Cluster meh-ssiles.

By thebrettski, in X-Wing

Or: Theory vs practice are certainly two different things. I had a thought that clusters with with guidance chips and a mod like predator could be a nice way to dish out damage. And while it can put out reliably 5+ dice, that second evade roll can sure poop on the party. It was only mediocre against kenkirk and yssard, and was clearly unfunctuinal against an ig88, for an example of a target with the green dice and tokens. Concussion or plasma or anything else seems like a better option to guarantee some result. Am I just a sour puss? Should I have faith, or is it just a silly idea with better options? Prockets seem the best option for what I've been flying.

They're amazing on the right ships, against the right targets.

N'Dru can abuse them with GStim and Lone Wolf... They're nasty on anything that can equip extra munitions and FCS (I'm looking at you, TIE Punisher).

If you're shooting them against Kenkirk w/ Isard's ability in effect, then you're shooting them too late.

I played a game today in which N'Dru puked out a cluster missile on R2 and destroyed an A-wing before it ever got a chance to fire.

Deathrain + FCS + clusters + guidance chips. It hits hard. i got smashed by this combo at a tourney.

If you're shooting them against Kenkirk w/ Isard's ability in effect, then you're shooting them too late.

I threw them on rexler, hoping I could clear shields with the first, and rexler the second, if lucky. Of, course rexler is tough to rexler, and it didn't work out, but I did get two crits out of it. so mission accomplished, but he was not the right target for clusters. My fave so far is krassis, slave1 title, extra munis, and guidance( again, still mostly theory.) It's a nice modified double attack for two turns, but for a point less you could Gunner and add the rear arc to the mix. Ugh. I need to get more games in.

Edited by thebrettski

Juke barons with chips and Jonus nearby gets messy quick. Just a few points too expensive to fit three with Jonus giving tracer locks.

If you plan it right you get 4 three dice attacks (all juked) rerolling two of the three from each shot. You also should have focus to spend once each ship, plus chips once each ship.

Expecting 10 hits isn't unreasonable.

The barons/bomber list did fairly well for someone at regionals (it added a generic ps4 bomber with plasmas I think). I fooled around with it a little and it can melt or cripple just about anything in one turn, even Soontir pees his pants seeing that coming.

That's definitely an arc you don't want caught in.

I think on a Jump with Overclocked and GC they could be really good. For those people who try to jump into a Range 1 to prevent Jumps from getting off ordnance. Put him up front and let them get in close.

Accuracy Corrector TIE/x1s love them. Add Guidance Chips for even more power. They don't stack but they're not redundant either.

I think on a Jump with Overclocked and GC they could be really good. For those people who try to jump into a Range 1 to prevent Jumps from getting off ordnance. Put him up front and let them get in close.

Wrong slot, fortunately.

THe last thing Jumpmasters need is a way to punch harder at range 1 as well.

N'Dru with Lone Wolf, Glitterstim and Guidance Chips is my favourite use of them though, by far; Redline with FCS and Chips is also good. But most other people who could equip them and might spend the points would usually be better off with Prockets which are easier to fire, easier to modify, and cost less, for only one fewer dice in virtually every case where they actually get used (mainly a-wings, TAPs and TIE Advanced).

You got it right brahski.

only good if you can get serious extra dice, or if they roll 1 agi or less without much mod.

Deathrain + FCS + clusters + guidance chips. It hits hard. i got smashed by this combo at a tourney.

Redline, you mean. Deathrain is the guy you want to load with Conner Nets.

pair Cluster with Rage. You'll need to prepare the TL (FCS/prior turn action or nearby friendly that can hand over TL like Manaroo, or something like that) but then you will have 2 attacks with 3 dice each and full reroll on both plus a Focus and chips. That's quite some punch. And Rage will keep being useful after the missiles are gone.

