Guidance Chips Versus Long Range Scanners: An Analysis

By Firespray-32, in X-Wing

A question I've asked before and that comes up a lot is this: when do you use Guidance Chips and when do you use Long Range Scanners? Why get Long Range Scanners at all when Guidance Chips exists? Isn't Guidance Chips just plain better?

The short answer is no.

As for the long answer:

For a two die ship, Guidance Chips gives a flat boost to your damage: zero hits becomes one, one hit becomes two. Long Range Scanners switches your target lock range from inside Range 1 to 3 to outside Range 1 to 2. This has significant mechanical ramifications for the alpha strike.

For lower PS ships, Long Range Scanners can make the difference as to if you get an ordnance shot at all. This is down to the movement order. Consider a low PS ship an a high PS ship. They end Round 1 outside of firing range of each other. In Round 2, the low PS ship moves first, is still out of range and thus can't target lock. It can focus, but that doesn't let you fire ordnance without Deadeye. The high PS ship then moves into range. This means on Round 2 (the first round of shooting in this example) the lower PS ship can't get a Target Lock, meaning it can't fire its missiles until Round 3. In that time the higher PS ship can race to close range (it it reaches Range 1 then R2-3 ordnance can't be fired at it) or maybe even PS kill the low PS ordnance boat outright.

So is LRS versus GC a choice of higher damage versus being able to get a lock at all higher Pilot Skill ships? Not quite. As Long Range Scanners leads to you taking a target lock on the round before your first round of shooting your action on the round you fire your missiles isn't spent target locking. This means you can take Focus instead. Put another way, taking LRS over GC means you get a focus token on the alpha strike that you wouldn't have with GC.

How much of a difference does that Focus Token make? See for yourself.

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For a four die ordnance attack that focus token is actually slightly better than Guidance Chips. For Homing Missiles where you can also spend the Target Lock to modify that bonus is even higher. it's not much, but for a four die attack on the first round of shooting a properly used LRS is a hair better than Guidance Chips for damage.

LRS gives low PS ships a chance to get locks on high PS targets and performs a smidge better on the the alpha strike, so why would you take GC? LRS does have its setbacks: it can't lock at close range, so Guidance Chips are better for continuing to use ordnance in a dogfight, so ships packing enough ordnance for a whole fight will probably want Guidance Chips. It also telegraphs your target ahead of time, so if you're likely to be able to reliably acquire a lock you probably want the chips too: TL + GC and F + TL do very similar damage, but GC doesn't require you to telegraph your target a round in advance. Finally, if you can get the Focus Target Lock combo on the first round of shooting without LRS you're definitely better off with GC: LRS is reliant on giving you a focus token you wouldn't otherwise have to compete with GC on damage.

To summarise, Guidance Chips and LRS do similar damage on the first round (with a slight edge to LRS), so which is superior depends on the pilot skill of the ship, its payload and what the plan is after the alpha strike.

EDIT:

For three die ordnance, GC is slightly favoured.

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Edited by Blue Five

Nice post.

The telegraphing isn't necessariy just a bad thing, as it can force some pretty tough calls on your opponent and create no-go zones. Especially with something like crack-shot and homing missiles. The long range scanner weakness, of having to jump out to r3 for new target locks, goes well with boms imo.

The telegraphing isn't necessariy just a bad thing, as it can force some pretty tough calls on your opponent and create no-go zones. Especially with something like crack-shot and homing missiles. The long range scanner weakness, of having to jump out to r3 for new target locks, goes well with boms imo.

If you actually wanted to telegraph you could simply tell your opponent who you plan on shooting assuming they haven't worked it out themselves.

For high PS you'd usually want GC so you can get the same damage without telegraphing. Low PS wants LRS, because telegraphing is better than no target lock at all . Mid PS is where you've got to make a call.

That or take Deadeye + GC, which gives you the best of both worlds but also eats an EPT slot you could put Crackshot in.

Edited by Blue Five

Guidance Chips does absolutely nothing for you if you're not taking ordnance. Long Range Scanners can help improve your action economy for zero point cost whether you take ordnance or not.

Spurious example:

Gamma Squadron Pilot - Proton Bomb, Extra Munitions x 4

Guidance Chips helps not one jot; Long Range Scanners boost the list's offensive capabilities.

You know, this actually looks like a fun list to try out...

Edited by FTS Gecko

True, LRS becomes a fairly obvious call over GC if your mod slot is empty on a Slave I Firespray or an ordnance carrier with no combat phase ordnance. However, this is a comparison of them in what you might call their intended purpose.

Great post!

Another thing to consider is specific munitions, like Concussion Missiles, which already turn a blank to a hit, guidance chips might be less useful there.

I like Advanced Proton Torpedos on Major Rhymer, and LRS is much better there since your focus is needed. But I can't imaging using APT on anyone else because of the range 1 restriction, and on a low ps bomber that isn't going to be easy.

