So, those cruise missiles...

By Flaren48, in X-Wing

3 minutes ago, PhantomFO said:

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.

That's why you ditch the EU and give him GC for it. Cruise missile is exactly the kind of thing Imps needed. A lot of their ships are now back on the power curve.

I think cruise missiles is the first time I've looked at the bombers 5k and thought, "huh. I like that."

43 minutes ago, jagsba said:

Cruise missiles don't spend the target lock.

Huh...? Well, I'll be a Kowakian monkey's uncle. I just took a look at all my missiles and not all of them require you to spend Target Locks. I made the assumption that they worked like Torps which DO have you spend your TL.

This makes the missile carriers a touch more lethal in my patch of the outer rim.

These sound devastating against Huge ships in Epic. Small ships can try to get out of arc, into the donut, and/or tank the results with agility and focus, whereas Huges will be sitting ducks against this thing. Better bring a good escort that can PS-kill the missile carrier.

Black Sun Ace (23)
Deadeye (1)
Cruise Missiles (3)
Scavenger Crane (2)
Munitions Failsafe (1)
Guidance Chips (0)
Vaksai (0)

Black Sun Ace (23)
Deadeye (1)
Cruise Missiles (3)
Scavenger Crane (2)
Munitions Failsafe (1)
Guidance Chips (0)
Vaksai (0)

Black Sun Ace (23)
Deadeye (1)
Cruise Missiles (3)
Scavenger Crane (2)
Munitions Failsafe (1)
Guidance Chips (0)
Vaksai (0)

Cartel Marauder (20)
XX-23 S-Thread Tracers (1)
Scavenger Crane (2)
Pulsed Ray Shield (2)
Guidance Chips (0)
Munitions Failsafe (1)
Vaksai (0)

Total: 100

View in Yet Another Squad Builder

Powerful alpha, alpha reset, decent jouster chassis, and the last man standing will have regen.

12 minutes ago, takfar said:

These sound devastating against Huge ships in Epic. Small ships can try to get out of arc, into the donut, and/or tank the results with agility and focus, whereas Huges will be sitting ducks against this thing. Better bring a good escort that can PS-kill the missile carrier.

Missiles and Torpedoes have always been good counters to Huge ships, especially post-Guidance Chips. Plasmas to strip shields, Protons to push crits, Thread Tracers to set up target locks for all your buddies, etc.

Bodhi Rook (25)
Fire-Control System (2)
Jyn Erso (2)
Tactician (2)
Engine Upgrade (4)
Pivot Wing (0)

Green Squadron Pilot (19)
Juke (2)
Cruise Missiles (3)
Crack Shot (1)
Guidance Chips (0)
A-Wing Test Pilot (0)

Green Squadron Pilot (19)
Juke (2)
Cruise Missiles (3)
Crack Shot (1)
Guidance Chips (0)
A-Wing Test Pilot (0)

Prototype Pilot (17)
Chardaan Refit (-2)

Total: 100

View in Yet Another Squad Builder

Bodhi finally got useful. Prototype flies in to allow the GSP's to lock. GSP's fly in, lay down the hurt, then get buffed by Jyn? Maybe.

Edited by Wiredin
58 minutes ago, EdgeOfDreams said:

Missiles and Torpedoes have always been good counters to Huge ships, especially post-Guidance Chips. Plasmas to strip shields, Protons to push crits, Thread Tracers to set up target locks for all your buddies, etc.

Well, yes, but each has a limitation (either in cost or usability). Here's one whose single limitation (risky to use due to the difficulty of getting the enemy in arc and range) is basically null when firing at a huge ship.

Here's a 5-dice attack that requires you to move at 4 speed, but you do not lose target lock (meaning you can use it immediately to modify this 5-dice attack)
Now over there, there's this other 5-dice attack that spends a target lock, requiring a focus to improve the chances of doing damage (advanced proton torpedoes).

To me, these sound balanced against each other. Except, the first one costs 3 points, the second costs 6. Multiply that by as many missile carriers as you want to have, and it makes a huge difference in squad cost.

What I'm saying is, cruise missiles sound balanced for normal 100/6, but a lot stronger than the (already strong) currently available ordinance when facing huge ships.

19 minutes ago, takfar said:

Well, yes, but each has a limitation (either in cost or usability). Here's one whose single limitation (risky to use due to the difficulty of getting the enemy in arc and range) is basically null when firing at a huge ship.

Here's a 5-dice attack that requires you to move at 4 speed, but you do not lose target lock (meaning you can use it immediately to modify this 5-dice attack)
Now over there, there's this other 5-dice attack that spends a target lock, requiring a focus to improve the chances of doing damage (advanced proton torpedoes).

To me, these sound balanced against each other. Except, the first one costs 3 points, the second costs 6. Multiply that by as many missile carriers as you want to have, and it makes a huge difference in squad cost.

What I'm saying is, cruise missiles sound balanced for normal 100/6, but a lot stronger than the (already strong) currently available ordinance when facing huge ships.

like to see a huge ship keep its composure when faced with 12 cruise missile blacksun aces :P

Edited by ficklegreendice

N'Dru will love these missiles...

1 minute ago, ficklegreendice said:

like to see a huge ship keep its composure when faced with 12 cruise missile blacksun aces :P

Yea, that's a dead ship. Too slow to turn around and run, and with the enemy coming full speed, the escort is unlikely to catch them all before they can fire.

