? They fill completely different roles. Cruise missiles are a potentially super-powerful 1-off (or 2 with extra munitions). Unguided rockets are a reasonably priced, permanent attack upgrade with a drawback to keep them from being an auto-include.
So, those cruise missiles...
18 minutes ago, tsondaboy said:How are you going to aquire a TL if you do a loop or any red maneuver?
- Have a TL from last turn already.
- Advanced Sensors.
- Astromech
- Chopper.
- Shara Bey
- Leia Organa (think about the epic consequences)
- Targeting Coordinator
- Manaroo (Cobra + Fenn)
- Systems Officer
- Targeting Synchronizer
- Targeting Astromech
- Tarn Mison (not relevant because he got now missile slot)
- "Dutch" Vander
- XX-23 S-Thread Tracers
And most likely another dozen or so other tricks like good old Lambda tricks. Though the obvious is having one already or thread tracers.
Just now, SEApocalypse said:
- Have a TL from last turn already.
- Advanced Sensors.
- Astromech
- Chopper.
- Shara Bey
- Leia Organa (think about the epic consequences)
- Targeting Coordinator
- Manaroo (Cobra + Fenn)
- Systems Officer
- Targeting Synchronizer
- Targeting Astromech
- Tarn Mison (not relevant because he got now missile slot)
- "Dutch" Vander
- XX-23 S-Thread Tracers
And most likely another dozen or so other tricks like good old Lambda tricks. Though the obvious is having one already or thread tracers.
1-2 means you were already at range 2-3 in the previous turn, which begs the question why weren't you able to fire them already. Then already within range 2-3 from the previous turn you will go for a +3 speed maneuver and try to stay beyond range 1, good luck with that.
The rest of the options means you are going to have to build a squad just to buff the missiles for a 1 off trick.
9 minutes ago, tsondaboy said:1-2 means you were already at range 2-3 in the previous turn, which begs the question why weren't you able to fire them already. Then already within range 2-3 from the previous turn you will go for a +3 speed maneuver and try to stay beyond range 1, good luck with that.
The rest of the options means you are going to have to build a squad just to buff the missiles for a 1 off trick.
not if you have LRS
I bought Five Tie Adv Prototypes with the intention to do proton rockets rush. It was crap.
That dream shall be fulfilled in the form of 5X PS2 Adv Prot with Title, Cruise missile & chips.
If A-Wings are Chihuahuas, Let them be Mini Pinschers™
Edited by Grivoire1 hour ago, SEApocalypse said:
- Have a TL from last turn already.
- Advanced Sensors.
- Astromech
- Chopper.
- Shara Bey
- Leia Organa (think about the epic consequences)
- Targeting Coordinator
- Manaroo (Cobra + Fenn)
- Systems Officer
- Targeting Synchronizer
- Targeting Astromech
- Tarn Mison (not relevant because he got now missile slot)
- "Dutch" Vander
- XX-23 S-Thread Tracers
And most likely another dozen or so other tricks like good old Lambda tricks. Though the obvious is having one already or thread tracers.
1
Did not go through all your plans but to way 11. i dont think there are any ships with astromech slots and a missile slot (lots with torpedos) but i could be wrong, got all excited for some targeting astromech fun until i tried to think of a ship it would work on.
It's definitely making me consider dropping the concussion missile in my list to use this instead. Possibility of 1 more die, plus frees up a point to use elsewhere. Seems like win win.
Biggest detriment of course is changing the way I fly with that ship now.
2 hours ago, SEApocalypse said:
- Have a TL from last turn already.
- Advanced Sensors.
- Astromech
- Chopper.
- Shara Bey
- Leia Organa (think about the epic consequences)
- Targeting Coordinator
- Manaroo (Cobra + Fenn)
- Systems Officer
- Targeting Synchronizer
- Targeting Astromech
- Tarn Mison (not relevant because he got now missile slot)
- "Dutch" Vander
- XX-23 S-Thread Tracers
And most likely another dozen or so other tricks like good old Lambda tricks. Though the obvious is having one already or thread tracers.