Lrs is VERY nifty on Miranda :)

But if you want to use it for ordnance, in which case that range 2 seems to stretch out to where only Buzz lightyear can get to, then bring bombs

Nothing creates space like the threat of bombs

True, LRS becomes a fairly obvious call over GC if your mod slot is empty on a Slave I Firespray or an ordnance carrier with no combat phase ordnance. However, this is a comparison of them in what you might call their intended purpose.

And a very good one at that! :)

OK, to split the hairs a little more closely...

Gamma Squadron Pilot - Plasma Torpedoes, Seismic Charges, Extra Munitions x4

There are still points in favour of both. Guidance Chips doesn't do away with the need for a Target Lock (you will still telegraph your target, albeit at a closer range), but makes your ordnance shots more reliable. Long Range Scanners gives you the Target Lock well ahead of time, allowing you to Focus or Barrel Roll further up the field of play, potentially moving into a better (or blocking) position while maintaining shot modifiers.

Obtaining the Target Locks in advance gives your opponents tricky decisions when it comes to their own maneuvering as well; against the opponent with Chips, they could potentially rush in to range one to avoid the ordnance salvo, but if they're facing fully modified shots that's not a much safer proposition. Nowhere to run to, baby.

Chips only have a use for so long as you have ordnance; so long as you can generate distance (here's where the Bomber's beautiful 5 K-Turn comes in handy, or the K-Wing's SLAM), LRC can be reused for as long as your ship stays alive.

Edited by FTS Gecko

Guidance Chips does absolutely nothing for you if you're not taking ordnance. Long Range Scanners can help improve your action economy for zero point cost whether you take ordnance or not.

Spurious example:

Gamma Squadron Pilot - Proton Bomb, Extra Munitions x 4

Guidance Chips helps not one jot; Long Range Scanners boost the list's offensive capabilities.

You know, this actually looks like a fun list to try out...

The only downside to the LRS in this example is that you can lose the ability to pick up a target lock on turns where you were using your Gamma to set a block. You will most likely be within range 3 when you execute your maneuver, so the TL won't be an option.

Still, it's only a minor trade-off. And now I'm considering using one or two Gamma Vets in a Crackswarm. For 5 points over a Black, you get +1 PS, double the hull, and a target lock, but at the cost of -1 agility. You can fit five of them in a list, which gives you 30 hull to chew through. You can probably mingle them in with Omega Squadron Pilots with Crack and Weapons Guidance.

Great post!

Another thing to consider is specific munitions, like Concussion Missiles, which already turn a blank to a hit, guidance chips might be less useful there.

I like Advanced Proton Torpedos on Major Rhymer, and LRS is much better there since your focus is needed. But I can't imaging using APT on anyone else because of the range 1 restriction, and on a low ps bomber that isn't going to be easy.

Quite the contrary with concussion missiles, GC is acutally great with them because now you have at least 2 hits all the time every time since GC can change any result (blank or focus [or even crit if you want but why?]) and Concussion Missiles turn a blank into a hit giving you roughly 3-4 hits every single time.

Great post!

Another thing to consider is specific munitions, like Concussion Missiles, which already turn a blank to a hit, guidance chips might be less useful there.

I like Advanced Proton Torpedos on Major Rhymer, and LRS is much better there since your focus is needed. But I can't imaging using APT on anyone else because of the range 1 restriction, and on a low ps bomber that isn't going to be easy.

Quite the contrary with concussion missiles, GC is acutally great with them because now you have at least 2 hits all the time every time since GC can change any result (blank or focus [or even crit if you want but why?]) and Concussion Missiles turn a blank into a hit giving you roughly 3-4 hits every single time.

Concussion Missiles are not really any different that Proton Torpedoes in that regard though. If you are going to have a Focus to spend with them as well, Concussion Missiles get much better that Proton Torpedoes.

LRS doesn't really affect probability. All it does it allows you to make a target lock outside of range 3 by sacrificing target lock at range 1 and 2. The problem is more of surface area and movement vectors. Again Arc dodgers are well known for moving outside of firing arc. and if they get a Red TL token before they are even in a firing arc they are going to ensure they will not be in that firing arc until that ship is destroyed while another arc-dodger can close in at range 2 or less and get the kill.

LRS doesn't really affect probability. All it does it allows you to make a target lock outside of range 3 by sacrificing target lock at range 1 and 2. The problem is more of surface area and movement vectors. Again Arc dodgers are well known for moving outside of firing arc. and if they get a Red TL token before they are even in a firing arc they are going to ensure they will not be in that firing arc until that ship is destroyed while another arc-dodger can close in at range 2 or less and get the kill.

