On the resurgance of the irrelevant

By DraconPyrothayan, in X-Wing

Wave 8 ordnance fixes keep bringing me back to Scyks for some reason and trying to find a way to make them work. Best I can think of is a miniswarm of Mindlinked Tansaari Vets with missiles/torps backed up by Serissu toting a tracer, at PS 6s and 8 should handle Scouts and TLTs decent enough though doesn't have much of an answer for PS 9+ aces.

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

A few other considerations.

  • z-95 get one shotted really easy.
  • A-wings have Chardann refit in decreasing the squadron point cost is more valuable than a one time attack thanks to MOV.
  • The MA-3 will always take a cannon over the other two slots.
  • TIE Bombers suffer all crits making them soft targets
  • TIE Punishers are real expensive and can get bloated quicker than a B-wing.
  • X-wings, E-wings, Star Vipers and Kihraxz only have 1 torpedo slot and are too inefficient in jousting to take multiple ships for more torpedoes.
  • Most TIEs and the G1-a simply don't have access to them.

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

A few other considerations.

  • z-95 get one shotted really easy.
  • A-wings have Chardann refit in decreasing the squadron point cost is more valuable than a one time attack thanks to MOV.
  • The MA-3 will always take a cannon over the other two slots.
  • TIE Bombers suffer all crits making them soft targets
  • TIE Punishers are real expensive and can get bloated quicker than a B-wing.
  • X-wings, E-wings, Star Vipers and Kihraxz only have 1 torpedo slot and are too inefficient in jousting to take multiple ships for more torpedoes.
  • Most TIEs and the G1-a simply don't have access to them.

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

A few other considerations.

  • z-95 get one shotted really easy.
  • A-wings have Chardann refit in decreasing the squadron point cost is more valuable than a one time attack thanks to MOV.
  • The MA-3 will always take a cannon over the other two slots.
  • TIE Bombers suffer all crits making them soft targets
  • TIE Punishers are real expensive and can get bloated quicker than a B-wing.
  • X-wings, E-wings, Star Vipers and Kihraxz only have 1 torpedo slot and are too inefficient in jousting to take multiple ships for more torpedoes.
  • Most TIEs and the G1-a simply don't have access to them.

Triple PS 4 K-Wings or Punisher should do well against U-Boats.

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!).

Flechette Torpedoes - even if it misses it still Stresses the target, making them pretty good against Aces. Not GREAT, but pretty good. And it's two point cheaper for something that might be an attack and Stress, or just Stress even if it misses.

The problems with the X-Wing are the price and the dial - if they had a good title... *sigh*

Miranda with Assault Missiles is a good thing. Five dice attack plus splash. Fun anti-swarm thumper.

Any K-Wing with Bombardier, Adv SLAM, Extra Munitions, and any of the Action: bombs is a joy to fly. If you can judge distance properly'ish you can drop a Prox Mine right on top of someone for four turns.

Edited by Slugrage

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 won tournaments in the hey-day of the phantoms by pairing this Nera (with rec-spec and flèchettes and adv. sens) with Biggs and Roark. First turn Nera stresses and maybe damages Whisper, Roark follows up with the ion shot. Next turn I get the kill if I haven't already. Of course that was before the phantom nerf(buff) when ioning a phantom actually meant something.