Which makes me think.. An use-and-discard countermeasures-type cargo upgrade that would shed all target locks and then make the huge ship immune to ordinance for one turn could be an interesting option.

2 minutes ago, takfar said:

Yea, that's a dead ship. Too slow to turn around and run, and with the enemy coming full speed, the escort is unlikely to catch them all before they can fire.

Which makes me think.. An use-and-discard countermeasures-type cargo upgrade that would shed all target locks and then make the huge ship immune to ordinance for one turn could be an interesting option.

until they show up with deadeye, anyway <_<

would be nice to have anti-ordnance chaff/flares but I have no idea if ships in SW actually use that

tack on a free obstruction bonus so that it isn't strictly a counter-card; fun with that one raider title

Edited by ficklegreendice

Those are made for N'dru... 6 red dice, bye!

Even Bossk will like these.

And I was considering the middle Scurrg, the EPT one. Deadeye+Outlaw tech, and you can do a 3 red and still shoot 4 dice. Not bad at all.

18 minutes ago, ficklegreendice said:

until they show up with deadeye, anyway <_<

would be nice to have anti-ordnance chaff/flares but I have no idea if ships in SW actually use that

tack on a free obstruction bonus so that it isn't strictly a counter-card; fun with that one raider title

Well, yea, deadeye would take care of the first part (shedding target locks) but the ship would still be immune to ordnance for a turn. Also, by taking deadeye, the attacker would be forfeiting crackshot (which would beat a reinforced ship's free evade).

I don't remember seeing chaff/flares used in film either, but the countermeasures card is right there in the game for large ships, and seems to represent a similar concept. A similar, beefier card for huge ship anti-ordnance would be welcome.

Come to think of it, how about a cargo that would eject an actual debris-cloud-style obstacle? it would stay in the board for one turn, block all ordnance, and provide obstruction. Any ship caught inside would also get -1 attack die.
Ooo, I like the sound of it.

Edited by takfar

YT-1300: · Rey (45)
Expertise (4)
Cruise Missiles (3)
Smuggling Compartment (0)
· Kanan Jarrus (3)
· Finn (5)
· Millennium Falcon (Segnor's Loop) (1)
Guidance Chips (0)
Scavenger Crane (2)
-- TOTAL ------- 63p. --

It's a good add on Rey too for a first engage. She can actually put 6 red dice fully modified, denying R3 bonus.

2 minutes ago, Cerve said:

YT-1300: · Rey (45)
Expertise (4)
Cruise Missiles (3)
Smuggling Compartment (0)
· Kanan Jarrus (3)
· Finn (5)
· Millennium Falcon (Segnor's Loop) (1)
Guidance Chips (0)
Scavenger Crane (2)
-- TOTAL ------- 63p. --

It's a good add on Rey too for a first engage. She can actually put 6 red dice fully modified, denying R3 bonus.

Finn is primary weapon only.

5 minutes ago, Brianish said:

Finn is primary weapon only.

Owh, thanks.

16 minutes ago, Brianish said:

Finn is primary weapon only.

You know, that's still probably a solid 3 points in that list. It's a high probability 5 hit shot which is still a notable improvement over the primaries. If they jump in to avoid it, well, they're still screwed.

Beyond the initial hipe about them, I don't see them being really useful or any better than procets or plasma's for the same cost.
In order to make the most out of them you have to make a +3 speed maneuver, which makes your move quite predictable.
Its going to be hard to go that fast and not end up in r1.
It would have been the weapon of choice if their range was 1 like the prockets, but not with the current 2-3 attack range.

Edited by tsondaboy
16 minutes ago, Biophysical said:

You know, that's still probably a solid 3 points in that list. It's a high probability 5 hit shot which is still a notable improvement over the primaries. If they jump in to avoid it, well, they're still screwed.

Could be but with Finn boosting the primary it's only one extra die. I might rather spend the points on EU and Burnout Slam.

Edited by Brianish
4 minutes ago, tsondaboy said:

Beyond the initial hipe about them, I don't see them being really useful or any better than procets or plasma's for the same cost.
In order to make the most out of them you have to make a +3 speed maneuver, which makes your move quite predictable.
Its going to be hard to go that fast and not end up in r1.
It would have been the weapon of choice if their range was 1 like the prockets, but not with the current 2-3 attack range.

Wait a minute: you are saying that being at R1 is less predictable that a 3+ maneuver? I'm not sure to agree with this, hard 3 turn still a thing for me. 4+ Koyogram too

2 hours ago, takfar said:

These sound devastating against Huge ships in Epic. Small ships can try to get out of arc, into the donut, and/or tank the results with agility and focus, whereas Huges will be sitting ducks against this thing. Better bring a good escort that can PS-kill the missile carrier.

My Raider might really enjoy carrying a bunch of these though... I usually do four-straights on that thing anyway!

3 minutes ago, Cerve said:

Wait a minute: you are saying that being at R1 is less predictable that a 3+ maneuver? I'm not sure to agree with this, hard 3 turn still a thing for me. 4+ Koyogram too

How are you going to aquire a TL if you do a loop or any red maneuver?

I can see ships that can equip long range scanners make a good use out of them, but the selection is limited. Scum Boba with long range scanners might also be a good candidate for the initial aproach, but I am skeptical about the rest of the ship options.

In epic they are gonna be great, like mentioned above. But for the standard 100 point matches not a game changer.

Someone at my FLGS just pointed out: RIP Unguided Rockets. There's simply no comparing them to the cruise missiles.