Homing missiles, how have they been working for everybody?

By urbanyeti, in X-Wing

I think they are a really interesting (and cheap!) piece of ordnance that I’m not seeing discussed.

It occurs to me that they are in someways not dissimilar from 1.0 crack shot, in so far as they are guaranteed damage, potentially twice.

Has anyone put them in the table? Are they worth the 3 points? Where do you think they might fit ship wise?

Edited by urbanyeti

They're mediocre at best and rarely worth taking over a bid.

Granted that a lot of 0 damage attacks occur, but I don't know why people want to pay points to only do one damage per shot. I wanna do 4 damage with 4 dice TL and F times four then follow that up with a 3 die modified Lambda shot and kill 50-75% of your list on the first turn.

The only time it's worth bothering with them is if the opponent only has 1HP anyway.

They're scariest against low-health ships, but if that low-health ship is something like Guri or Soontir Fel, you're going to need to combo it with something like Colonel Jendon or put it on your own ace or you'll never get the target lock at the right time. I.E. you can make it work, but it's not something you can just add to a list if you have the points free.

It might do the job on cheap 2 dice primary missle carriers like Z95, but it's hard to get TL with them usually.

Overall all Rockets lacks somehow in 2.0

4 minutes ago, Oldpara said:

It might do the job on cheap 2 dice primary missle carriers like Z95, but it's hard to get TL with them usually.

Overall all Rockets lacks somehow in 2.0

Except Barrage.

They're pretty good on v1s, and I'd imagine A-Wings could get some use out of them. They require a lot of setup though, and I usually just lock an ace early on, when I'm mostly safe, and just leave the lock in place until I get the shot.

I think they’re an interesting option on A-wings and can be especially troubling in groups. There is still the issue, however, of the fragility and targeting capability of these two red, low(er) initiative ships and what they have left when their two missiles are spent. Still, I’ve tried out a list with three outmaneuver homing missile A-wings and another heavy hitting rebel ship and it’s fun to fly. (I haven’t tried more than three because I only have one conversion kit and three models.)

They suck. I dont bother to take them. Everyone save maybe a cloaked whisper with tokens or a Soontir tokened up behind a asteroid will just take the 1 damage and be good.

5 hours ago, Okapi said:

They're pretty good on v1s, and I'd imagine A-Wings could get some use out of them. They require a lot of setup though, and I usually just lock an ace early on, when I'm mostly safe, and just leave the lock in place until I get the shot.

I've used them on A-Wings, and the guaranteed damage once or twice a game can indeed be quite nice.

They're pretty solid on little cheap stuff and Rexler Brath. They're great for long range low quality shots where primaries aren't too likely to do damage, and they let you keep your Lock.

3 points people.

2 minutes ago, Biophysical said:

They're pretty solid on little cheap stuff and Rexler Brath. They're great for long range low quality shots where primaries aren't too likely to do damage, and they let you keep your Lock.

3 points people.

Full arc, range 2-3, either does 1 damage or the target chances 4 red. They can be nice for a finisher on a squirrely target or as a threat when used enmass (3+ missile carriers with them) on a single target. Green dice can fail so even Soontir and Guri should respect them.

I run stealth device on both Fel and Whisper in one of my lists... I'd hate to come up against homing missles! 3 points for them on Brath is a great investment of points and probably the perfect spot. Its almost like they turn everyone into a V1 Blount (not that he saw a lot of use for popping stealth devices)

I think they could have merit on zertik strom as well but rexler period makes these extremely useful for their points. Avoid group think and the need for ocd bids as they won’t always benefit you.

4 minutes ago, LordFajubi said:

I think they could have merit on zertik strom as well but rexler period makes these extremely useful for their points. Avoid group think and the need for ocd bids as they won’t always benefit you.

Stroms interesting as you don’t need to spend the lock on the missile leaving it to the flip a card. Very interesting!

Their usefulness is limited.
I was expecting to run across a lot of Boba lists early on, so I tried them out in a Zed swarm but Boba never showed up.

They were middling at best. Most folks were willing to take the single hit over risking more damage.

I would have been pushing more damage with a focus than setting up a shot with Homers.

They're great at knocking off Stealth Device from ships though.

ive got a list with redline with proton torps and homing, gona try it out and see if it works , otherwise the missiles will be shoved out of the airlock

They are useful on an OS-1 Star Wing, especially if you are trying to get it under 50 points. Pair them up with a good range 1 Torp or Missile and Advanced Slam and you can do damage at any range even after a Slam or reload.

They seem like a great value on cheap, generic 2 attack ships with a single missile slot.

I have one on a binyare pirate right now. Only did one game so far and he died before he could get his missile off. But that's fine because I rather have him die over my other ships.

I totally missed the rexler interaction. That's super neat.

And a good shout for the last points in my 200 point rex list.

This missile combined with thane could be game changers against unshielded ships. Take a few z’s with these missiles and thane can flip a damage card every round. Could be brutal but does require having the missiles go against unshielded ships.

Against ties though that are hard to hit? That’s where they get really interesting. Get soontir in arc and range and he becomes a much easier to hit ship.

40 minutes ago, thespaceinvader said:

I totally missed the rexler interaction. That's super neat.

And a good shout for the last points in my 200 point rex list.

It is absurdly good for the points.

Great!

They make Wedge and Soontir so very sad.

Been running a variant of the torp super Luke w/4 Bandits.

Getting multiple guns on target is super important, 1 plink damage isn't scary, but auto 2-3 is legit particularly if you've got a block set up and the rest are k-turning. And Luke doing his thing.

The insidious thing about the auto damage is you keep the lock. You are free to k turn or take any other action next turn.

It definitely feels like more a harrying weapon than a knockout weapon. The threat of Luke's torps help with the punching power.

That said, a high hull list would be a nightmare.