point or two to play around with depending on what torps you put on there.
The problem with Boba Crett and AHM's is that it's not 4-LOM crew and Homing Missiles, which the HT can also take. 'You can't use that focus token, and you can't use evade tokens', taste it ****** bag. *leans across table and smacks opponent across face*
If anything, Guidance Chips helps AHM's the most. Since it's so hard to get them off, it makes the time you do count.
Edited by ParaGoomba Slayer