I don't know the exact odds, but I run Redline with FCS, Chips, Proton Torpedos and Clusters Missiles and they both tend to do max damage. While that is rather reliable, I have found that it is really important to pick the right target and the right attack. I.e. if you have an ace at range 2 use Proton. It you have a decimator at range 2 use the Cluster Missiles.

Cluster Missiles are meant to kill 0 and 1 agility ships.

I have previously destroyed a K-Wing in one hit with N'Dru Shulak, Lone Wolf, Gstims and G chips. Admittedly it was lucky, as Miranda had opted to lose a shield in order to attempt to get Shulak off the board before he shot back. I ended up with a direct hit in there to score the kill.

I often play him in my Scum lists. Twenty-five points that can do some serious damage to low agility ships or confirm some all important damage onto an ace seems like a good deal to me. His pilot ability and Lone Wolf makes for a small annoyance, even after his missiles are blown.

Aside from this particular pilot, I see your point regarding the missiles.

Cluster Missiles are meant to kill 0 and 1 agility ships.

Yep. TIE Advanced with Cluster Missiles and Accuracy Correctors is a great answer to Quad TLTs.

Accuracy Corrector TIE/x1s love them. Add Guidance Chips for even more power. They don't stack but they're not redundant either.

Especially nasty on Alonzen with Juke

Cm is indeed far more effective v low agi

Also against action less targets, you can make some hilarious things happen

in scum a combination of clusters and zuckuss (crews) and Palob helping out will ruin things

Ndru and bossk make decent carriers

QuickDraw basically has far superior CMs via rage baffle + his ability.

Edited by ficklegreendice

Cracken with cluster missiles allows two ships at R1 to take 1 free action each. Nice for setting up an alpha strike. Pair him with VI and almost guaranteed to shoot first. Or with swarm tactics and another ace also with swarm tactics and Roark and have 3 ships shooting at PS12. With extra actions. Not a bad way to start a match.

Cluster Missiles are meant to kill 0 and 1 agility ships.

Yep. TIE Advanced with Cluster Missiles and Accuracy Correctors is a great answer to Quad TLTs.

hmmm... am I thinking crossways here? I thought chips only triggered once per turn , and thus would affect only one of the two cluster attacks, did I read that wrong?

hmmm... am I thinking crossways here? I thought chips only triggered once per turn , and thus would affect only one of the two cluster attacks, did I read that wrong?

This is correct. That's why a mod of some kind to reroll both attacks is essential here. However Juke affects both cluster missile attacks and makes them deadly even against 3-agility ships.

hmmm... am I thinking crossways here? I thought chips only triggered once per turn , and thus would affect only one of the two cluster attacks, did I read that wrong?

With average rolls and a focus token you'd usually only need the focus token on one attack and Chips on the other.

hmmm... am I thinking crossways here? I thought chips only triggered once per turn , and thus would affect only one of the two cluster attacks, did I read that wrong?

With average rolls and a focus token you'd usually only need the focus token on one attack and Chips on the other.

That's not true. With three dices you have only 42% chance of not rolling any blanks. So there is around 33% probability of having at least one blank on both rolls.

hmmm... am I thinking crossways here? I thought chips only triggered once per turn , and thus would affect only one of the two cluster attacks, did I read that wrong?

With average rolls and a focus token you'd usually only need the focus token on one attack and Chips on the other.

That's not true. With three dices you have only 42% chance of not rolling any blanks. So there is around 33% probability of having at least one blank on both rolls.

Yes but your usually using this combo with a ship that has FCS. Meaning you have a TL for the blanks. The one most have mentioned is the one I like, Redline with FCS, Cluster, Extra Munitions and Chimps. TL for 2 TLs, wait till next round with focus, Roll 3 with average of hit hit blank, spend TL to reroll and roll eyeball, focus to 3 hits, reacquire TLs, roll second group, Hit blank focus, TL to reroll blank and focus, Hit Hit blank, Chimps for 3, reacquire TLs, Repeat in third round. Just example but Redline with the new munitions stuff like Chimps can be scary when played right.

Edited by GamerGuy1984