Cruiser Missiles - The A-wing Fix

By Astech, in X-Wing

The card text is a bit hard to read but:

Attack (Target Lock)
Discard Thi_ ____ Perform This Attack.

You may roll ____ attack dice _____ speed of the ____ executed ____ maximum of ____.

Filling in the blanks:

Attack (Target Lock)
Discard this card to perform this attack. You may roll additional attack dice equal to the speed of the maneuver you executed , to a maximum of x .

This is a fantastic card, where the total utility is going to be determined by its cost, base attack power and max increase cap. I'd guess:

2 base dice. Increase by a maximum of 4. Cost of 5 points. OR 3 Base dice. Increase by a maximum of 3. 4 Points.
It has to be better than homing missiles because the trigger for max damage is harder. I prefer the first one since it means you can't get full power while turning. Either way, it gives single missile slot ships a chance of doing decent alpha strike damage.

I think snap shot was the best A-Wing fix we could hope for, but I definitely want your missile text!

I'm guessing it'll be base two and maximum of three. It'll parallel proton rockets for lower agility ships. In that case, it won't do anything for A-wings unless it has a different range.

Quote

I think snap shot was the best A-Wing fix we could hope for, but I definitely want your missile text!

Touche and thank you.

Quote

I'm guessing it'll be base two and maximum of three. It'll parallel proton rockets for lower agility ships. In that case, it won't do anything for A-wings unless it has a different range.

In that case it'd have to have a cost of 3 for it to ever be taken over homing missiles, at which point bombers become very happy.

I'm guessing it's 2 base, max +3 for 4 points. Kind of a longe range proton rocket, only using TL instead of focus. Just a straight conditional 5 dice attack at range 2-3. I'd say 4 points; it's less than homing missiles because it doesn't have the "no evade token" built in effect, and it's harder to pull off.

*Edit* ninja'd by WAC47

Edited by Sekac
6 minutes ago, Astech said:

Touche and thank you.

In that case it'd have to have a cost of 3 for it to ever be taken over homing missiles , at which point bombers become very happy.

It'd still be 5 potential dice compared to 4 for homing. Why does that need to be 2 points cheaper than homing?

Edited by VanderLegion

I'll be shocked if this thing comes allows for more attack dice at less cost than an Advanced Proton Torpedo, regardless of speed restrictions, and that's without getting into the arguement about what range it should be. Five dice will probably be the max, and I would not be surprised if its a base of 1 with a max of +4.

Quote

It'd still be 5 potential dice compared to 4 for homing. Why does that need to be 2 points cheaper than homing?

Mainly because it's so much harder to trigger - you have a low PS jouster moving from out of range into target lock territory with a fast move, likely wanting to be at range 2 or further when the engagement starts. It's nearly impossible against aces, and even other generics can just about guarantee you won't get the shot.

I could live with it being a 5 die attack for four points, but it's then in the mid-zone of ordnance where it's simply not cost-effective.

38 minutes ago, Astech said:

Mainly because it's so much harder to trigger - you have a low PS jouster moving from out of range into target lock territory with a fast move, likely wanting to be at range 2 or further when the engagement starts. It's nearly impossible against aces, and even other generics can just about guarantee you won't get the shot.

I could live with it being a 5 die attack for four points, but it's then in the mid-zone of ordnance where it's simply not cost-effective.

We have no idea what the range on it is to say how easy or hard it is to get off. And I frequently do fast maneuvers to get into range for ordnance. Espeically if you're low PS, you frequently can end up doinga fast move to get just into range 3 to TL and hope they don't go too fast to get into range 1 (assuming its even a range 2-3 missile).

Curious to see how much these cost, as they could be really worth taking on single missile slot TIEs. Vader or Expertise Quickdraw getting 5-ish dice with TL focus from range would be very nice.

1 hour ago, PhantomFO said:

I'll be shocked if this thing comes allows for more attack dice at less cost than an Advanced Proton Torpedo, regardless of speed restrictions, and that's without getting into the arguement about what range it should be. Five dice will probably be the max, and I would not be surprised if its a base of 1 with a max of +4.

I'm inclined to agree. Having to do a 4 speed move for the 5th dice puts the emphasis on using them at speed and separates them from other missiles.

Quote

We have no idea what the range on it is to say how easy or hard it is to get off. And I frequently do fast maneuvers to get into range for ordnance. Espeically if you're low PS, you frequently can end up doinga fast move to get just into range 3 to TL and hope they don't go too fast to get into range 1 (assuming its even a range 2-3 missile).

Yet I know I can get around a missile alpha strike just by going fast, so a competent player won't be drawn into the trap. In essence, anything with a 4 straight maneuver can't be hit by range 2-3 missiles in a joust if they don't want to.

