So I've been trying to figure out ordinance. Many are very situational: Prockets are ship dependant, clusters are great against low agility, etc. But overall, what are your go to all purpose missile/torp choices?
Ordinance. Pick your poison.
I like a mix of Plasma Torps and Proton Torps, preferably on ships of the same pilot skill so I can shoot them in the order that gives me most bang for my buck.
Prockets if you got the points to spare but fortunately with the new TAP prockets are appearing slightly more than never.
Proton or Plasma goes with U-boats but it depends on what you expect to face. Heavy shielded rebels (which has gone out of style) the plasma otherwise stick to proton.
As for anything else it just hasn't been worth it as there is no builds that are cost effective. Flechette torpedoes are still the best if you have 2 points to fill and an empty torpedo slot otherwise it nothing is your best bet.
I'm just happy to see ordnance actually appearing in the game in tournament-winning lists finally. I like Proton Rockets because I like flying 3 Agility aces like Jake Farrel and Vader. Plasma Torpedoes are obviously setting the world on fire because of that sick Scout combo that all but guarantees 4 hits. I do like homing missiles as well; they deal with high Agility aces pretty well.
Cluster missiles on N'Dru are a staple.
I'm fond of concussion missiles on a Z95. The missiles turn a blank to a hit, chips turn a result to a hit, and chances are you'll get at least one or two more hits on the natural roll. It's an easy 3-4 hit attack that can threaten aces.
Advanced homing missile is in the same boat; it doesn't modify a blank to a hit, but it doesn't spend your target lock either, meaning you can use it to re-roll. And a face-up damage card is a potential ace-killer.
plasma torps for 3pts r a good universal choice. virtually every list except crack swarm has ships with shields.
Cluster Missiles.
Redline.
Fire Control System.
Guidance Chips.
Extra Munitions.
Modifying every Cluster Missile attack with a TL and the GC serving as backup, with a final TL so you can fire the second Cluster Missile shot with a Focus, or Boost/K-turn if necessary? Priceless.
So I've been trying to figure out ordinance. Many are very situational: Prockets are ship dependant, clusters are great against low agility, etc. But overall, what are your go to all purpose missile/torp choices?
Pet peeve. Ordnance not ordinance.
Pet peeve. Ordnance not ordinance.
Agreed. Frustrating, and a close second to your/you're. I dropped the bawl their.
Prockets are number one as the dice won't tolerate me playing anything but 3 agility ships. Second in line is Homing Missiles as I used those until Prockets came.
There is only one, Homing Missiles. They denie evade tokens, but that bonus is really not what makes them great (its still nice for punching through imperial token-stackers). Its simply that you get to keep the target lock when you fire, with 4 dice. With Guidance Chips, thats some really good damage, a lot more relaible than any of the other missiles and torpedoes. Unless you have some more tricks, don't bother with anything else.
That being said, what are those tricks? Well, the first one has already been mentioned, Redline with his trusty FCS can utilise both Torpedoes (Proton Torpedoes recommended, because of their focus modification) and Cluster Missiles (both shots modified!). The other one is the ever-popular U-Boat that combines Plasma/Proton Torps (those with the highest damage potential at reasonable range) with Deadeye, to get rid of the target lock requirement and only require a focus to shoot, and either of the Agromechs, so when the focus to shoot is spend you get another modification.
As you will notice, the key to successful ordnance play is dice modification. Before Guidance Chips, most ordnance was lacking that in a big way. Now every ordnance card contains at least a little bit. That still means that those with inherint action economy are superior. The best of those is the Homing Missile.
As an all rounder I use Homing Missiles or Concussion Missiles. As for torpedoes, I go for Proton Torpedoes or Flachette Torpedoes.
Since I play Imps and Epic, I favor Cluster Missiles (2 hits with GC), Prockets, and Plasma Torps to drop Rebel shields. Also use Tracers to light up a target for the rest of my ordnance carriers.
Flares, once they get added to the game.
if it ain't a jumpmaster (torps) or jake farrel (prockets), it's homing missiles
Since I play Imps and Epic, I favor Cluster Missiles (2 hits with GC), Prockets, and Plasma Torps to drop Rebel shields. Also use Tracers to light up a target for the rest of my ordnance carriers.
Friendly reminder that Guidance Chips is "once per round" so only works on 1 of the 2 cluster shots.
Not sure of the absolute best, but with Guidance Chips out, I find myself much more willing to reach for standard Proton Torpedoes. You have 50% chance to get a hit or crit with red dice, 25% chance for focus and 25% chance for blank. That average falls nicely into getting two natural hits/crits, the focus becoming a hit with the Proton Torpedo text, and Guidance Chips making the blank a hit/crit. So it's not unreasonable to get 4 hits these days, though I don't remember the actual probablity at the moment.
