So, those cruise missiles...

By Flaren48, in X-Wing

16 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.

I would do this too. On an SF you can fit these and pattern analyzer for the same points as a homing missile. I'd probably fly on and shoot as normal to get a TL. Then see about slopping away and focusing or whatever I need to do to fire it for 4 dice and full mods.

17 minutes ago, Innese said:

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 was thinking a similar crazy thing; bet @heychadwick was too, haha! These might not be great 100/6, but Epic?!?

Just now, clanofwolves said:

I was thinking a similar crazy thing; bet @heychadwick was too, haha! These might not be great 100/6, but Epic?!?

Rhymer with Cruise Missiles could be a lot of fun...

1 minute ago, Innese said:

Rhymer with Cruise Missiles could be a lot of fun...

If he didn't cost more than a Jumpmaster, yeah. ??CAN YOU BELIEVE THAT?? Rhymer costs more than a Jumpmaster, man, let that sink in. FFG sucked on that comparison of costs huh? WTH?? Wow, never looked at it that way. Anyway, back to sanity.....poor overpriced Rhymer; he so could'a been good if FFG priced him correctly. I think Bombers should have topped out at 20.

Lieutenant Blount (17)
Veteran Instincts (1)
XX-23 S-Thread Tracers (1)

Tala Squadron Pilot (13)
Cruise Missiles (3)
Guidance Chips (0)

Tala Squadron Pilot (13)
Cruise Missiles (3)
Guidance Chips (0)

Tala Squadron Pilot (13)
Cruise Missiles (3)
Guidance Chips (0)

Tala Squadron Pilot (13)
Cruise Missiles (3)
Guidance Chips (0)

Tala Squadron Pilot (13)
Cruise Missiles (3)
Guidance Chips (0)

Total: 99

If you don't kill Blount before he gets his tracer off, then you're looking at the mother of all alpha strikes: up to 25 focused, target-locked red dice in 5-dice intervals.

Edited by PhantomFO
59 minutes ago, 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?)

Can't the YT-2400 have 5 dice as well?

I just realized how obnoxious Quickdraw is going to be with these things, as well.

1 hour ago, 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?)

You forgot Z-95's.

44 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.

It is only 3 pts and doesn't have to be better than Homing Missile. It just has to be as good. So, Speed 3 would be just as good, but cheaper, than a Homing Missile.

Yes, you lose flexibility, but only 3 pts on a one shot weapon for possible high damage is quite good. It can mess with your target priority if you even have one Z-95 with one of these. Do you shoot at him before he fires? Or let him get a shot as you go for different target?

I think Tie Punishers like this as they can go speed 3 and get 4 dice with a TL for r e-rolls. Cheap and effective.

Yes, Homing Missile is more robust, but it also costs more and should be. That doesn't mean this is a bad option, especially when trying to shave points.

Z-95's near a Blount w/ Tracers means you can get 5 dice with full modification....if you can pull it off.

24 minutes ago, heychadwick said:

You forgot Z-95's.

Someone is bound to tell you that "Headhunter" was in that list--but not me.

Cruise Missiles are going to be pretty good! The one thing that may help stop people from being bum rushed is laying mines with the Mapper in any lanes that you suspect might be used against you.

15 minutes ago, Force Majeure said:

Someone is bound to tell you that "Headhunter" was in that list--but not me.

Cruise Missiles are going to be pretty good! The one thing that may help stop people from being bum rushed is laying mines with the Mapper in any lanes that you suspect might be used against you.

Dang! Was looking for the Z! Info overload with all the shinies and new posts.

Oh, nice thoughts with the mapper!

1 hour ago, PhantomFO said:

Lieutenant Blount (17)
Veteran Instincts (1)
XX-23 S-Thread Tracers (1)

Tala Squadron Pilot (13)
Cruise Missiles (3)
Guidance Chips (0)

Tala Squadron Pilot (13)
Cruise Missiles (3)
Guidance Chips (0)

Tala Squadron Pilot (13)
Cruise Missiles (3)
Guidance Chips (0)

Tala Squadron Pilot (13)
Cruise Missiles (3)
Guidance Chips (0)

Tala Squadron Pilot (13)
Cruise Missiles (3)
Guidance Chips (0)

Total: 99

If you don't kill Blount before he gets his tracer off, then you're looking at the mother of all alpha strikes: up to 25 focused, target-locked red dice in 5-dice intervals.

Option #2:

Cracken + Adaptability + Cruise Missiles + guidance Chips

Lieutenant Blount + Adaptability + XX-23

4x Bandit + Cruise Missiles + Guidance Chips

It shoots later, but it can shoot at 2 different targets, which is probably good, because once the cruise missiles are gone you're just a bunch of worthless Z-95s. Erasing two ships is better than erasing one. Might need to playtest this one.

3 minutes ago, MajorJuggler said:

Option #2:

Cracken + Adaptability + Cruise Missiles + guidance Chips

Lieutenant Blount + Adaptability + XX-23

4x Bandit + Cruise Missiles + Guidance Chips

It shoots later, but it can shoot at 2 different targets, which is probably good, because once the cruise missiles are gone you're just a bunch of worthless Z-95s. Erasing two ships is better than erasing one. Might need to playtest this one.

Ew, stop it.

