My top 5 pointless 2nd weapon

By JimbonX, in X-Wing

You get rid of the TL restrictions with Deadeye entirely or you use LRS and have the Elite slot free for Crackshot. Homing Missiles for 3.5 points effectively give you a mini-4-LOM (without any downsides), GCs over the HLC and you don't waste your modification as you do with other munitions.

After Imperial Veterans the target lock argument is entirely irrelevant.

I love Homing Missiles on Bombers, but to be fair, they are rather expensive. That said, so is pretty much all ordnance outside of Plasma Torps. Virtually everything could do with a 1 point drop, even taking EM into account.

I do like a blaster turret on Palob with title and predator especially when Mux is nearby ..

Yes, it's great on Palob. Or any HWK with the Moldy Crow title and a way of stacking focus (Recon Specialist for example). I also like it on Kavil.

There are very few "useless" upgrades in the game; almost everything can be used effectively in certain combinations. Even Expose found a place on Decimators.

5. Blaster turret. It's useless. Since Dorsal Turret is out, Blaster Turret is useless. Need to spend a focus token to attack. Only problem is that you ship can't bump into other ships or lose 1 focus from Pablo....

4. Ion cannon. All it does is 1 damage and 1 ion... that you must have in arc. Only problem is that ships that can use cannon cost too much. There will never or rarely be any place for this cannon.

3. Ion Torpedoes. No damage. Gives out 1 Ion to ships in range 1. Cost 5 points...

2 Flechette cannon. Gives 1 damage and 1 stress.. only on ships that is not stressed. So if a ship is stressed, flechette can't dtressed it...

1.Tractor beam... No damage. You can boost or barrel roll opponents small ships... not large ships. Would have been a great weapon if it worked on all ships. Jumpmasters wouldn't stand a chance.

Okay, now I will show of my weirdness and insanity!

Blaster Turret - I like it on my Moldy Crow

Ion Cannon - I like it on my Scyks... I know it's crazy.

Ion Torpedoes - If I had some, I would definatelly try them out no my T-70s. It can cure one of their pains... swarms

Flachette Cannon - Agree, I don't see much of use for it.

Tractor beam - it's situational, I agree but it's secondary weapon and it means one important thing. You can use it when you want and otherwise fire your primary. For 1 point I think it can do lot of damage to the opponents strategy if you know when to use it.

ION Cannon is doing very well at all if used correct .

Had a lot nice matches with 2 BTLA4 SynThugs and ION Can. + 2 CrackS Glitterstim Kihraxz a few moths ago.

Ionize stressed ships is just fun.

Edited by Smaeks

Can we please stop spamming threads? Contribute to existing threads, but stop with the constant creation of them.

Can we please stop spamming threads? Contribute to existing threads, but stop with the constant creation of them.

Welcome to an internet forum. Multiple recreated threads a specialty.

And besides, we've now reached the point where we can probably do a "Top 5 Pointless JimbonX Topics" topic.

And besides, we've now reached the point where we can probably do a "Top 5 Pointless JimbonX Topics" topic.

All kidding aside are we sure he even plays x-wing? I haven't been on the forums very long, but I've still seen enough to think that maybe he's a 40k player that hates x-wing, but browses the cards and rules just enough to drop a troll post occasionally and then sit back and laugh at all the sound logical counter arguments to his points that weren't deserving of such.

I doubt it's that, but you don't often see many responses following the initial complaint post.

Guys, it's a test and you all passed it.

I do play this game a lot. Every thursday I play 100 point match and on some sundays epic. Last thursday I played with 3 K-Wings with bombs; 8 proxy and 4 Seismic Charge and 2 Proton Bombs.

I'm not big in tournament yet. Best position in reigonal was 19th place out of 40 players and that's bad - played with 5 A-Wings.

Last time I played epic was sunday, last week. Played 4 vs 4 with a 150 pointlist. Rebels vs Imperial. I played as Rebels and acted as commander to our team and lead the team to victory. With 1 T-65, 1 T-70 and Ezra chasing 1 Gonzanti and 1 TieFighter.

On the 150-point list I had Naken Goark (no equipment). 1 T-65, 1 T-70 Veteran, Cracken and Blunt eqiped with Swarm Tactics. Also Ezra with Stay on Target. Each combatphase, 5 rebelship got to shoot first since they got Pilotskil 12. Goark gives 1 ship pilotskill 12. Then that ship copies its pilotskill to another ship, 12 and so on 4 times. Blunt was always 12 and of cource got to shoot its Assult Missile that didn't damage the target but gave splashdamage to all ships in range 1. Hit 5 ships which did help a lot. Cracken supported ships with action. T-70 had stressbot and gave out stress all the time. T-65... just shoot and disturbed the tieswarm. Ezra didn't do much, killed Slave and Gonzanti.

**** too much text. Question about how many ships I have. Check another post I will post soon.

You get rid of the TL restrictions with Deadeye entirely or you use LRS and have the Elite slot free for Crackshot. Homing Missiles for 3.5 points effectively give you a mini-4-LOM (without any downsides), GCs over the HLC and you don't waste your modification as you do with other munitions.

After Imperial Veterans the target lock argument is entirely irrelevant.

