Since the cluster mine changes in the recent FAQ, are they suddenly really good? I see a number of people talking about them and even saw them in a couple Worlds lists.
Cluster Mines
Really good? Maybe not, but definitly usable. Conner Nets will be better when you have additional ships that lay down damage via attacks, Clusters seem to be better when you want a pure mine list. They also are a lot stronger versus x7-Defenders because they threaten lots of damage.
Mix well with Sabine as well. One each turn can proc Sabine three times.
Mix well with Sabine as well. One each turn can proc Sabine three times.
Once per round , before a friendly bomb token is removed, choose 1 enemy ship at Range 1 of that token. That ship suffers 1 damage.
I think he meant if someone went over. Each different one on 3 separate rounds? I'd forgotten the change, might have to give them a look.
Mix well with Sabine as well. One each turn can proc Sabine three times.
Once per round , before a friendly bomb token is removed, choose 1 enemy ship at Range 1 of that token. That ship suffers 1 damage.
You'll note I said one each turn.
But good effort.
Mix well with Sabine as well. One each turn can proc Sabine three times.
Once per round , before a friendly bomb token is removed, choose 1 enemy ship at Range 1 of that token. That ship suffers 1 damage.
I read that as he meant if they run over one cluster mine per turn.
Though I'd say that's an unlikely outcome.
i already liked them so now they are better.... we played an escalation tournament on the weekend, i used a lot of cluster-mines to wipe out all those aces.
K and Y wings with a low pilot level
- fly first and mine the flight path of the aces
- they will either fly into the mines or not be able to manoeuvre like they want to
- then pick them off one at a time with your turrets
I like both Conners and Clusters. Conners are my usual go-to action bomb, but if I have a ship like the K-Wing that has slots for both, I will take both. If I have Extra Munitions, then that gets me two of each.
They serve different roles. Conners give more control and non-random damage. Clusters potentially deal more damage.
But on top of that difference, they also have quite different shapes on the board. That difference in geometry can be used effectively to shut off lanes, and that kind of depends on which direction you are going.
It isn't really that Clusters are now really good. Instead, they are now worth the four points they cost instead of just taking more Conner Nets instead.
For those that aren't aware, the change is that hits and crits now count when rolling for damage, not just hits ...
it goes from 3/8 to 1/2 chance of damage. WHich doesn't make a LOT of difference, but probably makes enough, given that on average they kill Soontir if he runs over all 3 now, where before they didn't... That extra 1/8 damage makes enough difference I hope.
Need to try conner/cluster Deathwaffles again.
it goes from 3/8 to 1/2 chance of damage. WHich doesn't make a LOT of difference, but probably makes enough, given that on average they kill Soontir if he runs over all 3 now, where before they didn't... That extra 1/8 damage makes enough difference I hope.
Need to try conner/cluster Deathwaffles again.
With Sabine crew or landing it so they have to roll 4-6 dice it makes a very big difference .....
Before the fix, they weren't good enough. If you wanted damage mines, I'd argue Proximity Mines were better.
Since the fix, they are the same damage chance as Proximity, but there are a few changes. They cover a greater area, which means it has a better chance to have someone run over at least part of the mines. The damage potential is higher than Proximity if someone rolls over all of them (6 vs 3).
I know it's not tournament, but I managed to drop all 3 bombs on the front section of a CR-90 and finished off the front section. I think I rolled 4 hits total?
Haven't read into it but, do you suffer critical damage when rolled or does it just count as a normal hit for damage allocation purposes?
Being dealt a critical hit against hull during your movement could be lethal. An interceptor being dealt a stress token before actions, receiving a major explosion / direct hit or even blinded pilot could be deadly.
That being said, is it worth the randomness when compared to the consist effect offered by the Connor Net?
When you roll a hit or critical hit, you deal one damage for each result. So....you just deal the damage. No criticals. If you want crits, then Proximity Mines are still better in that regard.
I think Conner Net is best for tournaments and for dealing with high PS aces, but I think dealing straight up damage is not a bad thing these days. There are a lot of big ships now and it might be better to just deal damage to those guys instead of Ionizing them. I guess it just depends on what you want to hit.
Sabine makes a lot of mines more worthwhile than without. It's not that Bombs aren't worth it without Sabine, but they are definately a lot more worth it with her.
Ummmmm just a quick point..... Isn't it supposed to be the person who flys over the mine rolls the damage for their own ship?
i.e I drop a bomb and you fly over it you have to roll to see what happens to your ship.
I drop a bomb and one of my own ships has to fly over it I roll to see what happens
if this is so Can the roller use palp?
I'm the one that ran the Cluster Mine list at Worlds. They do really well, especially against aces and Defenders. Defenders are really predictable, so it's easy to hit them with all three when they K-Turn.
Cluster mines are now an existential threat to pretty much everything in the game. Six unavoidable attack dice are seriously bad news for any ship in the game, even Decimators and Ghosts.
I did well overall, going 6 and 2 and placing 32nd overall.
