On the resurgance of the irrelevant

By DraconPyrothayan, in X-Wing

Vis a Vis ordnance.

I have long loved the idea of the Alpha Strike using the more traditional ordinantly-aligned carriers (Headhunters, Bombers, and the like), but have been completely blindsided by the rise of the Jumpmaster as the king of the pack.

When it was first spoiled, most folks looked at it like it was the Scum's answer to the Falcon/Decimator/Outrider. No one looked at it and said "You know what needs to be filled? The Torpedo slots".

Until someone did, and hasn't stopped winning yet.

That makes me wonder: What other ships' ordnance slots ought to be filled, other than the traditional Z-95, Bomber, A-Wing, Y-Wing, and Redline?

What other ships are improved by this sudden utility of what has long been considered irrelevant slots?

The Decimator has a Torpedo slot and a bomb slot, just sayin'

sudden utility of ordnance? you already listed em all

Y-wings already have access to turrets; their dials suck for turning back around to bring ordnance to bear

K-wings also already have access to turrets, turrets that come in their own pack, and their dial is even worse for bringing ordnance to bear (no k-turn, ironically). Great for Sabine, though (esp with seismics on miranda; conners on a-slam wardens)

B-wings get bloated very quickly, and torps offer a marginal at best increase in damage output

Defender will be working Tie/D cannons or nothing (x7)

falcons/yt2400s hog the mod slot for EU, have no way to exploit ordnance etc.

the base level of ordnance viability, imo, is re-roll + gchips. That's Homing Missiles, or tricks like Redline/deadeye r4.

The z-95 is the cheapest missile carrier

The bomber is the cheapest dedicated (re: extra munitions) carrier

Scouts have deadeye + r4

Redline is Redline

that's the list as far as I'm concerned

Edited by ficklegreendice

B-wings get bloated very quickly, and torps offer a marginal at best increase in damage output

I'm with you for the most part on B-Wings, but Nera though...

Nera Dantels (26)
Deadeye (1)
Extra Munitions (2)
Proton Torpedoes (4)
Guidance Chips (0)
Total: 33
It's not quite got the absolute dice modification efficiency of a Contracted Scout, but the ability to shoot out of arc is pretty excellent. :) Pair her with something shooting at higher PS to strip shields, and the likely double crit from the Proton Torpedoes could be seriously nasty!
Edited by Jarval

The Decimator has a Torpedo slot and a bomb slot, just sayin'

And the YV-666 has a Missile slot, so between the two of them, we have all the 3-Crew options covered :)

--snip--

Well, if this is indeed a breeding ground for Mad Scientists, it is nice to establish this role early.

​"Fool! We'll show him! We'll all show him! MUAHAHAHA" [/lightning]

B-wings get bloated very quickly, and torps offer a marginal at best increase in damage output

I'm with you for the most part on B-Wings, but Nera though...

Nera Dantels (26)
Deadeye (1)
Extra Munitions (2)
Proton Torpedoes (4)
Guidance Chips (0)
Total: 33
It's not quite got the absolute dice modification efficiency of a Contracted Scout, but the ability to shoot out of arc is pretty excellent. :) Pair her with something shooting at higher PS to strip shields, and the likely double crit from the Proton Torpedoes could be seriously nasty!

I've always enjoyed her with Failsafe and Flechettes. "Bring it, Baron!"

The Decimator has a Torpedo slot and a bomb slot, just sayin'

I thought that was an Extra Munitions slot, just like the Slave One title provides.

You aren't saying we actually put TORPEDOES in those slots, are you?!

Tie Adv. V1 and X1 both have Missiles.

KRASSIS TRELIX in the Slave 1

I'm kinda wishing that X-Wings had two mod slots. Wedge could do some very fun things with Guided Plasma Torpedoes, but then he can't have an Integrated Astromech or Engine Upgrade.

I'm kinda wishing that X-Wings had two mod slots. Wedge could do some very fun things with Guided Plasma Torpedoes, but then he can't have an Integrated Astromech or Engine Upgrade.

He can go with Expert Handling rather than EU. It's better for defense, anyway.

I'm kinda wishing that X-Wings had two mod slots. Wedge could do some very fun things with Guided Plasma Torpedoes, but then he can't have an Integrated Astromech or Engine Upgrade.

He can go with Expert Handling rather than EU. It's better for defense, anyway.

But then he can't use Draw Their Fire to keep my Crackshot Biggs alive.

I have an idea for a magnificent Triple X squad that abuses all of the zero-point upgrades.

Edited by PhantomFO

Defender will be working Tie/D cannons or nothing (x7)

You know, I don't hate a Homing Missile on a TIE/D. For a point more than an HLC (which is a build I consider to be quite solid), you can get the Ion Cannon + Homing Missile. This let's you do both the high power, close range Cannon+Primary combo as a standard attack as well as a 4-dice, no range bonus, evade token ignoring Homing Missile shot to break down high AGI stuff. If you've got Maarek, Guidance Chips make me look long and hard. It's one guaranteed crit and a good chance of a natural one to try and cripple/kill a ship in one shot.

