Guidance Chips Versus Long Range Scanners: An Analysis

By Firespray-32, in X-Wing

I have just tested LRS on two K-Wings with Concussion Missiles.

It worked very well for the very first attack, but you should not expect to get a second Target Lock afterwards. The K-Wings are far too stationary with their horrible maneuver dial, to actually stay away from the enemy.

Yes, of couse you could use the SLAM action to get away, but you can't target lock afterwards, because you have already got LRS on the modification slot, where you would need Advanced Slam to take actions after a SLAM.

I have just tested LRS on two K-Wings with Concussion Missiles.

Try:

3 x

Guardian Squadron Pilot (25)
Extra Munitions (2)
Advanced Homing Missiles (3)
Weapons Engineer (3)
Long-Range Scanners (0)

I'd agree with Dagonet: Weapons Engineer is a good call for the LRS K-wing. I'd lean Homing over Advanced Homing though.

The way I play Bombers, I believe LRS is a must.

Deathfire or Gamma Sq. Vet with LRS, Homing, Prox Bombs and of course Ex. Munitions. - LRS your first target, its fairly hard for the majority of ships in the game to avoid an alpha strike from a bomber.

I noticed that after the first missile, it is hard to get a 2nd target lock immediately but you're either in perfect position or will be next turn to use your prox. mines, but it can be a potent late game extra punch too.

After the first missile, I go into Proximity mines dumping and blocking. Then when I get the chance, I go around or Kturn or whatever to get back into a longer range and a second run of LRS+Missile launching and then back into blocker mode if im out of all ordnance.

Really loving the Bomber right now. Guidance Chips just isn't the same to me because I use homing missiles (thanks to Inquisitor, Omega Leader, x7 TIE Defenders and anything else that evades like the Ghost, A-Wings, Misthunter...)

It's such a shame you cannot put the LRS on a Lambda Shuttle... It would have been perfect, especially with the new Defender fix. Vesery is a monster!

It's such a shame you cannot put the LRS on a Lambda Shuttle... It would have been perfect, especially with the new Defender fix. Vesery is a monster!

That's why there is ST-321...

...it is pricey though.

3 points, same as Weapons Engineer. Not a bad call if Vessery needs a spotter although I'm fairly sure it could spot for Vessery at combat range just fine too.

I'd agree with Dagonet: Weapons Engineer is a good call for the LRS K-wing. I'd lean Homing over Advanced Homing though.

You easily could, if you drop down to Wardens (if you want to fly 3 of them of course).

Or take 2 Wardens and a Stress Wes

I've never really understood why people tend to take one ship good build and spam it: I'd rather have a list of different parts where each can complement the others personally.

Edited by Blue Five

I know there's been a lot of love for LRS here, and it's good to see, especially because I definitely think it's better than most other folks have been giving it credit for.

However, after running Deadeye+chips, there's probably no way -- at least in the current meta, that I switch them out for LRS+CS. I'm running Homing Missiles and Gamma Vets, so your mileage may vary especially if you are running non-ept bomber. I'd add, though, that I probably won't run a bomber without an deadeye in the current meta.

1) If you're running a bomber with an EPT, Deadeye and LRS overlap, so it's probably not useful to take both. (It is worth noting that deadeye can cover up the weaknesses of LRS and as added here, there's not much lost in accuracy.)

2) A lot has been made about LRS's threat but Deadeye+Chips threat is actually better than LRS's threat since threatens any ship that enters your arc.

3) There are two very key builds in the current meta that can shrug LRS much more easily: Dengaroo (Dengar usually shrugs counter a TL measures and Manaroo, who is the ideal first target, can send his target locks over to Dengar) and the Sensor Jammer Palp Shuttle (unless you are for sure able to grab that focus, deadeye chips keeps you covered here).

4) Deadeye+Chip prevents wasting a TL and maybe missing a munitions shot if you kill a ship with an earlier shot.

Again, I appreciate the numbers and think LRS is good, especially when running non-ept missile careers (or those with Weapons Engineer) but if I'm running those with an EPT, I'm going to go for deadeye+chips for now.

Edited by AlexW

2) A lot has been made about LRS's threat but Deadeye+Chips threat is actually better than LRS's threat since threatens any ship that enters your arc.

Crackshot LRS versus Deadeye GC is an interesting one. Damage is similar (edge to LRS but it's fairly neglibile).

Deadeye Guidance Chips

  • Threatens entire arc rather than locked ship, so can switch target if dodged.
  • Easier time firing further ordnance (such as the second missile).

Crackshot LRS

  • Crackshot.
  • Can take any action on the first round of firing, meaning if it's willing to take a hit to damage it can barrel roll to maintain a shot.

Both of Deadeye's advantages are solid, Crackshot LRS's second advantage is a bit meh but Crackshot is pretty major.

End result? They're both sensible builds with advantages and disadvantages. And what we all want is variety.

On the Gamma I think it's a trade between punch and reliability. Deadeye can substitute LRS's alpha advantage and persists into the fight but uses the EPT slot.

Which is best for Tomax Bren is probably an interesting debate.

Edited by Blue Five

2) A lot has been made about LRS's threat but Deadeye+Chips threat is actually better than LRS's threat since threatens any ship that enters your arc.

Crackshot LRS versus Deadeye GC is an interesting one. Damage is similar (edge to LRS but it's fairly neglibile).

