Worst ordinance post Guidance Chips?

By Kdubb, in X-Wing

So Guidance Chips looks to fix up munitions pretty well, and the likes of Proton Torpedoes and Ion Torpedoes are likely finding spots in various lists. But what missiles and torpedoes do we think are still going to stink?

As for me, I think the real stinker is easily Adv Homing Missiles.

adv_homing_missiles_zpslqbebgpf.jpg

A painful range 2 only limit, only 3 dice rolled (which limits the effectiveness of Guidance Chips), max of 1 crit dealt (also limiting the effectiveness of Guidance Chips), and an unpleasant price of 3 points considering its heavy restrictions.

I've recently been running a list with a few ships with these and Guidance Chips, and of 5 or so games, only once has one of those Adv Homing Missile done something that was "critical" to the game, and in a couple games none of them were even shot because either a) couldn't get anything in range 2 with the lock, or b) it was more beneficial to just shoot my primary.

I've quickly realized that, if you are going to take these, you should probably never run them on multiple ships. It's better served as a check on a single ship to keep aces honest. But the issue with that is the range restriction and limited dice roll realllly limits them. Even in the case you catch Soontir at range 2, with a lock, in arc, you're still only rolling 3 dice max. The likes of Soontir and Corran still have a pretty healthy chance of evading if they turtle up. And if you're shooting this at a lower agility target, you'll often find yourself thinking, "This honestly isn't much better than shooting my primary, is it?".

So what ordnance do you think is still gonna struggle to see use?

Edited by Kdubb

Miranda can make good use of AHM by rolling 1 extra dice. With a good chance to score full 4 hits thanks to TL, Corran Whisper and Soontir will tremble in fear and make sure to escape her R2 arc. The presence of AHM loadout is enough to control how your opponents fly.

On the topic, I'd say ion pulse missiles and ion torps will see even lesser presence in the competitive scene. Why bother TL-ing someone and perform a one time use, hard to hit ion missiles when you can just use ICT? Ion torps are pretty **** good in epic games though.

Because Ion Pulse Missiles deliver 2 ion tokens, thus ionizing a large base ship in one shot. This is devastating if you set it up right.


Out of the torpedoes, I don't expect to see any Advanced Proton Torpedoes (still far too expensive for what they do), and don't expect to see too many Ion (too expensive and situational) or Flechettes (not enough impact).


For the missiles, I don't expect to see many Assaults or AHMs. Assaults, like the Ion Torps, are too situational and thus won't be as good as Homing Missiles, and the AHMs are too difficult to setup and use effectively.

Edited by DR4CO

Assault Missiles (along with Ruthlessness) may see some more use if TIE Rageswarms become a thing.

AHM are fun on Rhymer. Honestly, I haven't used them really on anyone else, but he takes away the range limiter.

AHM are fun on Rhymer. Honestly, I haven't used them really on anyone else, but he takes away the range limiter.

Yeah, but then you're using Rhymer. :wacko:

Have fun with this then. I'm sure it'd be amusing, and includes the good Major, and a mini Rageswarm.

Major Rhymer (26)
Deadeye (1)
Extra Munitions (2)
Advanced Homing Missiles (3)
Advanced Homing Missiles (3)
Guidance Chips (0)

"Youngster" (15)
Rage (1)

Academy Pilot (12)

Academy Pilot (12)

Academy Pilot (12)

Academy Pilot (12)

Total: 99

View in Yet Another Squad Builder

Its still, and always will be, Advanced Proton Torpedoes.

Guidance Chips actually made them comparatively ​worse, by giving every other launchable a result-conversion.​

Miranda can make good use of AHM by rolling 1 extra dice. With a good chance to score full 4 hits thanks to TL, Corran Whisper and Soontir will tremble in fear and make sure to escape her R2 arc. The presence of AHM loadout is enough to control how your opponents fly.