Defender will be working Tie/D cannons or nothing (x7)

You know, I don't hate a Homing Missile on a TIE/D. For a point more than an HLC (which is a build I consider to be quite solid), you can get the Ion Cannon + Homing Missile. This let's you do both the high power, close range Cannon+Primary combo as a standard attack as well as a 4-dice, no range bonus, evade token ignoring Homing Missile shot to break down high AGI stuff. If you've got Maarek, Guidance Chips make me look long and hard. It's one guaranteed crit and a good chance of a natural one to try and cripple/kill a ship in one shot.

Have you thought about AHM paired with an Ion Cannon? I feel like the Ion Cannon will greatly help mitigate the range restriction on the AHM.

Saves you two points to spend elsewhere in case you need them.

Defender will be working Tie/D cannons or nothing (x7)

You know, I don't hate a Homing Missile on a TIE/D. For a point more than an HLC (which is a build I consider to be quite solid), you can get the Ion Cannon + Homing Missile. This let's you do both the high power, close range Cannon+Primary combo as a standard attack as well as a 4-dice, no range bonus, evade token ignoring Homing Missile shot to break down high AGI stuff. If you've got Maarek, Guidance Chips make me look long and hard. It's one guaranteed crit and a good chance of a natural one to try and cripple/kill a ship in one shot.

Have you thought about AHM paired with an Ion Cannon? I feel like the Ion Cannon will greatly help mitigate the range restriction on the AHM.

Saves you two points to spend elsewhere in case you need them.

I'm not a fan of AHM, really. If I have someone ioned, I'm aiming to rush into range 1 and kill them outright. A single damage, even a crit through shields isn't very inspiring unless it's on something like Fel, and the HM is worlds better for that anyway.

I'm still very new to this game, but in the past few games I've played, humble T-65s with IA (no chimps) were able to pull off kill shots on ships with their "irrelevant" proton torpedos.

At 4 points for single use, they are still over costed, but if you can hang on to these babies until later in game and get a couple of hits and a crit. Boom you got a dead target.

So I'm reconsidering keeping a few spare points for the t-65 or t-70 in my list to fire torpedos (chimps be damned!).

The Decimator has a Torpedo slot and a bomb slot, just sayin'

And the YV-666 has a Missile slot, so between the two of them, we have all the 3-Crew options covered :)

--snip--

Well, if this is indeed a breeding ground for Mad Scientists, it is nice to establish this role early.

​"Fool! We'll show him! We'll all show him! MUAHAHAHA" [/lightning]

Homing missiles on a YV with 4-LOM crew. Can't spend an evade or a focus token.

K-Wings would be good for ordnance. Miranda can boost HM's up to 5 dice, K's can take LRS, they have turrets as insurance, and they can get to PS 4 and outbid triple U-Boat.

B-wings get bloated very quickly, and torps offer a marginal at best increase in damage output

I'm with you for the most part on B-Wings, but Nera though...

Nera Dantels (26)
Deadeye (1)
Extra Munitions (2)
Proton Torpedoes (4)
Guidance Chips (0)
Total: 33
It's not quite got the absolute dice modification efficiency of a Contracted Scout, but the ability to shoot out of arc is pretty excellent. :) Pair her with something shooting at higher PS to strip shields, and the likely double crit from the Proton Torpedoes could be seriously nasty!

Same price as a Scout with 360 degrees... but you give up a lot to get it, specifically the agromech, which makes that torpedo modified AND survivability with one less health and 1 less agility.

With chimps out it is more tempting too put some missile into a Khiraxz, as you have a 3 primary and thus may add a crit. And their mod is mostly empty.

I'm kinda wishing that X-Wings had two mod slots. Wedge could do some very fun things with Guided Plasma Torpedoes, but then he can't have an Integrated Astromech or Engine Upgrade.

I'd love to see a 0 point Extra Munitions Astromech for X-Wings.

KRASSIS TRELIX in the Slave 1

Cluster Missiles, Extra Munitions, and Guidance Chimps gets you two turns of double 3-dice attacks with mods for a point less than HLC. Worth it? I don't know, but it's certainly an option.

Edited by ObiWonka

Defender will be working Tie/D cannons or nothing (x7)

With Guidance Chips he even gets two guaranteed crits out of it to boot.

Edit: Forgot about the once per round limitation... Still able to modify both shots via target locks though!

Edited by StratN8

Imperial Kath w/Concussion missile, or Cluster and Chips. (Slave 1 for extra munitions)

You can now either hit with a pretty accurate Concussion missile or pop a stress on a high evading defender.

KRASSIS TRELIX in the Slave 1

Cluster Missiles, Extra Munitions, and Guidance Chimps gets you two turns of double 3-dice attacks with mods for a point less than HLC. Worth it? I don't know, but it's certainly an option.

That 1 point can go to a Tractor Beam, and you can attach a Tactician as well.

Defender will be working Tie/D cannons or nothing (x7)

Vessery actually isn't too shabby as a Cluster Missile platform. He can copy Redline's trick as long as an ally has a lock on the target for his ability to trigger (spend lock to fire Cluster Missiles -> acquire new lock -> spend new lock to modify -> acquire new lock -> spend new lock to modify). With Guidance Chips he even gets two guaranteed crits out of it to boot.

Chimps would only give him 1 guaranteed crit. They only work once per round. Lazy monkeys.