Missiles, Torps, and Bombs -- Oh Meta!!

By PaulTiberius, in X-Wing

(Thread title is a riff off of Lions, Tigers and Bears -- Oh My! for those who don't have Wizard of Oz ingrained into their native language idiom base.)

I played in a small Winter Kit store tournament yesterday, and the prevalence of expendable munitions among the 13 players brought a tear of joy to my eye. While I didn't get a look at every list, it seems that the majority of lists had major contributions from missiles or torps -- if not being designed primarily around them.

Are folks seeing the same? Have we finally entered a place in the Meta where munitions just ... WORK?

Here are a couple of the soul-crushingly potent combos I saw:

* Miranda / Jan / Cracken

Miranda had Homing Missiles with Extra Munitions and Guidance Chips. Miranda could spin down a shield and get the assist from Jan to make the HMs fire 6 fully-modded dice.

* Quad TIE Advanced with ATCs and Thread Tracers

If triple JM5Ks is going to be called Wolfpacks, this build needs a name like ... I dunno ... Fireants. They swarm all over you and land great blistering bites all over your skin. The guy I played even cutely numbered his ships 1-4, with the TL letter tokens assigned as C-R-I-T.

There was only one Wolfpack build (we had a severe shortage of JM5Ks show up in our LGS's). There was also a list built around Nera with Plasmas and Guidance Chip. Two attempts at making Firesprays (Krassis with his secondary weapon rerolls) work as missile carriers. I myself made one last futile attempt at making Jonas and a pair of Punisher generics work as bloated ordnance behemoths. The Miranda above even dropped Thermal Detonators twice to good effect (these things really screw up your plans to K-turn for the second pass).

It really made things feel unpredictable. Inventive combos you just didn't see coming. It truly felt fresh, like a whole new game.

I definitely am trying to incorporate more ordinance into my lists.

Sadly to run 4 TIE bombers you have to have 4 guidance chips and 4 extra munituons....

This Ordnance Renaissance makes me happy.

4x Storms with title, ATC, Chimps, and Tracers... Have we used Shoot to Thrill yet?

I wonder what kind of presence they'll have at Worlds this year? It seems that ordnance finally has the necessary cards to make them effective (cost vs expected damage).

Never been an ordnance user except on N'dru but, now I've been using lots of more ordnance since the new release with very good results. I think the new cards upgrade cards are a very welcomed addition.

Edited by BlackSunSyn

Had it used against me not tried it myself since punisher came out, might be worth another go.

Never been an ordnance user except on N'dru but, now I've been using lots of more ordnance since the new release with very good results. I think the new cards upgrade cards are a very welcomed addition.

Suddenly I'm longing for the ability to put Advanced Proton Torpedos on N'Dru...

Never been an ordnance user except on N'dru but, now I've been using lots of more ordnance since the new release with very good results. I think the new cards upgrade cards are a very welcomed addition.

Suddenly I'm longing for the ability to put Advanced Proton Torpedos on N'Dru...

Sadly, N'dru can only take missiles.

I'm loving talonbane with cluster missiles, rage and guidance chips

Against low agility ships it just tears through them

I would be a little happier if Chimps were more widely available. I don't play scum and the TAPs just don't "do it" for me. Prices for individual cards are daft so I won't be joining the ordnance revolution just yet. :(

I would be a little happier if Chimps were more widely available. I don't play scum and the TAPs just don't "do it" for me. Prices for individual cards are daft so I won't be joining the ordnance revolution just yet. :(

Ebay

buy the ships with the cards you need.

Sell the ships with just the cards you need taken out for less. You pay relative high price but you still get what you want and someone else gets that expansion on the cheap. Win Win.

Could well be worse. At least they ARE available in two kits and two decent ones at that. Not the StarViper or two everyone has languishing in their case for the autothrusters.

why not take prockets on the tie advanced and accuracy corrector?? 4 focused red dice vs a crit and maybe two more hits if you are very lucky.

With the dawn of Wolfpacks, dedicated triple JM5K players will have 6 guidance chips cards. I predict they will become readily available as giveaways.

Never been an ordnance user except on N'dru but, now I've been using lots of more ordnance since the new release with very good results. I think the new cards upgrade cards are a very welcomed addition.

Nera is still the best at torpedoes but it is expensive for 2 shots (and maybe 2 bombs) then after all that you just get another B-wing.

What makes contracted scouts good is the build. Deadeye addresses the main problem with the target lock and that is arc dodging. R4 agromech addresses the loss of dice modification, guidance chips gives the much needed dice modification to those torpedo shots to make them comparable to 3 PWT.

Now the question is what makes contracted scouts so good when Y-wings could have taken everything with the exception of the guidance chips. Well only 1 Y-wing could and that would be the highest cost Y-wing where as the contracted scout has an EPT. So more torpedo builds for the jumpmaster when there is only 1 for the Y-wing. But Y-wings have TLT so there it is.

Also a bonus for the jumpmaster if it is arc dodged it still has a 2 firepower focus with a TL after the focus is spent.

Hmm. 4 Syndicate Thugs with plasma torps, extra munitions, R4 agros and chips comes to 100 points. No turrets or deadeye but 32 hit points and 8 torpedoes.

Nera is only good against generics you run into a squad of aces she's dead before getting both shots off.

I definitely am trying to incorporate more ordinance into my lists.

Sadly to run 4 TIE bombers you have to have 4 guidance chips and 4 extra munituons....

Yeah, I bought 2 Extra Munitions a bit ago when I thought I was going to go to tournaments this year. Glad I picked them up cheap when everyone thought they were crap!

Nera is only good against generics you run into a squad of aces she's dead before getting both shots off.

Unless you go with Deadeye....or Dutch....or one of the many other things that can give another action later in the turn.