But it does affect probability since it lets you get a TL out of range 3 you can spend your action on a focus and now you have a TL and focus rather than just a TL. Yes arc dodgers are well known for arc dodging that is their purpose, but they can't always dodge out of the way, not every time. And being in range 2 or less fireing arc of the ship with a TL doesn't make the ship with LRS useless or allyless, if a TL scares off a soontir to be out of combat while an TAP gets in rage to be fired at thats more of a win-win for the guy with LRS ship, especially so if they can focus fire on ship two without worrying about ship 1.

LRS doesn't really affect probability. All it does it allows you to make a target lock outside of range 3 by sacrificing target lock at range 1 and 2. The problem is more of surface area and movement vectors. Again Arc dodgers are well known for moving outside of firing arc. and if they get a Red TL token before they are even in a firing arc they are going to ensure they will not be in that firing arc until that ship is destroyed while another arc-dodger can close in at range 2 or less and get the kill.

But it does affect probability since it lets you get a TL out of range 3 you can spend your action on a focus and now you have a TL and focus rather than just a TL. Yes arc dodgers are well known for arc dodging that is their purpose, but they can't always dodge out of the way, not every time. And being in range 2 or less fireing arc of the ship with a TL doesn't make the ship with LRS useless or allyless, if a TL scares off a soontir to be out of combat while an TAP gets in rage to be fired at thats more of a win-win for the guy with LRS ship, especially so if they can focus fire on ship two without worrying about ship 1.

But what good is the TL if you can't make the attack. The thing with normal TL is that unless it is out of arc you can make an attack on the same turn you TL and if you didn't have to reroll it all the better. Works just like a LRS. With LRS you can make target lock actions on a ship that is not able to be attack even if you have out of arc attack capabilities. The whole idea behind LRS is you can get the TL sooner so you can focus and hopefully have the intended target in arc. As for Soontir/Vader/Whisper and all the other Aces especially Omega leader they won't be scared off by a TL token. They will just stay out of arc while the other ace gets all the bolder and exploits a bigger doughnut hole than Super Dash.

Just replace LRS with Target Lock. If you really want to be accurate make it a target lock for a range 3 attack. But again with LRS it is not about probability, it is about 2 dimensional space and vectors.

LRS doesn't really affect probability. All it does it allows you to make a target lock outside of range 3 by sacrificing target lock at range 1 and 2. The problem is more of surface area and movement vectors. Again Arc dodgers are well known for moving outside of firing arc. and if they get a Red TL token before they are even in a firing arc they are going to ensure they will not be in that firing arc until that ship is destroyed while another arc-dodger can close in at range 2 or less and get the kill.

But it does affect probability since it lets you get a TL out of range 3 you can spend your action on a focus and now you have a TL and focus rather than just a TL. Yes arc dodgers are well known for arc dodging that is their purpose, but they can't always dodge out of the way, not every time. And being in range 2 or less fireing arc of the ship with a TL doesn't make the ship with LRS useless or allyless, if a TL scares off a soontir to be out of combat while an TAP gets in rage to be fired at thats more of a win-win for the guy with LRS ship, especially so if they can focus fire on ship two without worrying about ship 1.

This is part of why I think that a single Gamma Vet with Crackshot, LRS, EM, and Homing missiles may make a strong addition to lists that aren't just about alpha strike and bomber spam. If they slow roll and cover squadmates to provide some area denial they may end up being worth their points even if they aren't getting off the big kill hit.

Arc dodgers are not reliably able to avoid the range 2-3 band as effectively as the 1-2 band, though. It's one of the reasons Stresshogs were so effective against them.

LRS doesn't really affect probability. All it does it allows you to make a target lock outside of range 3 by sacrificing target lock at range 1 and 2. The problem is more of surface area and movement vectors. Again Arc dodgers are well known for moving outside of firing arc. and if they get a Red TL token before they are even in a firing arc they are going to ensure they will not be in that firing arc until that ship is destroyed while another arc-dodger can close in at range 2 or less and get the kill.

But it does affect probability since it lets you get a TL out of range 3 you can spend your action on a focus and now you have a TL and focus rather than just a TL. Yes arc dodgers are well known for arc dodging that is their purpose, but they can't always dodge out of the way, not every time. And being in range 2 or less fireing arc of the ship with a TL doesn't make the ship with LRS useless or allyless, if a TL scares off a soontir to be out of combat while an TAP gets in rage to be fired at thats more of a win-win for the guy with LRS ship, especially so if they can focus fire on ship two without worrying about ship 1.

But what good is the TL if you can't make the attack. The thing with normal TL is that unless it is out of arc you can make an attack on the same turn you TL and if you didn't have to reroll it all the better. Works just like a LRS. With LRS you can make target lock actions on a ship that is not able to be attack even if you have out of arc attack capabilities. The whole idea behind LRS is you can get the TL sooner so you can focus and hopefully have the intended target in arc. As for Soontir/Vader/Whisper and all the other Aces especially Omega leader they won't be scared off by a TL token. They will just stay out of arc while the other ace gets all the bolder and exploits a bigger doughnut hole than Super Dash.