If it's a 1-2 missile it makes things a little easier, whereas range 2-3 is a lot better for support ships like Tomax. Range 1 only isn't going to happen because it takes proton rockets' thunder, and range 2/3 only is garbage. 2-3 is nearly ubiquitous for missiles and torpedoes. Range 1-3 is plausible but a tad overpowered and breaks the theme of ordnance so far. As such, range 1-2 might be priced at 4 points for a 5 die missile, and range 2-3 at 3 points.

9 minutes ago, Astech said:

Yet I know I can get around a missile alpha strike just by going fast, so a competent player won't be drawn into the trap. In essence, anything with a 4 straight maneuver can't be hit by range 2-3 missiles in a joust if they don't want to.

If it's a 1-2 missile it makes things a little easier, whereas range 2-3 is a lot better for support ships like Tomax . Range 1 only isn't going to happen because it takes proton rockets ' thunder, and range 2/3 only is garbage. 2-3 is nearly ubiquitous for missiles and torpedoes. Range 1-3 is plausible but a tad overpowered and breaks the theme of ordnance so far. As such, range 1-2 might be priced at 4 points for a 5 die missile, and range 2-3 at 3 points.

If it's 2-3 and you need a TL to fire, it doesn't matter HOW fast or slow *you* go, your opponent can go fast adn get into range either way. Your own speed has nothing to do with that. It's not any easier or harder to use than homing missile in that regard.

Edited by VanderLegion
Quote

If it's 2-3 and you need a TL to fire, it doesn't matter HOW fast or slow *you* go, your opponent can go fast adn get into range either way. Your own speed has nothing to do with that. It's not any easier or harder to use than homing missile in that regard.

By necessitating the fast maneuver, you can't use a lot of the tricks in the game to get the shot, for one.

One such tactic is using a TIE/fo with targeting synchroniser (or a Batwing) to spot for some slow-playing homing missile bombers (3 of them), while the bombers focus. You essentially get deadeye to nuke a single ship. The general approach is to fly the spotter into target lock range, then keep the bombers behind the shuttle to get their range 2 shot. This is easy with homing missiles because your bombers can do a 1-straight to slow play behind the spotter, whereas with the Cruisers you're looking at speed 3 minimum, but likely a 4 straight for maximum power. In essence, the speed requirement stops you from getting a good shot in far more scenarios.

If it's a 1-2 missile then you're never going to get the shot you need on an ace, because boost+barrel roll is so common. It works much better against generics though.

5 minutes ago, Astech said:

If it's a 1-2 missile then you're never going to get the shot you need on an ace, because boost+barrel roll is so common. It works much better against generics though.

Last year it was common. It's FAR more common to see ships that cna't do both nowadays. Defenders, mindlinked fenn and teroch, etc. There's still double repositioners out there, but they're far more rare than in the past.

Quote

Last year it was common. It's FAR more common to see ships that cna't do both nowadays. Defenders, mindlinked fenn and teroch , etc. There's still double repositioners out there, but they're far more rare than in the past.

De... Defenders? Sorry, the FAQ messed with my memory. ;)

It's true that they're not as common as in the wave 6-7 days, but Corran is out there, and with the dust still settling on the FAQ of the majority of the super-ships, it's anyone's game now.

I think half of the appeal of a missile like that would be a real incentive for the enemy ship to close. Sure, they can stay at range and take a 5-ish dice shot, or they can close and engage at close range, where maybe you have other weapons that are stronger.

2 hours ago, Vandenberg said:

I'm inclined to agree. Having to do a 4 speed move for the 5th dice puts the emphasis on using them at speed and separates them from other missiles.

That would be an awful missile though. Requiring speed 4 and TL would be so restrictive that it would be unusable.

There are currently 10 speed 3 maneuvers in the game (straight, banks, sloops, t-rolls, K turn), with 5 of those being exclusively red. There are 2 speed 4 maneuvers in the game and 1 of those is red (except on the defender). That's a HUGE drop off.

Also, it's called a "cruiser missile," not a "balls t o the wall missile".

That looks to me like a fix to generic TAP rather than A-wings.

As pay a 2 point tax on any missile. TAPs get free Evade with TL for the same 17 points.

Edited by Mef82
2 hours ago, Mef82 said:

That looks to me like a fix to generic TAP rather than A-wings.

As pay a 2 point tax on any missile. TAPs get free Evade with TL for the same 17 points.

It could potentially be a useful missile on A-wings, TAPs, TIE Advanced, and, dare I say it, TIE/Ds.