It is still very relevant. Sue with deadeye you need only a focus butt again you end up with a focus attack. not as bad as spending a TL but no where near the Deadeye R4 combo that got proton torpedoes. As for LRS all it does is gives you the option to TL an enemy that you could not have the chance to shoot at on the same turn. I find that makes the arc dodger problem with TL attacks worse, not better. And again homing missiles is not 3.5 points (there is no half points in X-wing. It is one for 5 , two for 7 (price of an HLC), or four for 12 (price of a ship). Now that there is no modified wins the points are even more valuable and stacking up points on bombers just makes them easy MoV for your opponent. Crackshot works on anything you don't need missiles to use them. The only thing that really does help homing missiles is GC.

You provided a weak counter-statement to call an argument invalid.

And besides, we've now reached the point where we can probably do a "Top 5 Pointless JimbonX Topics" topic.

Do it! I will read it. And I will answer with nervous breakdown.

Jim, I have never been to a regional tournament, and the highest one I've played in was in the store championships that were held in my local store.

I do however play competitively and for fun (with people that do go to big tournaments, including one that has won several regionals- including one this year). I'm just not a major tournament scene goer- I've done that for other games and done it for 15 years and I'm not a big fan of many giant tournaments for multiple reasons, they just arent my thing anymore. I fully respect those that enjoy it though, major props to them!

I've also only been playing for just over a year but I know very well how certain weapons work since I read the cards and play the game! To further figure them out.

.

If anything instead of posting on a topic, play with or AGAINST certain things, before saying "oh these all suck, because..." Also, I agree with you on the blaster turret, and said so on here... but almost everything else I have used and used WELL or have had used against me to completely respect.

Example just the other week I went against a friend that used my TIE/D titles with tractor beams, he ate me alive, reducing my agility everywere until I was finally able to start taking them out...the reduced agility is absolutely horrendous against ships that need green dice to survive...no that one really should rely on them for too long. My saviour was that he had less ships than I. and I was able to outmaneuver him a few times.

Edited by knavelead

You get rid of the TL restrictions with Deadeye entirely or you use LRS and have the Elite slot free for Crackshot. Homing Missiles for 3.5 points effectively give you a mini-4-LOM (without any downsides), GCs over the HLC and you don't waste your modification as you do with other munitions.

After Imperial Veterans the target lock argument is entirely irrelevant.

It is still very relevant. Sue with deadeye you need only a focus butt again you end up with a focus attack. not as bad as spending a TL but no where near the Deadeye R4 combo that got proton torpedoes . As for LRS all it does is gives you the option to TL an enemy that you could not have the chance to shoot at on the same turn. I find that makes the arc dodger problem with TL attacks worse, not better. And again homing missiles is not 3.5 points (there is no half points in X-wing. It is one for 5 , two for 7 (price of an HLC), or four for 12 (price of a ship). Now that there is no modified wins the points are even more valuable and stacking up points on bombers just makes them easy MoV for your opponent. Crackshot works on anything you don't need missiles to use them. The only thing that really does help homing missiles is GC.

You provided a weak counter-statement to call an argument invalid.

That combo doesn't exist anymore, best Scouts can do now is...4 dice with Focus and GC.

Historicaly the few Bomber builds that did relatively well (chadwick) used Homing Missiles, even before EM . They are not hypercompetetive with how squishy Bombers can be (thats the issue, nothing else), but they are obviously the best damage missile.

5. Blaster turret. It's useless. Since Dorsal Turret is out, Blaster Turret is useless. Need to spend a focus token to attack. Only problem is that you ship can't bump into other ships or lose 1 focus from Pablo....

4. Ion cannon. All it does is 1 damage and 1 ion... that you must have in arc. Only problem is that ships that can use cannon cost too much. There will never or rarely be any place for this cannon.

3. Ion Torpedoes. No damage. Gives out 1 Ion to ships in range 1. Cost 5 points...

2 Flechette cannon. Gives 1 damage and 1 stress.. only on ships that is not stressed. So if a ship is stressed, flechette can't dtressed it...

1.Tractor beam... No damage. You can boost or barrel roll opponents small ships... not large ships. Would have been a great weapon if it worked on all ships. Jumpmasters wouldn't stand a chance.

Blaster Turret deals three damage at Range 2. meaning it isn't redundant next to Dorsal. It works well with Moldy Crow and with Palob. That's about it though.

Ion Cannon is a cheap source of ion tokens. It's evident from the rest of your post that you don't see the value in ion.

Ion Torpedoes ionise everything in Range 1 and deal 4 dice of damage. They're essentially ion Assault Missiles. Like Assault Missiles they have more utility in larger games than in 100pt dogfight.

Flechette Cannon is as it is to prevent it from stacking piles and piles of stress on a enemy ships. It has no range limit unlike Tactician and no stress penalty like R3-A2. It can combo with Tactician against an unstressed ship. It's for stressing unstressed ships rather than preventing stressed ships from ever taking actions. It's also a mere two points.

Tractor Beam against large ships is a debuff: you put it at high PS and then let your lower PS ships reap the benefits. You need enough ships firing at the tractored target that reducing its evade dice on all those attacks is better than taking the attack on the ship tractoring.

Or put it on a TIE/D and fire it for free.

Edited by Blue Five

Blaster Turret was pretty awesome on Möldy Cröw with Kyle as pilot, Recon Specialist. *picks up focus marker from huge pile* Here, take this. *picks up another one* okay, I Blaster turret you. *Picks up another one* Might as well modify that. *picks up another one* Calculation, one crit for the eye result.

It was fun. For my friend who was killing me with it.

Edited by DarthFant