Ummmmm just a quick point..... Isn't it supposed to be the person who flys over the mine rolls the damage for their own ship?
i.e I drop a bomb and you fly over it you have to roll to see what happens to your ship.I drop a bomb and one of my own ships has to fly over it I roll to see what happens
if this is so Can the roller use palp?
Yes, Palp can save you from one hit if someone drops mines on your ship.
Edited by SableGryphonSeen the six Connor K wing list do some degusting things to lists. Defenders don't like being Ionised, the two damage really hurts Interceptors, Phantoms and Inquisitors, it just seems really hard to pull of consistently.
Maybe we will see some double tapping with the EMP Illicit and Connor Nets, or maybe EMP into a Cluster Bomb?
Nope, they still suck
I actually never noticed it wasnt suppose to cause crits, and ive never been corrected. Always felt like a waste even though several crits were rolled and suffered when they shouldnt have been.
Seen the six Connor K wing list do some degusting things to lists. Defenders don't like being Ionised, the two damage really hurts Interceptors, Phantoms and Inquisitors, it just seems really hard to pull of consistently.
Maybe we will see some double tapping with the EMP Illicit and Connor Nets, or maybe EMP into a Cluster Bomb?
6 Conner net (K-Sab) takes skill to fly. you need to judge that SLAM so well
Not wanting to blaspheme here but mines in Attack Wing get banned or house ruled out quite a bit, maybe because you can overlap your own mines without setting them off:
Clocked Mines
During the Planning Phase, you may discard this card to place a Minefield Token within Range 2 of your Ship (in any direction) but not within Range 2 of an enemy ship. If an enemy ship passes within Range 1 of the token, roll 3 attack dice (-1 if the target ship immediately performs a [sensor] Action). Any [Hit] or [Critical] damages the target ship as normal. The affected ship does not roll any defense dice.
Anti-Matter mines
Attack: Discard this card and place a Minefield Token in your rear firing arc at Range 1. If you place this token on a ship, or if a ship enters the minefield, roll 4 attack dice. Any [DAMAGE] or [CRITICAL] damages the ship as normal. The affected ship does not roll any defense dice.
Multi-Kinetic Neutronic Mines
Attack : Discard this card and place a Minefield Token anywhere within Range 1 of your ship. If you place this Token on a ship or if a ship enters the minefield (i.e. overlaps it), roll 4 attack dice . Any hit or critical hit damages every ship (including your own) within Range 1-3 of this Minefield Token as normal. Ships within Range 1 of the Minefield Token do not roll defence dice against this attack. All other ships roll full defence dice against this attack (+1 defence die at Range 3).
Not wanting to blaspheme here but mines in Attack Wing get banned or house ruled out quite a bit, maybe because you can overlap your own mines without setting them off:
Clocked Mines
During the Planning Phase, you may discard this card to place a Minefield Token within Range 2 of your Ship (in any direction) but not within Range 2 of an enemy ship. If an enemy ship passes within Range 1 of the token, roll 3 attack dice (-1 if the target ship immediately performs a [sensor] Action). Any [Hit] or [Critical] damages the target ship as normal. The affected ship does not roll any defense dice.
Anti-Matter mines
Attack: Discard this card and place a Minefield Token in your rear firing arc at Range 1. If you place this token on a ship, or if a ship enters the minefield, roll 4 attack dice. Any [DAMAGE] or [CRITICAL] damages the ship as normal. The affected ship does not roll any defense dice.
Multi-Kinetic Neutronic Mines
Attack : Discard this card and place a Minefield Token anywhere within Range 1 of your ship. If you place this Token on a ship or if a ship enters the minefield (i.e. overlaps it), roll 4 attack dice . Any hit or critical hit damages every ship (including your own) within Range 1-3 of this Minefield Token as normal. Ships within Range 1 of the Minefield Token do not roll defence dice against this attack. All other ships roll full defence dice against this attack (+1 defence die at Range 3).
I would assume thats because most of these are placed freely. Placing a mine in X-Wing in a way that sets it off immeditaly/next turn is a skill thats rarely practiced. Most people can't do it well, which holds mines back.
Not wanting to blaspheme here but mines in Attack Wing get banned or house ruled out quite a bit,
Attack What
?
Every think I have seen in Attack wing wasn't 1/3 as good as X-Wing. From the quality and scale of the ship to the design of the cards. And dont get me started on the rules
The change to Cluster Mines took it from an auto not take to a consideration. I have still seen it blank out on 6 dice several times. It seems that they always fail me at the most inopportune moment. I am still on the fence about cluster and proximity mines. Now Connor Nets, on the other hand, are amazing and I really like them.
Not wanting to blaspheme here but mines in Attack Wing get banned or house ruled out quite a bit,
Attack What
?
Every think I have seen in Attack wing wasn't 1/3 as good as X-Wing. From the quality and scale of the ship to the design of the cards. And dont get me started on the rules
Not to derail the thread but . . AW is just awful in every regard when compared to X wing. Cards feel cheap, rules suck (you can bump and shoot them). Cloaking sucks. Ship combos suck. Picard on a BORG cube with Admiral Kirk and TOS Series Khan as crew . . . just . .
In a vacuum, its OK. . . just . . you need to paint the models.
Their mines are decent though.