My guess is that it has a base damage of 1, and it gets extra dice equal to the speed. This way, you could turn and get an "okay" missile with a 3-speed. Most conventional missile carriers would get a pretty strong 5-shot with a straight speed 4 maneuver, and the fast missile carriers would get a difficult to set up, but potentially fearsome 6 dice attack. There's no fast missile carriers with more than one slot, so it would be a single use thing, and tough to set up. It all depends on price, of course.

10 hours ago, Sekac said:

That would be an awful missile though. Requiring speed 4 and TL would be so restrictive that it would be unusable.

There are currently 10 speed 3 maneuvers in the game (straight, banks, sloops, t-rolls, K turn), with 5 of those being exclusively red. There are 2 speed 4 maneuvers in the game and 1 of those is red (except on the defender). That's a HUGE drop off.

Also, it's called a "cruiser missile," not a "balls t o the wall missile".

I disagree.

(Note: This wall of text isn't directed specifically at you, so please don't think this is me having a go. :) )

Cruise Missiles having a base of 2 is bad because 5 dice at range should not be an easy thing to pull off . You effectively give long-ranged Proton Rockets to every missile carrier in the game, except they can spend the lock to modify all of their dice and not just the focus results. It's also open to abuse with LRS Miranda spending a shield for 6 dice with TL focus, K4 Bossk (green 3 forwards), Tomax Bren with infinite Crack Shot or any of the high PS carriers like Vader. With high PS and/or LRS it is not difficult to get a target lock.

Given that this is a missile that is meant to get its damage at speed, I think it's likely that high speed with unlock its true POWAH . It's more likely that the base damage will be 1 to stop the heavier bombers like K-Wings and Punishers from being effective with them, while allowing the ship it comes with and faster missile carriers to get the most out of them (it also looks like an A-Wing is firing them in the card art, which could be a further clue).

It's also extremely dependent on cost. 4 is too much as it's competing with "conventional" missiles and ordnance costs have come down since they were released. I think it will be 3 points.

Assuming it's costed correctly (CHEAP) , then I think it will be a very good missile for the game, because:

It could make Deadeye useful. Take the focus and if they close into your deadzone you still have your normal attack of 3/4 dice, or they eat 5 dice at range. Oh no, I hope they didn't spend actions to get there.

It's a buff to Long Range Scanners. Not seen too much, but suddenly not having to worry about the TL makes the missile much easier to pull off.

There are more than a dozen ships in the game with a solitary missile slot that might appreciate a cheap 4-5 dice missile attack at range that doesn't make them spend their lock.

Rhymer might like them.

Edited by Vandenberg
44 minutes ago, Biophysical said:

It could potentially be a useful missile on A-wings, TAPs, TIE Advanced, and, dare I say it, TIE/Ds.

My guess is that it has a base damage of 1, and it gets extra dice equal to the speed. This way, you could turn and get an "okay" missile with a 3-speed. Most conventional missile carriers would get a pretty strong 5-shot with a straight speed 4 maneuver, and the fast missile carriers would get a difficult to set up, but potentially fearsome 6 dice attack. There's no fast missile carriers with more than one slot, so it would be a single use thing, and tough to set up. It all depends on price, of course.

If the damage maxes out at 6, I can definitely see the non-inquisitor prototypes getting used. Vader should love it, but Juno especially as she can see the state of the board and then adjust her speed for 4, 5, or 6 damage. Even Colzet will like having a big attack to then flip up a damage card, assuming he gets a good roll.

Also, being able to 5K with A-Wings or Bombers into 6 dice would be amazing.

8 minutes ago, Vandenberg said:

Also, being able to 5K with A-Wings or Bombers into 6 dice would be amazing.

Which is why it probably won't happen that way, ha ha. But it sure would have people trying to use those ships more often; i like it!

****, that works on the Kihraxz, too. Be nice to give them some love while we're at it.

I think the real question is why do a-wings need another fix?

They've already gotten one aces pack that gave them the choice of a 2 point cost reduction or a awesome 3 point missile. Also double EPT is pretty awesome. And let's not forget new pilots. Other than arvel I've seen all the other pilots many times which is more than almost every other ship can say.

Not to mention the introduction of autothrusters after rebel aces was yet another fix you could put on an a-wing.

Are they one of the top ships in the game right now? Probably not, but they are still extremely solid for their cost and abilities which puts them ahead of many other ships in the game currently.

I totally forgot about the Khiraxz. It's interesting how many speed 5 ships with a missile slot are.... questionable.

Something that really makes use of a 5-straight is potentially great on Vader, too. Who grabs Target Locks easily, is great at getting people in arc, and has the actions for more modifications.