15. Tie Defender seems a big one, though it means you're forgoing the /x7 title (at which point you're probably also equipping a tractor beam and /D)
1 hour ago, Oberron said:not if you have LRS
Why don't you quote me a few posts above then where I said exactly that?
2 hours ago, Oberron said:not if you have LRS
Or Bhodi Rook in your squad.
- - - - -
These could cement the compulsion to make it 3 Scurrgs in next week's purchase.
Edited by ABXY
3 hours ago, Grivoire said:I bought Five Tie Adv Prototypes with the intention to do proton rockets rush. It was crap.
Should have settled for 3 procket TAPs + major stridan with hux on board. That list placed top 4 in a store championship.
Edited by Kdubb
Shame the Punisher doesn't have a 4 forward ![]()
Dropping one of your Homing Missiles down to a Cruise Missile with 4-LOM to make a ghetto version that's a whole point cheaper seems like interesting tech on triple Scurrgs.
- Lok Revenant - Deadeye, Homing Missile, Extra Munitions, "Havoc", Fire Control System, "Genius", Guidance Chips
- Lok Revenant - Deadeye, Homing Missile, Boba Fett, Guidance Chips
- Lok Revenant - Deadeye, Cruise Missile, 4-LOM, Guidance Chips
That's 100 points, though there's so much flexibility in this squad I'm going to have to put it on the table a few times to figure out what I like best.
I just like the threat they bring to the table.
YT-2400 doesn't want you in that donut hole, great, eat a cruise missile.
Miranda used SLAM to get away from you but still in arc, great, eat a cruise missile.
Inquisitor at range 3 with focus, target lock and evade in arc of Fenn Rau, perfect, here is a cruise missile.
Resistance Solo starts at range 5 from your Phantom with Expertise and a Cruise Missile. . . first turn he five dices your phantom . . which means your Phantom either cloaked and prayed or evaded and prayed, either way, that is NOT your ideal situation.
Even if none of those situations occur in a match, you cannot deny that the thought won't have crossed your mind at some point, which will effect your decision making, just like bombs do.
The fear is real and can be yours for a low, low price of three points, two points for our Black Sun friends.
Mmmhhhmmmm Black Sun Aces...
Black Sun Ace - Crackshot/Veteran Instincts, Cruise Missiles, Inertial Dampners, Guidance Chimps, Munitions Failsafe x 4

Deadeye will probably be better.
I play tested this last night:
| Tomax Bren — TIE Bomber | 24 |
| Crack Shot | 1 |
| Extra Munitions | 2 |
| Cruise Missiles | 3 |
| Long-Range Scanners | 0 |
| Ship Total: 30 | |
| "Quickdraw" — TIE/sf Fighter | 29 |
| Crack Shot | 1 |
| Fire-Control System | 2 |
| Cruise Missiles | 3 |
| Guidance Chips | 0 |
| Special Ops Training | 0 |
| Ship Total: 35 | |
| "Backdraft" — TIE/sf Fighter | 27 |
| Veteran Instincts | 1 |
| Fire-Control System | 2 |
| Cruise Missiles | 3 |
| Guidance Chips | 0 |
| Special Ops Training | 0 |
| Ship Total: 33 | |
I flew 3 games against Asajj, Rau, and Sarco Plank. I forget all of the upgrades but they did have the Focus for the Family upgrade (Mindlink) I won each time. The thing I learned is it does not have to be a speed 4 move, you can still do work with a 3 speed move. The other thing is for the one time my opponent decided to joust with Assajj and all of her crazy shenanigans throwing 15 dice at her and bringing her down to 1 hul changed the game completely. You really have to control your engagement and know your opponents dials but these missiles are almost as much of a deterrent as it is an offensive weapon.
Very fun to fly but i am sure there are better builds on my end and when everyone figures theses missiles out this will change but throwing 15 dice at Assajj and at Rau on another game was very satisfying.