Not sure of the absolute best, but with Guidance Chips out, I find myself much more willing to reach for standard Proton Torpedoes. You have 50% chance to get a hit or crit with red dice, 25% chance for focus and 25% chance for blank. That average falls nicely into getting two natural hits/crits, the focus becoming a hit with the Proton Torpedo text, and Guidance Chips making the blank a hit/crit. So it's not unreasonable to get 4 hits these days, though I don't remember the actual probablity at the moment.
with re-rolls (howdy jumpmasters! but also redline and horton, most of the time) yeah the probability is ridiculous
just plasmas with chips and re-rolls grant you some 75% for 3+ hits (same thing with homing)
but without re-rolls....eh I wouldn't risk it
Not sure of the absolute best, but with Guidance Chips out, I find myself much more willing to reach for standard Proton Torpedoes. You have 50% chance to get a hit or crit with red dice, 25% chance for focus and 25% chance for blank. That average falls nicely into getting two natural hits/crits, the focus becoming a hit with the Proton Torpedo text, and Guidance Chips making the blank a hit/crit. So it's not unreasonable to get 4 hits these days, though I don't remember the actual probablity at the moment.
with re-rolls (howdy jumpmasters! but also redline and horton, most of the time) yeah the probability is ridiculous
just plasmas with chips and re-rolls grant you some 75% for 3+ hits (same thing with homing)
but without re-rolls....eh I wouldn't risk it
Yeah, miscalculated an 80%-90% chance of 4 hits/crits, but it seems it's around 60%. I'll just have to take Drea Renthal, then.
Not sure of the absolute best, but with Guidance Chips out, I find myself much more willing to reach for standard Proton Torpedoes. You have 50% chance to get a hit or crit with red dice, 25% chance for focus and 25% chance for blank. That average falls nicely into getting two natural hits/crits, the focus becoming a hit with the Proton Torpedo text, and Guidance Chips making the blank a hit/crit. So it's not unreasonable to get 4 hits these days, though I don't remember the actual probablity at the moment.
with re-rolls (howdy jumpmasters! but also redline and horton, most of the time) yeah the probability is ridiculous
just plasmas with chips and re-rolls grant you some 75% for 3+ hits (same thing with homing)
but without re-rolls....eh I wouldn't risk it
Yeah, miscalculated an 80%-90% chance of 4 hits/crits, but it seems it's around 60%. I'll just have to take Drea Renthal, then.
Drea's a bit rough thanks to Y-wing greens and unhinged working not so well with range 2-3 torps. 3 points less than a scout, at least and requires less to enable the ordnance (ability does it, so I guess you save a point on deadeye and unhinged instead of r4)
Drea - 22
*protons (4)
*extras (2)
*chips (0)
*unhinged (1)
[29 or 28 with plasmas]
31/30 with autoblaster turret because why not
which is actually what you pay for with the one-shot "bid scout" (deadeye, overclocked r4; with a single plasma torpedo = 30 points)
Edited by ficklegreendice
Since I play Imps and Epic, I favor Cluster Missiles (2 hits with GC), Prockets, and Plasma Torps to drop Rebel shields. Also use Tracers to light up a target for the rest of my ordnance carriers.
Friendly reminder that Guidance Chips is "once per round" so only works on 1 of the 2 cluster shots.
Whoops! Been cheatin'. Don't tell my bro
Clusters + Guidance chips + Acuracy Corrector = Profit
Yeah, miscalculated an 80%-90% chance of 4 hits/crits, but it seems it's around 60%. I'll just have to take Drea Renthal, then.Not sure of the absolute best, but with Guidance Chips out, I find myself much more willing to reach for standard Proton Torpedoes. You have 50% chance to get a hit or crit with red dice, 25% chance for focus and 25% chance for blank. That average falls nicely into getting two natural hits/crits, the focus becoming a hit with the Proton Torpedo text, and Guidance Chips making the blank a hit/crit. So it's not unreasonable to get 4 hits these days, though I don't remember the actual probablity at the moment.
with re-rolls (howdy jumpmasters! but also redline and horton, most of the time) yeah the probability is ridiculous
just plasmas with chips and re-rolls grant you some 75% for 3+ hits (same thing with homing)
but without re-rolls....eh I wouldn't risk it
Drea's a bit rough thanks to Y-wing greens and unhinged working not so well with range 2-3 torps. 3 points less than a scout, at least and requires less to enable the ordnance (ability does it, so I guess you save a point on deadeye and unhinged instead of r4)
Drea - 22
*protons (4)
*extras (2)
*chips (0)
*unhinged (1)
[29 or 28 with plasmas]
31/30 with autoblaster turret because why not
which is actually what you pay for with the one-shot "bid scout" (deadeye, overclocked r4; with a single plasma torpedo = 30 points)
Well, I plan to run her with R4-B11 and just plan on never clearing stress for the whole game. But I mostly play casual so it should be fine. Putting Autoblaster on and making her 33 with two Scyks and a Z as support.
Anyway, I like Proton Torpedoes best for Drea to tie back to the topic).
Pet peeve. Ordnance not ordinance.
Agreed. Frustrating, and a close second to your/you're. I dropped the bawl their.
Hahaha - You thoroughly owned me!
which is actually what you pay for with the one-shot "bid scout" (deadeye, overclocked r4; with a single plasma torpedo = 30 points)
Well, I plan to run her with R4-B11 and just plan on never clearing stress for the whole game. But I mostly play casual so it should be fine.
or manaroo
!
well, I like manaroo more for Zuckuss (crew) JM5k (highly recommended; absolutely bonkers hilarious and gives tycho a run for his money) because it can still white Sloop while stressed, but if you want to overcome the disadvantage of self-stressing ships Manaroo is your gal!
Edited by ficklegreendice