You have an interesting definition of interesting ![]()
So, those cruise missiles...
On 19.6.2017 at 8:50 PM, Transmogrifier said:I'm curious to see the exact wording on these, particularly the range bands. One thing to keep in mind is that approaching at a high speed will make using these on a low PS platform difficult depending on the range bands allowed. Approaching fast while your target also closes quickly can create issues for low PS pilots who move before their target and don't have the range to pick up the TL or who do have the range for the TL but then their target moves and ends up too close to fire the missiles. Depending on the specific mechanics, Long Range Scanners may prove to be essential to making these work effectively on mid-low PS platforms. In light of the Bomber/Punisher fixes in this wave, that may be intentional.
Deadeye and LRS both fix this traditional problem. What is interesting about those missiles when combined with LRS is that you actually might want to straight pass the enemy ships the next turn and come along for a another high-speed approach while the rest of your ships engage the targets.
Edited by SEApocalypse
So Cruise Missile is:
3 points
1 attack dice
Range 2 - 3
Attack: (Target Lock)
Discard this card to perform this attack.
You may roll additional attack dice equal to the speed of the maneuver executed this round up to a maximum of 4.

Hmm that's not red dice creep at all. 5 reds coming at ya!
6 from N'Dru!
Just now, BlodVargarna said:Hmm that's not red dice creep at all. 5 reds coming at ya!
Not from the one that wanted to do it, I.E The TIE Punisher. Its only capable of a three straight, it would have to 4K to get max dice! Ha ha.
So who else will drop five?
A wings
TIE TAP
TIE Advanced
TIE Defender
TIE Bomber
TIE Aggressor
Firespray
TIE/SF?
Decimator
Scurrg
YT-1300
Kihraxz (for 2 points !)
M3-A Interceptor
Headhunter
YV666
Welcome to five dice, don't forget your target locks on the way in and have a great time.
(Anyone know if Miranda and Jan Ors can boost these?)
5 minutes ago, SOTL said:6 from N'Dru!
I'd say he's still better off with Clusters, especially with only the one non-red 4+ speed move.
Just now, Viktus106 said:Not from the one that wanted to do it, I.E The TIE Punisher. Its only capable of a three straight, it would have to 4K to get max dice! Ha ha.
So who else will drop five?
A wings
TIE TAP
TIE Advanced
TIE Defender
TIE Bomber
TIE Aggressor
Firespray
TIE/SF?
Decimator
Scurrg
YT-1300
Kihraxz (for 2 points !)
M3-A Interceptor
Headhunter
YV666
Welcome to five dice, don't forget your target locks on the way in and have a great time.
(Anyone know if Miranda and Jan Ors can boost these?)
Deci doesn't have Missile.
Jan and Mira both can, but Mira doesn't have 4-speed moves thank goodness.
1 minute ago, thespaceinvader said:Deci doesn't have Missile.
Jan and Mira both can, but Mira doesn't have 4-speed moves thank goodness.
Ah yes, they have torp! Thanks for spotting that.
Miranda could go speed three (four dice), shield for five and Jan Ors for the sixth. This is now two points cheaper that a homing missile. With Rey crew, that is a six red dice, focus/target lock/guidance chip attack.
Just now, Viktus106 said:Ah yes, they have torp! Thanks for spotting that.
Miranda could go speed three (four dice), shield for five and Jan Ors for the sixth. This is now two points cheaper that a homing missile. With Rey crew, that is a six red dice, focus/target lock/guidance chip attack.
WHich is also possible with anyone else with a 4 speed move, without costing them a shield. Mira will be better of with Homing or Concussion still.
Deadeye Kiharxz with Cruise Missile and guidance chip looks quite nice now.
2 x Black Sun Aces with Deadeye, Cruise Missile, Guidance Chips and Scav Crane.
Ketsu with VI, Dengar, Title and Gyro
99 points
Black Sun aces four or five forwards and focus.
Ketsu five forwards, evades and pops Glitterstim
Ketsu tractor beams target, fires four dice at it with glitterstim and dengar. Assigns a second tractor beam.
Black sun aces fire.
14 potential damage. . 10 of which, most targets won't even have agility against.
Or you know. . .
4 x Black Sun Aces
Deadeye, Cruise Missile, title and Guidance Chips
20 dice Alpha strike at PS5
So these won't really work as an alpha strike on low PS ships because of the combination of range 2-3, target lock, and high speed requirement unless you can time it just right on the initial joust. You'll want to move up 4(to get maximum shots), but still be barely in range for the required TL. Otherwise your target will also move up fast and be in/boost into range 1 and you can't then fire your cruise missiles. And if you move slower to try to control range, you won't get as much out of your missiles. I actually think they will be a rewarding challenge if executed properly.
1 minute ago, Viktus106 said:Or you know. . .
4 x Black Sun Aces
Deadeye, Cruise Missile, title and Guidance Chips
20 dice Alpha strike at PS5
yeah that's probably the big one
even when dengar/tel ps kill one, if dengar can't arc-dodge the rest he's kinda dead
1 minute ago, Viktus106 said:Or you know. . .
