Ordinance. Pick your poison.

By thebrettski, in X-Wing

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 :o

Even at only once, it's still really worth it. I recall one game with Redline+FCS+Clusters+GC where I caught Soontir at just the right range where he couldn't barrel+boost out of arc, and used the GC turnover to make 2 hits into 3, forcing him to spend his Palpatine dice mod on the first attack... then rolled two crits on the second clusters. There's nothing quite like a PS0 Soontir for hilarity.

Long story short, dice mods are always worth it. ALWAYS.

I'm gonna have to says torps and missiles just ain't my thing. I've tried to use them time and time again, but I always see the points wasted, usually never leaving the tubes.

It's the whole timing of a Target Lock and firing in the right range, I can never seem to work it out right.

Except for Proton Rockets, I LOVE me some PRockets.

Edited by Izza

I'm gonna have to says torps and missiles just ain't my thing. I've tried to use it tome and time again, but always see the points wasted, usually never leaving the tubes.

It's the whole timing of a Target Lock and firing in the right range, I can never serm to work it out right.

Except for Proton Rockets, I LOVE me some PRockets.

Right there with you. I love ordnance when it works, but I need a LOT more practice to manage range correctly. Took Horton with torps in the Vassal league and got totally outflown, unable to launch a single torpedo the whole game.

The only thing worse than ordnance is Cluster Mines. Just played a game yesterday where 4 of the 5 mines that were hit rolled [focus][crit] - no damage. The only one that rolled a [hit] was when I intentionally ran over one with Jonus! Last time I try to use those ugly things.

Different ordnance works best with slightly different upgrades. Then of course you have the fact that some ships only carry torps and others only missiles.

With no additional modifications or rules available, Protorps with Chips and Deadeye is great on low PS ships. An averge result on 4 Dice is 2 hits, 1 Focus and 1 miss. That will turn into 4 hits with 1-2 crits on average with this combo and Deadeye means that low PS is far less of a hindrance.

Same combo with Homing Missiles is good if you are facing Aces. Slightly fewer hits on average but more than balanced against these ships for cancelling their Evade tokens.

Plasma is cheaper than Protorps and works just as well if you have an extra source of Focus tokens. Actually goes into the lead against ships with lots of shields (Ghostbusters).

Concussion Missiles are OK but do not synergise so well with Chips. Work quite well with Long Range Scanners so you can get the TL and Focus but in most cases I would try to find the extra point to upgrade them to Homing Missiles.

Ion and Flechette variants are a bit situational for my taste. Fine if you have a few spare points or are building a control-based list but I prefer to maximise damage for most lists.

Well, to start off with....everything in X-wing is situational. Nothing is great vs. everything, which is how it should be. So, it is kind of hard to really talk about something that beats everything. Ordnance lists tend not to do so well vs Swarms, for example. Then again, your whole list doesn't have to take Ordnance for it to be effective. Mixed lists are good and just one missile/torp can be a nasty shock.

Flechettes can be game winning in the right situation. I used them vs. Bro Bots all the time and it usually won me the match. Just hit the one that is baiting you when it wants to bug out next turn and it can't escape. Just make sure to hit it hard that next turn. Same vs. Aces that are already stressed. It's only 2 pts, rolls 3 dice, and causes a stress if under 5 hull.

Homing Missiles are the absolute champion of ordnance, though. They get to keep the TL and the enemy can't use that Evade Token. Even against a tokened up Soontir Fel you can expect some hits.

Proton are the next best to use with Guidance Chips when you don't want or can't use Homing Missiles. The free eyeball modification with another free mod thrown in works in your favor.

Not everyone take take Torpedoes, which leaves Concussion Missiles next. You get the modification for the blank, which means you will always be getting at least 2 hits (with Guidance Chip).

Ion Torpedo and Assault Missiles are great vs. Swarms and in epic where there are a lot of ships. No dice modification, but if they hit, it hurts those around the target.

Ion Pulse is very situational, but will stop dead that one big ship you need to take down.

Plasma Torpedoes are great vs. low agility targets with high shields. Not so good vs. those without shields. I mean, it still rolls 4 dice, but no native modification and it's ability isn't so great without shields. It is only 3 pts, though. Not a bad choice, but not optimal vs. all. Perfect for some, though.

Cluster Missiles are best used for special cases where you can modify dice or get bonus dice. That's N'dru, Krassis, Accuracy Corrector, and a few others I'm sure I'm forgetting. Good vs low agility ships.

Proton Rockets are great for those agile 3 agility guys with PTL that can get in close and maximize the damage. That's A-wings, TAP V1, and Tie Adv. X1.

Adv. Homing Missile is the "fix" for Major Rhymer, but even I've never tried it.

I don't really rate XX Tracers much at all, unless in some special situation or epic. You have to have a ship that fires sooner than the rest that gives up it's chance to do damage and goes for giving everyone else a TL around him. He has to actually hit, unless you are Blount. It gives everyone else a TL, but if you are going with an ordnance strike, how many ships do you need to fire at the same ship to take it down with ordnance? I mean, it sounds great to take Blount w/ 4 other Z's, but what can really survive 2-3 missiles already? Maybe that's the point, but it just seems very situational and a little overkill. Maybe Blound with 2 Z-95's? I'm not really sold on the Tracers.