Just replace LRS with Target Lock. If you really want to be accurate make it a target lock for a range 3 attack. But again with LRS it is not about probability, it is about 2 dimensional space and vectors.

The TL is just as good if not better than chips if you can't make the attack because now you already have a TL on the target and can use your action to boost/barrel roll vs arc dodgers to get your shot. Now you can focus(not the action) on getting that shot on future turns rather than having to play with an arc-dodger to line up, get Tl(or focus [the action]) and now have to spend even more turns to try and get a shot.

As for aces you made the case that if they get a Red TL token before they are even in a firing arc they are going to ensure they will not be in that firing arc until that ship is destroyed . Early game that's going to be harder to do and still get a shot off which means one less ship firing that turn. As for OL he cares less about chips than LRS since even though you can't spend the lock for re-rolls you still are able to fire missiles and still have an action to focus for defense vs other shots or barrel roll or boost to either get into a better position or out of the arc of other ships and still able to fire.

You keep saying that LRS doesn't help probability but it really really does. The opening post with those lovely charts kinda shows that. Also a ship that is able to barrel roll/boost while already having a TL on a target has a higher chance of hitting their target over one that has to TL and is unable to reposition.

Edited by Oberron

Yes, LRS does alert your intended target a round ahead of time, but against a higher PS foe what makes you think you'd be able to reliably lock them within firing range anyway?

Again Arc dodgers are well known for moving outside of firing arc. and if they get a Red TL token before they are even in a firing arc they are going to ensure they will not be in that firing arc until that ship is destroyed while another arc-dodger can close in at range 2 or less and get the kill.

Which is why all X-Wing players should do well to learn how to set up overlapping firing arcs, how to predict and control enemy ship movement and, most importantly, how to block.

You remember blocking, right? A basic level X-Wing strategy which REALLY helps you deal with arc dodgers.

If an arc dodger can dodge your arc if you lock it a round ahead it can dodge your arc anyway.

LRS doesn't really affect probability. All it does it allows you to make a target lock outside of range 3 by sacrificing target lock at range 1 and 2. The problem is more of surface area and movement vectors. Again Arc dodgers are well known for moving outside of firing arc. and if they get a Red TL token before they are even in a firing arc they are going to ensure they will not be in that firing arc until that ship is destroyed while another arc-dodger can close in at range 2 or less and get the kill.

But it does affect probability since it lets you get a TL out of range 3 you can spend your action on a focus and now you have a TL and focus rather than just a TL. Yes arc dodgers are well known for arc dodging that is their purpose, but they can't always dodge out of the way, not every time. And being in range 2 or less fireing arc of the ship with a TL doesn't make the ship with LRS useless or allyless, if a TL scares off a soontir to be out of combat while an TAP gets in rage to be fired at thats more of a win-win for the guy with LRS ship, especially so if they can focus fire on ship two without worrying about ship 1.

This is part of why I think that a single Gamma Vet with Crackshot, LRS, EM, and Homing missiles may make a strong addition to lists that aren't just about alpha strike and bomber spam. If they slow roll and cover squadmates to provide some area denial they may end up being worth their points even if they aren't getting off the big kill hit.

I think this is the answer. You can spend 27 pts on a ship that has a huge chance of hitting Stealth Soontir Fel. That's a 27 pt ship causing a 35 pt ship to stay out of the fight for a turn or three. That allows the rest of your list to beat on the other list pretty hard. With the dial of a Tie Bomber, it's not that easy to arc dodge a ship that is just waiting for you to get in range. The 1 bank and BR is brilliant to basically stay in place, but shift facing. The rest of your list should be able to put the hurt on the rest of their list at this point. Telegraphing isn't always a bad thing.

Blue Five, can it reliably dodge three or four arcs at once?

Edited by Cactus

Can what dodge three arcs at once?

What I was saying is that if a arc-dodger can dodge a bomber that locks it a turn ahead then it can dodge a bomber that doesn't. LRS isn't less likely to catch an arc dodger than GC.

The setback of telegraphing is less that it declares which ship you're shooting with ordnance and more that it declares which ships you aren't: those ships then don't have to fear the bomber as much.

I'm not seeing an issue with telegraphing your target; this is what Target Locks do at the best of times.

If you Target Lock the biggest threat in your enemy's fleet, and it causes your opponent to hesitate to commit it or concentrate on avoiding arcs instead of acquiring their own, then that's a win win scenario in my book.

I'm saying that if two or three bombers lock on to the same arc dodger they threaten a larger area, making it harder to avoid all the homing missiles. Concentration of force.