Some changes I think would be more interesting...

By Seabook, in X-Wing

I think missles and torpedoes on this game are not used at all by anyone... mostly because of the cost and you discard it after a single miserable shot. So... why can't missiles and torpedoes be limited more than just a single shot? I prefer to see an A-Wing destroying lots of ships with missiles rather than a bomber like Y-Wing destroying ships with a broken Twin Laser Turret or a M3-A with a large ship weapon like Heavy Laser Cannon. Also, would prefer to see Y-Wing and B-Wing to be allowed to use only ion cannon and ion turrets and destroying ships with torpedoes. I think some weapons should be only used to certain ships and they should raise the number of the times we can shot with missiles and torpedoes, depending of the type. Also... Palpatine should only work with a certain range, not the whole map, it needs to be nerfed somehow.

The main reason I think about this is because I see Y-Wing doing better than an A-Wing in a dogfight, which is wrong, to give a better life for missiles and torpedoes and to give a better balance to the game.

Edited by Seabook

Missiles and torpedoes were actually a big part of one of the most competitive lists for several months recently. Until yesterday, when that list got horribly nerfed. But even now, they're still competitive, thanks to Guidance Chips, Long Range Scanners, and Extra Munitions. I, personally, have made great use of them on the new Gamma Squadron Veterans. Missiles and Torpedoes don't need any more bumps in power.

It could just be your meta. There are a load of Proton Rockets on A-wings where I play.

Torpedoes were very popular on the Contracted Scout, which is why it got nerfed.
Extra Munitions solves the problem of only getting one shot.

So the biggest issue is on ships with only one slot, so they cannot take extra munitions. So an X-wing can only shoot one Proton Torpedo. You could give Munitions Failsafe, and keep firing it until it hits, that way you get multiple shots. Guidance Chips would be a better choice, to make sure it hits the first time.

One reason people thought Triple Contracted Scouts with Torpedoes was an unfun play experience was because everything would die so quickly to the torpedoes. This would be a much bigger problem if they had many more uses.

If your A-wings are dying to TLTs you need to put on Autothursters and they will last much longer.

Well, it is not about a Y-Wing beating an A-Wing, I just see Y-Wing doing better competitively than any A-Wing. Mostly because people will run with 4 Y-Wings with TLT, while you have a weak A-Wing with... Retrofit? A swarm of A-Wings is good for nothing, I actualy would like to see a single A-Wing doing better as an Ace. If it could fire more than 1 missile, either being just a normal Concussion Missile, would be nice.

About Munition Failsafe, I think it is a crap card... it won't help besides throw away a good modification you could set, like Autothrusters. That card is only good with Flechete Torpedoes and only if you don't hit. Once you hit, that card loses its use. Same goes for Guidance Chips, they are better for ships that can fire more than once. Again, another reason to break this 1 shot limit.

Never played with or against this meta that was powerful with torpedoes. But I mean, I don't see anyone equiping missile or torpedoes on ships that have a single slot, and there are lots of ships on this same situation, only because you can only do a single miserable shot with it, so it is not cost-effective and some good ships like the A-Wing gets auto-nerfed because of that. Even if a fleet is with 96 points, people would rather leave the missile or the torpedo empty and go for the initiative, so bad this missile and torpedo system is.

Edited by Seabook

To put it simple, A-Wing was build to destroy small ships, while the bombers like Y-Wing was build to destroy capital ships like Star Destroyers, they weren't build to fight against small ships. What I see on X-Wing Miniatures is the Y-Wing doing the job of an A-Wing, while the A-Wing lacks the power to beat other Aces. Once the A-Wing loses its missile, it is as good as one Tie Fighter. :P

Edited by Seabook

Munitions have seen a massive resurgence this year. On the right ship, they can now be devastatingly effective as well as economical. Ships like TAPs and Vader can make good use of single-use Prockets, although it's true there are plenty of ships with a single ordnance slot that you just don't often see filled. And yeah, Munitions Failsafe is a dead card now, a relic of a bygone age, except for rare curiosities like Flechette Nera. You sound like you may not be fully up to speed with where the game is these days.

I gave the A-Wing and Y-Wing example only to show how missiles and torpedoes are broken. For me it is weird to see Y-Wings attacking with turrets only when they could be using torpedoes... turrets and cannons got more stronger than they should :/

Haha, I just don't have most of the waves, they didn't released all on my country yet. But I know most of the cards by searching and reading. ^^

My ideas are mostly that, some cannons and turrets could be only equiped to small or large ships, to balance the game a little. And increasing the limit of shots some Missiles and Torpedoes could do, not all of them since a few of them are strong. And Palpatine needs to have a range limit to be used, there is nothing besides the Boba Fett crew that can stop Palpatine and I think that card is too much overpowered, even for its cost. But mostly would like to see a better use for missiles and torpedoes on single slot ships, even the small bombers would benefit with it. Extra Munitions could run for stronger missiles and torpedoes if they ever wanted to shot it more than once ^^

I use to play a 3 A-Wing list with Prockets...but man...one shot really sums it up. Do or die.

I also played a munitions based 2xB-Wing list at Portland OR Regional, but used Biggs so they wouldn't be singled down in one round....that may not be viable anymore. Many times I would have been at a disadvantage because after a few rounds Biggs can be in the wrong place (he doesn't fly too well). I did try a 3 B-Wing list at ETX (Seattle) Regional and besides 2 bone headed moves, it just didn't cut mustard.

So yes, munitions found resurgence with extra munitions, deadeye, and guidance chip. But are they competative against a 4 Agility Palp backup list. Not so much. Even with 4 hits. Homing missile is the rare case and you can find extra munitions and torp on what???? TIE Bombers, Titled Firespray, and K-Wings. Am I missing any?