On the topic, I'd say ion pulse missiles and ion torps will see even lesser presence in the competitive scene. Why bother TL-ing someone and perform a one time use, hard to hit ion missiles when you can just use ICT? Ion torps are pretty **** good in epic games though.

Flechettes auto stress things.

Out of the torpedoes, I don't expect to see any Advanced Proton Torpedoes (still far too expensive for what they do), and don't expect to see too many Ion (too expensive and situational) or Flechettes (not enough impact).

For the missiles, I don't expect to see many Assaults or AHMs. Assaults, like the Ion Torps, are too situational and thus won't be as good as Homing Missiles, and the AHMs are too difficult to setup and use effectively.

LRS should help them quite a bit, but then I'd rather just fire off my almost guaranteed 4/4 hit Proton Torpedoes with the much larger range 2-3 band. I suppose one could use both, but then that's super expensive.

Edited by ParaGoomba Slayer

Out of the torpedoes, I don't expect to see any Advanced Proton Torpedoes (still far too expensive for what they do), and don't expect to see too many Ion (too expensive and situational) or Flechettes (not enough impact).
For the missiles, I don't expect to see many Assaults or AHMs. Assaults, like the Ion Torps, are too situational and thus won't be as good as Homing Missiles, and the AHMs are too difficult to setup and use effectively.

APT is definitely the loser because they already convert blanks to hits if properly and if not then it was out of sheer desperation.

I think concussion missiles comes in second for the same reason in converting blanks.

Flechete torps are awesome especially on a stresshog but some of the fixes don't help it as it is only 2 points and procts no matter if it hits or not.

As for winners well assault missiles, ion torpedoes, and ion pulse missiles are the winners as they have to hit effects but no intrinsic dice modification.

However the question still remains does the extra dice, the 1 dice modification and possibly a hit effect make up for a PWT with a TL dice modification? The guidance chip dice modification is weaker than a TL modification on a 2 primary weapon. So it really depends on the extra dice and if it misses well there will be no munitions failsafe.

Flechettes auto stress things.

Flechettes auto stress small things.

Have never forgotten the first event I played after they came out - I was so excited to finally have an ordnance option cheap enough that it made sense to take multiple copies of on my TIE Bombers!

First round: dual Firesprays

Second round: Y-Wing swarm

Third round: YT-1300 plus YT-2400

Fourth round (because I lost all the others, I'm now flying against the only other 0-3 player): 3 flippin' OGPs alongside Soontir (who I obviously never had in arc)

#%$&*^%(&&*&*(!!!

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.
Edited by DR4CO

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.

This is true. A B-Wing with proton torpedoes, extra munitions, and guidance chimps is a crit-dealing monster. Average results on the shot are 2 hits/crits, one blank (converts to crit), one focus (converts to crit). IE., 3 crits and a hit are reasonably common results.

For 0 points, it's a pretty big buff to ordnance - only really opportunity cost (the TIE series, for example, isn't happy giving up the Mk II engines, but whatcanyado...)

ya APTs are a big loser as well it seems. I would be interested to see one though on a Jumpmaster with Deadeye and Rec Spec though. Don't have to worry about telegraphing your intentions with a TL on your target. Just have to have that glorious double focus and blast the first ship to get in range one of your arc.

I'm thinking Advanced Proton Torpedoes too. You already wanted a focus before you fired it.

Guidance Chips makes up for a lack of action economy, but it does not do much to help APTs unless you roll T LEAST 4 blanks.

They are range one and expensive, I think GCs help the cheaper 3 and 4 dice ordnance the most since it makes them even more efficient.

Flechette and Plasma Torpedoes. Cluster Missiles will appreciate them, even on Redline. There have been times where I still have too many blanks after target lock rerolls.

I also don't see much reason to take Proton Torpedoes over Concussion Missiles. If you have the choice on the ship you load out..

Edited by Vulf

Because Ion Pulse Missiles deliver 2 ion tokens, thus ionizing a large base ship in one shot. This is devastating if you set it up right.