Too bad SFs don't get the 3 primary crit with Chimps. I'd be tempted to run Expertise QD with LWF and drop Tomax down to a GSV to accommodate:
"Quickdraw" (29)
Expertise (4)
Fire-Control System (2)
Cruise Missiles (3)
Lightweight Frame (2)
Special Ops Training (0)
"Backdraft" (27)
Veteran Instincts (1)
Fire-Control System (2)
Cruise Missiles (3)
Lightweight Frame (2)
Special Ops Training (0)
Gamma Squadron Veteran (19)
Crack Shot (1)
Extra Munitions (2)
Cruise Missiles (3)
Long-Range Scanners (0)
Total: 100
That's a 40 point QD but he just seems gross. You can get a fully modified CM off and if he gets shot he can then fire back with a fully modded primary attack (if the target is still alive). This might be my new go to.
2 minutes ago, Jo Jo said:Too bad SFs don't get the 3 primary crit with Chimps. I'd be tempted to run Expertise QD with LWF and drop Tomax down to a GSV to accommodate:
"Quickdraw" (29)
Expertise (4)
Fire-Control System (2)
Cruise Missiles (3)
Lightweight Frame (2)
Special Ops Training (0)"Backdraft" (27)
Veteran Instincts (1)
Fire-Control System (2)
Cruise Missiles (3)
Lightweight Frame (2)
Special Ops Training (0)Gamma Squadron Veteran (19)
Crack Shot (1)
Extra Munitions (2)
Cruise Missiles (3)
Long-Range Scanners (0)Total: 100
That's a 40 point QD but he just seems gross. You can get a fully modified CM off and if he gets shot he can then fire back with a fully modded primary attack (if the target is still alive). This might be my new go to.
Let me tell you my opponent did everything he could to not attack QD because he did not want the fully modified return shot. I did not even use Crack Shot on him, because my roll for the missile with the TL reroll and Chips gave me 3 hits and 2 crits no need to spend the focus token. In one match i did not even fire my missiles on QD as he did everything he could to stay range one. Ok so there is a donut hole like Dash but at range one i am rolling 4 with a tl and a focus or BR to arc dodge i will take that all day even against Rau and his infinite dice.
15 hours ago, PhantomFO said:Someone at my FLGS just pointed out: RIP Unguided Rockets. There's simply no comparing them to the cruise missiles.
They weren't that good before. They were ok options for ships that had no better options. Everyone has better options now.
UR are basically a primary weapon upgrade for bombers and punishers and aggressors that requires focus and ignores range bonuses. They're not really comparable to Cruise missiles.
3 minutes ago, BadMotivator said:UR are basically a primary weapon upgrade for bombers and punishers and aggressors that requires focus and ignores range bonuses. They're not really comparable to Cruise missiles.
This is true
I belive the problem is that cruise missiles just seem so utterly obscene that it is difficult to care about unguideds
Yep. I feel like the list of pilots who would prefer Unguided Rockets to Cruise Missiles begins and ends with "Deathrain."
7 minutes ago, BadMotivator said:UR are basically a primary weapon upgrade for bombers and punishers and aggressors that requires focus and ignores range bonuses. They're not really comparable to Cruise missiles.
Except that you can't take both.
Would you rather get 5 fully modifiable dice once or twice for 5pts or less than 3 not nearly as modifiable dice 2-4 times (because you're dead)?
Unguided rockets needed to be auto include good to really have a chance. They aren't and as better options continue to come out they'll continue to be less than useful.
4 minutes ago, PhantomFO said:Yep. I feel like the list of pilots who would prefer Unguided Rockets to Cruise Missiles begins and ends with "Deathrain."
I'm not even sure he'll take them. He's already taking EM so for a point more to threaten and punch harder it's not great. Sure he'll only get 3-4 dice twice but, again, that's better than the 2.34 dice or whatever UG gets you.