Vader is going to love these things. Defender Maarek might really like them and take Guidance Chips to get that crit in after slamming a ship with 5 dice. Advanced Maarek probably likes them, too, because 5 dice with re-rolls probably gets a crit to activate his ability the natural way.

27 minutes ago, Biophysical said:

Vader is going to love these things. Defender Maarek might really like them and take Guidance Chips to get that crit in after slamming a ship with 5 dice. Advanced Maarek probably likes them, too, because 5 dice with re-rolls probably gets a crit to activate his ability the natural way.

Expertise was already making me put Vader on the table here and there. Cruise Missiles seem like one more push towards the Dark Side for me.

Also finally has me looking at TIE/D Defenders again... And Vader & Vessery already go pretty **** well together.

26 minutes ago, Biophysical said:

Vader is going to love these things. Defender Maarek might really like them and take Guidance Chips to get that crit in after slamming a ship with 5 dice. Advanced Maarek probably likes them, too, because 5 dice with re-rolls probably gets a crit to activate his ability the natural way.

I don't know that Vader is necessarily going to love them. He'll certainly like them a lot, because holy pants that's a lot of dice, but he's probably going to need to burn that TL to use them, which will be a mild irritant with ATC later.

Quickdraw with FCS, Expertise and Cruise Missiles should be magnificent. "Did I go speed 4 or only 3? Well, to tell the truth, in the middle of a furball I kinda lost track myself. But being that I have a Cruise Missile, the most powerful range 3 attack in the game, and would blow you right off the map with a five-hit roll, you've got to ask yourself one question: 'Do I feel lucky?' Well do ya, punk?"

I'm actually thinking about Countess Ryad in a tie/d with cruise missiles. Green 5k turn behind someone and either ptl or intensity. That could be nasty.

One of my local guys runs procket A's from time to time, which has always been a game of trying to avoid him getting them all to range 1 of my Decimator too early on in the game and ripping it apart before it can get any work done. This has just really ruined any chance of Decimators delaying getting ripped apart by ordinance swarms. Cruise Missile A's are just going to smack everything with 5 dice from range 2-3 now.

I mean, I like them, and look forward to trying them out on the TIE/sf, TIE/adv, TIE/d, but not looking forward to seeing my VT-49 getting erased even more often. It really needs a system slot for reinforced deflectors.

3 hours ago, Viktus106 said:

Welcome to five dice, don't forget your target locks on the way in and have a great time.

Is that Five Dice Murmurs and Cries? I love that restaurant.

19 minutes ago, kris40k said:

It really needs a system slot for reinforced deflectors.

That would be a good use for a second Title.

18 minutes ago, kris40k said:

One of my local guys runs procket A's from time to time, which has always been a game of trying to avoid him getting them all to range 1 of my Decimator too early on in the game and ripping it apart before it can get any work done. This has just really ruined any chance of Decimators delaying getting ripped apart by ordinance swarms. Cruise Missile A's are just going to smack everything with 5 dice from range 2-3 now.

I mean, I like them, and look forward to trying them out on the TIE/sf, TIE/adv, TIE/d, but not looking forward to seeing my VT-49 getting erased even more often. It really needs a system slot for reinforced deflectors.

Well, if you're running RAC, you better staple EU on him so you can better control the engagement range. If they are using it post K-Turn, at least the mods are minimal and they've spent points on a (likely) sub par shot.

I wouldn't LIKE seeing a horde of A-Wings carrying them, but I don't think it's a game-ender for my Kylo RAC.

4 hours ago, clanofwolves said:

If he didn't cost more than a Jumpmaster, yeah. ??CAN YOU BELIEVE THAT?? Rhymer costs more than a Jumpmaster, man, let that sink in. FFG sucked on that comparison of costs huh? WTH?? Wow, never looked at it that way. Anyway, back to sanity.....poor overpriced Rhymer; he so could'a been good if FFG priced him correctly. I think Bombers should have topped out at 20.

Hopefully, when (if) they do point cost adjustments, they will fix that. I could use a 23 point Rhymer!

Gamma Vet, LRS, cruise msl, extra munitions, 1-point EPT of your choice (VI or crackshot are both solid) = 25 points. Solid alpha striker with serious punch (double-modded attacks with crackshot), but not much staying power after the fact. You could also run Guidance Chip+VI or deadeye and be much more flexible in your targeting but have a little less punch. (4 dice with double mods plus crackshot feels mean).

3 hours ago, PhantomFO said:

I don't know that Vader is necessarily going to love them. He'll certainly like them a lot, because holy pants that's a lot of dice, but he's probably going to need to burn that TL to use them, which will be a mild irritant with ATC later.

Cruise missiles don't spend the target lock. Now, you'll probably need it for dice mods, but Vader gets a focus for it as well.

6 minutes ago, jagsba said:

Cruise missiles don't spend the target lock. Now, you'll probably need it for dice mods, but Vader gets a focus for it as well.

Right, I'm just operating under the assumption that he'll be spending that TL for dice mods. There's only a 23.7% chance of rolling all hits, crits and focuses on five dice. He may not need to reroll blanks all the time (4 hits could be enough to finish a Y-Wing with three hull left, etc) but he's still probably spending it at least 2/3rds of the time.