It also doesn't make you spend spend your Target Lock to fire it, which is always a nice bonus with ordnance.

I also don't see much reason to take Proton Torpedoes over Concussion Missiles. If you have the choice on the ship you load out..

Actually, since you have identical odds of rolling blanks as you do eyeballs (1 in 4), there is hardly any difference between the two. If anything, Protons are ever-so-slightly superior, because you get a critical hit instead of a regular hit if its dice modification kicks in.

I also don't see much reason to take Proton Torpedoes over Concussion Missiles. If you have the choice on the ship you load out..

Actually, since you have identical odds of rolling blanks as you do eyeballs (1 in 4), there is hardly any difference between the two. If anything, Protons are ever-so-slightly superior, because you get a critical hit instead of a regular hit if its dice modification kicks in.

Moreso with the chimps, too. ProTorps convert a focus, while Concussions and chimps convert a blank. Concussions and chimps have the potential to step on each others' toes in a way that ProTorps and chimps do not.

I also don't see much reason to take Proton Torpedoes over Concussion Missiles. If you have the choice on the ship you load out..

Actually, since you have identical odds of rolling blanks as you do eyeballs (1 in 4), there is hardly any difference between the two. If anything, Protons are ever-so-slightly superior, because you get a critical hit instead of a regular hit if its dice modification kicks in.

Moreso with the chimps, too. ProTorps convert a focus, while Concussions and chimps convert a blank. Concussions and chimps have the potential to step on each others' toes in a way that ProTorps and chimps do not.

Chips converts eyes or blanks, so it would be the same situation for both, no? Maybe I'm misunderstanding.

Either way, I think Proton Torps are the better option because a (nearly) free crit on an already crippling attack can just be will breaking for the opponent.

Edited by Kdubb

I also don't see much reason to take Proton Torpedoes over Concussion Missiles. If you have the choice on the ship you load out..

Actually, since you have identical odds of rolling blanks as you do eyeballs (1 in 4), there is hardly any difference between the two. If anything, Protons are ever-so-slightly superior, because you get a critical hit instead of a regular hit if its dice modification kicks in.

Moreso with the chimps, too. ProTorps convert a focus, while Concussions and chimps convert a blank. Concussions and chimps have the potential to step on each others' toes in a way that ProTorps and chimps do not.

However, it should be said that this all assumes you're snapping the warhead off with just a Target Lock. If you can get a Focus token behind them, the Concussion leaps ahead (3.94 expected damage vs the Proton's 3.68).

On a turn you have a focus token to go along with that target lock, it will be wasted if you only roll a single focus or more than 1 blank.

Concussion missiles will be more consistent getting damage through when you have focus tokens without relying on your opponent drawing a debilitating face up card.

I can see the split being by the ship you take and what upgrades you grab. If you have FCS on a Punisher, or PTL on a Bomber, I'd take the missiles.

If you want to run long range scanners, I'd still take the CMs, because you'll have a focus available.

With so many prime targets being covered in shields, I'd prefer getting as many damage points as possible.

Both lose out to Plasma Torpedoes for points efficiency, though.

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.

On a turn you have a focus token to go along with that target lock, it will be wasted if you only roll a single focus or more than 1 blank.

Concussion missiles will be more consistent getting damage through when you have focus tokens without relying on your opponent drawing a debilitating face up card.

I can see the split being by the ship you take and what upgrades you grab. If you have FCS on a Punisher, or PTL on a Bomber, I'd take the missiles.

If you want to run long range scanners, I'd still take the CMs, because you'll have a focus available.

With so many prime targets being covered in shields, I'd prefer getting as many damage points as possible.

Both lose out to Plasma Torpedoes for points efficiency, though.

So shoot a plasma torp from one ship, and a protorp (hey it's a palindrome!) from the other, and watch them all weep. :D

Boba crew loves Adv. Homing Missiles. It is the ultimate sniper bullet for the Emperor's brain.

Edited by DarthEnderX

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.