Post deadeye nerf, are missiles and torpedoes still found in the top-meta?

By Sciencius, in X-Wing

Prior to the wave 8 the many missiles and torpedoes were rarely found in the top-meta - and FFG had been trying to fix ordnance as long as I can remember.... Wave 8 changed that by introducing jumpmaster 5000 and the new guidance chip upgrade. And bam! The very low cost of the scout + deadeye + guidance chip + r4 aggromech + secondary munitions + plasmas effectively fixed ordnance and brought it straight to the very peak of the meta.

Now, FFG could have broken this combo in numerous ways, but opted for first, by the clarifying the timing replacing r4 with overcloked, now by changeing deadeye to small only.

So? Have we now seen a surge of bombers and punishers with ordnance or where is ordnance now? is it gone?

N'dru Suhlak should still be good, but is he found anywhere in top-meta builds?

What are the top ordnances focused builds now?

Edited by Sciencius

TIE Bombers should still be doing fine. Better, actually, as triple U-Boats was a pretty bad match-up for them, and now they're less likely to have to worry about it. Though, I'm not huge into the competitive scene, so I can't say for certain.

Homing Misslie Miranda is not going anywhere, drop a shield to roll a 5 die Homing Missile alpha strike will scare even Soontir and have him try to avoid that shoot.

Edited by Veldrin

A missile on Bossk or a plasma torp on Dengar is a real option.

(edit: forgot homing missile Miranda)

Proton Rockets are still good, but I see Jake, Inquisitor, and Vader having a tough time right now.

Tie Bombers seem good enough to maybe win a regional or two, but I don't see them being common like U-boats.

New pilots with abilities specifically designed to work with munitions are what I see actually bringing torps and missiles into top tier meta. Like Redline, if he wasn't in a terrible ship. I want a Scum Scurgg bomber that has infinite plasma torps.

Edited by Dengar5

Unlimited ammo for Punishers 2016.

Deadeye is still there, just not for large. Maybe we won't see mass ordnance builds as often since except for Tie Bomber that still bring the necessary elite slot for cheap enough.

Other than that, there are a lot of elite pilots (miranda with homing, Procket Jake, etc.) that still can make good usage of some ordnance. With Guidance and certain pilot skills, as well as Deadeye for small craft, i still see a lot of usage for ordnance though.

We also need to wait to see if the new seismic torps will have some impact on the game. After all, there are builds that could conpletely free the table of obstacles... no idea if they are worth it however. Time will tell.

Don't forget N'Dru, the odnance-force is strong with him

Funny thing is, I newer flew the tripple Uboat but I really liked (its combinationg of upgrades) that made a single Uboat a very nice single addtion to a scum list. Hoping that they will release a UNIQUE ept upgrade large ship only that does something similar to deadeye

But nice there still are a few viable ships, been running N'dru myself a few times, just mega squishy. Do not like the dial on the bombers myself, and the tie punisher is just way to high in points.

Edited by Sciencius

Ordinance is still going to be good, and alpha strike lists are still around, but the carriers are not as insane as the jump master became, they will take a bit more careful flying to set up shots, no white s-loop for the second shot and generally less hp and defence dice. LRS helps with this but guidance chips are probably better mostly.

I still think an ordinance jumpmaster can push a lot of damage out even if it has to take the target lock now, it again will take a bit more considered flying but the jumpmaster is still has a lot of hp and 2 defence dice to eat through before it goes down so still may get off those 2 torpedo shots,

Ordinance is still going to be good, and alpha strike lists are still around, but the carriers are not as insane as the jump master became, they will take a bit more careful flying to set up shots, no white s-loop for the second shot and generally less hp and defence dice. LRS helps with this but guidance chips are probably better mostly.

I still think an ordinance jumpmaster can push a lot of damage out even if it has to take the target lock now, it again will take a bit more considered flying but the jumpmaster is still has a lot of hp and 2 defence dice to eat through before it goes down so still may get off those 2 torpedo shots,

That is true. Equip a Scout with VI+unhinged astromech+k4-security droid+ekstra munitions+Guidance chip+Plasmas may actually be an ok build. Cost is 35 pt? Worth it?

https://geordanr.github.io/xwing/?f=Scum%20and%20Villainy&d=v4!s!174:27,126,136,122,118,-1:-1:25:&sn=Green%20Scout

Edited by Sciencius

Ordnance is, right now, I think where it belongs - a viable addition to a list without being something you can spam for easy wins.

The trouble with the 3 jumpmaster lists wasn't just it's ability to fire 6 fully modded torps over 2 turns(though that did hurt), it was that after those torps had severely crippled the enemy, you then had 9 hit point, white S-looping, turreted ships to deal with.