Deadeye Guidance Chips

  • Threatens entire arc rather than locked ship, so can switch target if dodged.
  • Easier time firing further ordnance (such as the second missile).
Crackshot LRS

  • Crackshot.
  • Can take any action on the first round of firing, meaning if it's willing to take a hit to damage it can barrel roll to maintain a shot.
Both of Deadeye's advantages are solid, Crackshot LRS's second advantage is a bit meh but Crackshot is pretty major.

End result? They're both sensible builds with advantages and disadvantages. And what we all want is variety.

On the Gamma I think it's a trade between punch and reliability. Deadeye can substitute LRS's alpha advantage and persists into the fight but uses the EPT slot.

Which is best for Tomax Bren is probably an interesting debate.

Thanks for the numbers. I'd agree that it's great that these are actually interesting --and not easy -- choices.

On the CS "advantage" are you figuring crackshot into the initial damage or saying that the base damage is the same before using CS?

On Tomax Bren, I think since he's PS 8 I'd probably go Crack Shot and Chips.

I've never really understood why people tend to take one ship good build and spam it: I'd rather have a list of different parts where each can complement the others personally.

Clears up headspace. Every ship handles the same and has the same ability. Less to keep track off therefore easier to spend energy on planning.

Do people really have a problem with that?

Do people really have a problem with that?

Some do I guess, it's also easy to throw together in order to try out a theoretical point.

On the CS "advantage" are you figuring crackshot into the initial damage or saying that the base damage is the same before using CS?

Base damage is the same before Crackshot.

I've never really understood why people tend to take one ship good build and spam it: I'd rather have a list of different parts where each can complement the others personally.

Right. This is important. You can mix things up in a list and you don't have to take all the same. For one, if you want to take just one Tie Bomber in a list of other ships, it's not a bad choice. For one thing, if you are taking Imp Aces mixed with one Tie Bomber, you can might be doing alright if some of the enemy peel off to go after your arc dodgers that are flanking. It makes it a lot easier for your Tie Bomber to focus on someone. Just don't leave your Tie Bomber in the open alone to face the enemy ships.

Deadeye with the Gamma Vet is strong, but you can't take a list of 4 Tie Bombers like that and that's where it falls down a bit. Or...you take too many Plasma Torpedoes and those just can't cut it vs. Imp Aces. You can take a mix, though, of different Tie Bombers. That's why taking one Vet with Homing Missiles and Crack Shot is only 27 pts and can be enough of a threat to keep an ace like Soontir circling for a turn or two. That gives you time for the rest of your list to focus on the rest of their list.

I happen to really like this list:

Gamma Squadron Veteran (19)
Crack Shot (1)
Extra Munitions (2)
Homing Missiles (5)
Long-Range Scanners (0)
Gamma Squadron Pilot (18)
Extra Munitions (2)
Concussion Missiles (4)
Long-Range Scanners (0)
Gamma Squadron Pilot (18)
Extra Munitions (2)
Homing Missiles (5)
Guidance Chips (0)
Gamma Squadron Pilot (18)
Extra Munitions (2)
Proton Torpedoes (4)
Guidance Chips (0)
Total: 100
You have a mix of Tie Bombers of different variety. One Vet puts the TL on the enemy Arc Dodger and keeps it in range. The rest go for regular ships. There is another with LRS, but you pick a different target if dealing with Aces. This way, you most likely can get a TL and Focus on something that is not an Arc Dodger...or you aim for another Arc Dodger that isn't Soontir Fel. Concussion Missile is best because you can probably get a TL and a Focus against your target and the Concussion changes a blank, which will help. The other two ships are Guidance Chips and PS 4. So, perfect vs. U-boats, but you will need to be careful against higher PS ships. If you face Palp Shuttle, you can go after it and nail it hard to kill Palpatine before he makes much of a difference in the game. There are still other tricks for lower PS ships to get TL on higher PS ships. I've done it and it takes a bit of practice, but is do-able. Also, it will be easier for them to get TL's while the others with LRS might have a problem. The one with LRS can then try to target something further away as the ones closer go for the other targets. Imp Aces don't really fly in formation, so if you can't TL one that is near you, you can easily go after another ship.
With a list with a mix of tools, you just need practice to learn how to take down an enemy list. They don't all fly the same and you shouldn't be predictable.
Edited by heychadwick

Theres a certain degree of advantage in "telegraphing your attack" with LRS.

I flew a double-bomber + Vessery/xD against palpaces on friday. I targetlocked Vader with both bombers (that also have Deadeye) and the sheer fear of being slammed with 2 TL + Focus Homing missiles made him swing REALLY wide and not do a **** thing until i already vaporized Soontir via deadeye. Had he stuck near Soontir then Vader would have been hit even harder, so he was hoping getting behind the bombers would be enough to make the inevitable soontir sac worth it. It wasnt since i never moved my TL so i 5K'd and homered him anyway w/o focus.

It also let Vessery basically do whatever the hell he wanted because that looming threat of the duo homer bombers was that severe it drew all attention lol. Vessery never got his ability off because of it but i took him more because if i get it then it hits stupid hard, if not then i still hit pretty hard anyway.

Though, personally i think LRS is a huge disadvantage w/o deadeye as a backup. Bombers are sluggish, every time i ran them without Deadeye i just got chased after the alpha strike and literally never got another TL all game lol. Or at least one that meant something since i was so far from the target i never got to use it. The moment you TL the guy chasing the other bomber, means you have no focus for defense and you get hit really **** hard. Considering bombers rarely completely avoid damage, getting hit for 2-3 at once really, really sucks.

Edited by Vineheart01

Do people really have a problem with that?

In the eighth round of swiss? Yeah, that's pretty common. Less of an issue for your local 3 or 4 round tournament.