4 x Black Sun Aces
Deadeye, Cruise Missile, title and Guidance Chips
20 dice Alpha strike at PS5
Don't forget a free Munitions Failsafe & BMST
1 minute ago, JJFDVORAK said:So these won't really work as an alpha strike on low PS ships because of the combination of range 2-3, target lock, and high speed requirement unless you can time it just right on the initial joust. You'll want to move up 4(to get maximum shots), but still be barely in range for the required TL. Otherwise your target will also move up fast and be in/boost into range 1 and you can't then fire your cruise missiles. And if you move slower to try to control range, you won't get as much out of your missiles. I actually think they will be a rewarding challenge if executed properly.
Now if only Rebels could take missiles, Bodhi would actually be a good choice here and circumvent the need for deadeye.
What's the action you can do on a torpedo card?
1 minute ago, DaProfezzur said:What's the action you can do on a torpedo card?
Seismic Torp
Hmm, Cruise Missiles strike me as terrible. It's an awful lot of stuff to juggle to get a missile that might be slightly better than a Homing Missile.
Homing Missile: 5pts, 4 Dice, requires but does not spend TL, target cannot spend Evade tokens
Cruise Missile: 3pts, 2-5 Dice, requires but does not spend TL
In my opinion, Homing Missile is so much better. You have to do a Speed 4-5 maneuver for Cruise to be better than Homing, and even then Cruise does not have Homing's prevention of Evade tokens. It will be incredibly hard to manage an approach with a Speed 4-5 maneuver where you do not overlap with your target or end up at Range 1 too close for the Cruise missile. Sure, it's cheaper at 3pts, but I think what you lose in flexibility does not justify the saved 2pts.
It's sort of like Blaze Malbus. Sure, you could take him at 3pts instead of Gunner at 5pts, but you're losing so much flexibility that you're probably now just wasting those 3pts.
Just for kicks...
4x Gamma Squadron Pilot
Cruise Missile, Extra Munitions, Seismic Charges, Long-Range Scanners.
Lock-up Round 1, chaaaaaaaaaarge, drop Seismic, K-turn
I think if I play Cruise Missiles I give up on the 5 dice hit most of the time because that's too hard to get, but the 4 dice attacks for 3pts is pretty achievable as it opens up your banks/turns and makes it less predictable. I'd play Cruise Missiles as 4 attack and treat any 5 dice shots as a bonus.
Edited by SOTL4 minutes ago, AllWingsStandyingBy said:Hmm, Cruise Missiles strike me as terrible. It's an awful lot of stuff to juggle to get a missile that might be slightly better than a Homing Missile.
Homing Missile: 5pts, 4 Dice, requires but does not spend TL, target cannot spend Evade tokens
Cruise Missile: 3pts, 2-5 Dice, requires but does not spend TL
In my opinion, Homing Missile is so much better. You have to do a Speed 4-5 maneuver for Cruise to be better than Homing, and even then Cruise does not have Homing's prevention of Evade tokens. It will be incredibly hard to manage an approach with a Speed 4-5 maneuver where you do not overlap with your target or end up at Range 1 too close for the Cruise missile. Sure, it's cheaper at 3pts, but I think what you lose in flexibility does not justify the saved 2pts.
It's sort of like Blaze Malbus. Sure, you could take him at 3pts instead of Gunner at 5pts, but you're losing so much flexibility that you're probably now just wasting those 3pts.
For some ships, sure, Homing is better but in all honestly, some ships will love this
Gamma Veteran (TIE Bomber)
5 points for two 5 dice attacks + 1 point deadeye.
Kihraxz Black Sun Ace:
2 point for a 5 dice attack with a free deadeye, yes, please!
Jake can now attack at range.
2 x Bandits and Blout
All move speed four, Blount fires tracers, bandits fire 2 x 5 dice focus/target locked/guidance chips attacks.
Also, the missiles change the mind game too.
Imagine you are using Dengar and Tel, versus a VI Kath and Adaptability Boba, both armed with Cruise Missiles, Glitterstim and Guidance chips and they give you initiative. .
There is no way in hell you will joust that or allow a situation where they can do a four straight unobstructed because if you do, and a ship gets caught at range 2, that's ten dice coming your way with full mods, so now you are running away from two Firesprays, relying on your primary weapon and Dengar is unlikely using his ability.
I'll pay 6 points for that.
Now imagine that same Dengar / Tel versus four Gamma Vets with Deadeye, Cruise Missiles and Guidance. If you joust them or get caught, that is 20 dice.
20!
That could theoretically end the game in a single turn. Even if you PS kill one (likely), that is still 15 dice coming at you and I think you need on average 12 to drop a Jump in a single salvo.
6 minutes ago, SOTL said:I think if I play Cruise Missiles I give up on the 5 dice hit most of the time because that's too hard to get, but the 4 dice attacks for 3pts is pretty achievable as it opens up your banks/turns and makes it less predictable. I'd play Cruise Missiles as 4 attack and treat any 5 dice shots as a bonus.
Agreed, 3 points for 4 dice with TL to reroll is a good deal, 5 dice is just icing on the cake. The main thing is making sure you have it on a platform that can reliably get the TL and still start combat at range 2-3 of the target. So high PS, LRS or Deadeye seem essential.
Homing missiles is 5 points, where this is 3, so it makes sense that it would, on average, be stronger. That makes a world of difference on a single use upgrade.
Edited by Kdubb