Close to competitive, but just missing just a little bit.

So yes, munitions found resurgence with extra munitions, deadeye, and guidance chip. But are they competative against a 4 Agility Palp backup list. Not so much. Even with 4 hits. Homing missile is the rare case and you can find extra munitions and torp on what???? TIE Bombers, Titled Firespray, and K-Wings. Am I missing any?

Interdictor Punisher?

Edited by Rodent Mastermind

So yes, munitions found resurgence with extra munitions, deadeye, and guidance chip. But are they competative against a 4 Agility Palp backup list. Not so much. Even with 4 hits. Homing missile is the rare case and you can find extra munitions and torp on what???? TIE Bombers, Titled Firespray, and K-Wings. Am I missing any?

Interdictor Punisher?

I think Bombers are about the best platform pound for pound; the Punisher is either too fragile or over-costed to play.

So yes, munitions found resurgence with extra munitions, deadeye, and guidance chip. But are they competative against a 4 Agility Palp backup list. Not so much. Even with 4 hits. Homing missile is the rare case and you can find extra munitions and torp on what???? TIE Bombers, Titled Firespray, and K-Wings. Am I missing any?

Interdictor Punisher?

I think Bombers are about the best platform pound for pound; the Punisher is either too fragile or over-costed to play.

But it Weighs so much and looks so stupid it must be good... otherwise why would they choose it over the Gunboat.

A swarm of A-Wings is good for nothing

Not true. A wing swarms have won some pretty big events. The list used is 5 x GSP with crackshot, adaptability and autothrusters.

So yes, munitions found resurgence with extra munitions, deadeye, and guidance chip. But are they competative against a 4 Agility Palp backup list. Not so much. Even with 4 hits. Homing missile is the rare case and you can find extra munitions and torp on what???? TIE Bombers, Titled Firespray, and K-Wings. Am I missing any?

Interdictor Punisher?

Is that a real ship? I have permanently blocked out Deathrain from my mind. No such ship...NONE!!!

Thanks I stand corrected.

Wow. The jumpmaster nerf has been out a single day, and already we're seeing threads about how munitions suck and TLT Y Wings are stupid overpowered.

I don't know if I'm dismayed or impressed...

So yes, munitions found resurgence with extra munitions, deadeye, and guidance chip. But are they competative against a 4 Agility Palp backup list. Not so much. Even with 4 hits. Homing missile is the rare case and you can find extra munitions and torp on what???? TIE Bombers, Titled Firespray, and K-Wings. Am I missing any?

Forget about EM and slap the missile on Bossk. You add Crack Shot, K4, 4LOM and Zuckuss and then you can and will be using Homing Missiles to one-shot Imperial aces through Focus, Evade, Autothrusters, and Palpatine. You won't even need the second shot.

Edited by DR4CO

The "issue" with munitions isn't their power or point cost but the action cost and additional effort needed to use it. This is why we hear people going on about Gamma Vets with Deadeye and Homing Missiles. You don't have to worry about target locking the wrong ship, only have them in arc, and you gain a focus for the attack (by not spending the focus for the attack). And also this is why people used to take Deadeye on Contracted Scouts.

Meanwhile in TLT land your only worries are keeping out of range 1, whether your opponent has Autothrusters and whether your pilot is going to hit the ejector seat button to escape the boredom. :)

To put it simple, A-Wing was build to destroy small ships, while the bombers like Y-Wing was build to destroy capital ships like Star Destroyers, they weren't build to fight against small ships. What I see on X-Wing Miniatures is the Y-Wing doing the job of an A-Wing, while the A-Wing lacks the power to beat other Aces. Once the A-Wing loses its missile, it is as good as one Tie Fighter. :P

5 Green Squadron A-Wings with Adaptability and and Crackshot is a great list that won quite a few things a while back. I suspect it never took off because it is not much better than the TIE Fighter Crackswarm and because it requires very expensive unconventional purchases (3 Rebel Aces ~75$, two A-Wings ~115$ $, 3 MIst Hunters ~175$ , 5 K-Unspeakabilities 250$). 250$ for expansions from which you will only need 5 ships. Worse, the additional ships are considered pretty bad! While I don't agree with that sentiment its still brutal how you buy a slew of them to not use.

Those A-Wings can Crack some damage through to aces and they certainly beat quad TLT Y-Wings.

So yes, munitions found resurgence with extra munitions, deadeye, and guidance chip. But are they competative against a 4 Agility Palp backup list. Not so much. Even with 4 hits. Homing missile is the rare case and you can find extra munitions and torp on what???? TIE Bombers, Titled Firespray, and K-Wings. Am I missing any?

Forget about EM and slap the missile on Bossk. You add Crack Shot, K4, 4LOM and Zuckuss and then you can and will be using Homing Missiles to one-shot Imperial aces through Focus, Evade, Autothrusters, and Palpatine. You won't even need the second shot.

If you can catch an Imperial Ace with bossk, sure.

But you can hurt bad Defenders, so still great. Maybe VI vs Aces

Didn't knew that 5 A-Wing with Crackshot are good, but still they aren't playing with missiles, are they? And I know Proton Rockets are solid weapons, but like someone here said, you may run into a Palpatine and get all your attack dices evaded. Assuming you missed your missile for any reason, how are you gonna play with A-Wing now, empty handed with 2 attack dices, while there may be ships running with turrets and cannons that can fire every single round? I am not saying Proton Rockets should be used more than once, but we could have other weak/normal missiles and torpedoes that could fire more than once, without the help of any other Modification card. Munition Failsafe or Guidance Chips don't help much ships that have single slot for those weapons and you need that modification card to be Autothrusters or Engine Upgrade depending of the ship you are flying with. Even after those cards were released to "fix" the missiles and torpedoes, we don't see them running on Y-Wings.