Where do i find....

By EVIL INC, in X-Wing Rules Questions

I look at the torpedoes and missiles and the cards have the full rules for them. But when i look at the deployables like mines and bombs rigged cargo or whatnot, I see rules for deploying them but not exactly what templates to use or the rules for what they actually do and how to trigger them.

Note that I said i found the rules for HOW to deploy the. This meant that I knew which templates to use to deploy them. Follow up the I used the word template instead of token. By using reading comprehension, you can deduce that the manner in which I used template was in specific regard to the actual item left hanging in space. Therefore feigning that there was any confusion and then coming back and being snotty later is just blatant trolling. I had also asked about the effects which would have cleared up any confision as to what I was talking about if there had been any before.

For those of you who were helpful, I thank you.

Edited by EVIL INC

Firespray came with a rulessheet for proximity mines, but that was erratad to do more damage now. The online rules reference is the valid one.

On 11/17/2018 at 7:43 AM, EVIL INC said:

but not exactly what templates to use

Yes they say the exact template. Every upgrade that say to lauch or drop a device tell the template to use...

That was my point.... which template was which. The link provided has pictures that show which ones go with which card

I think the issue is mainly lack of familiarity with the game. Each device lists how that specific device is deployed; so far, every one is normally placed by dropping it (behind your ship) with a [1 ⬆️ ] template... but if you don't recognize that symbol as the smallest, one-speed straight template, it could get confusing. That's not ALWAYS how you place devices, though... Some pilots allow you to use different templates (TIE Bombers can also use 1-bank templates, Constable Zuvio can put them in front of him, and Emon Azameen is just crazy ), while some upgrades give you further options (Trajectory Simulator allows you to launch bombs, while Skilled Bombardier lets you increase or decrease your template size). Genius can even let you drop certain devices AFTER you move, rather than during the system phase.

In a nutshell: drop devices behind you, with the 1-straight template, in the system phase; unless you have a card that specifically says otherwise.

The issue was which template to use. Not the drop template but which ones went with which piece of cardboard to drop and leave on the table to represent the item hanging in space for a ship to move over top of to activate it's effects. Or what the exact effects were for each different one. Even with the link provided, I have more templates than are shown. For example, there is one that is 3 rounded ones that fit together.

1 minute ago, EVIL INC said:

there is one that is 3 rounded ones that fit together.

That is the First Edition Cluster Mines. They are not currently in Second Edition.

Use what the rules say to use. Don't use the ones not pictured.

For now, it's that simple.

10 hours ago, EVIL INC said:

That was my point.... which template was which. The link provided has pictures that show which ones go with which card

Then use proper word... The device TOKEN are not TEMPLATE at all...

The upgrade card say which template to use, the rules say which token to use....

Further questions...

Torpedoes and missiles. From the looks of them (and the deployables), it seems that you could pretty much get a lot of the same results with plain shooting or turrets.Do these things have any special thing about ignoring shields or whattnot? Again, remember that while I am new to this game, I am not new to miniature wargaming or forums for it. As with my original question, there is no room for confusion as to what I mean.

It just seems to me that I would be better off leaving missiles or torpedoes off and sticking with normal shots that dont have range requirements, locking requirements or anything like that. I seem to remember hearing somewhere how some weapons ignore shields but I might have misunderstood them and be missing something here.

17 minutes ago, EVIL INC said:

Further questions...

Torpedoes and missiles. From the looks of them (and the deployables), it seems that you could pretty much get a lot of the same results with plain shooting or turrets.Do these things have any special thing about ignoring shields or whattnot? Again, remember that while I am new to this game, I am not new to miniature wargaming or forums for it. As with my original question, there is no room for confusion as to what I mean.

It just seems to me that I would be better off leaving missiles or torpedoes off and sticking with normal shots that dont have range requirements, locking requirements or anything like that. I seem to remember hearing somewhere how some weapons ignore shields but I might have misunderstood them and be missing something here.

Torpedoes and Missiles are classified as Ordinance and do not grant the extra die for either the target being at range 3 (target gets an additional green die) or at range 1 (attacker rolls and additional red die). For a quick reference as to which weapons do this look at the upgrade card right below where the arc type and # of red dice rolled are. If there is a red symbol that looks like a missile (the RL weapon, not the X-Wing upgrade slot symbol) there it is Ordinance and this applies. :)

Edited by Hiemfire
20 minutes ago, EVIL INC said:

Further questions...

Torpedoes and missiles. From the looks of them (and the deployables), it seems that you could pretty much get a lot of the same results with plain shooting or turrets.Do these things have any special thing about ignoring shields or whattnot? Again, remember that while I am new to this game, I am not new to miniature wargaming or forums for it. As with my origi  nal question, there is no room for confusion as to what I mean.

It just seems to me that I would be better off leaving missiles or torpedoes off a  nd sticking with normal shots that dont have ran  ge requirements, locking requirements or anything like that. I seem to remember hearing somewhere how some weapons ignore shields but I might have misunderstood them a  nd be missing something here. 

As @Hiemfire stated, Missiles and Torpedoes do not grant long-range defensive bonuses... but they are frequently are simply more potent than a standard attack. Proton Torpedoes, for example, start off as a four-dice attack: that's just about the best you can do in the game, so far. It also comes with a minor built-in dice modification (turning one hit into a crit). Most other missiles are worth three attack dice, but are often carried by two-attack ships (like TIE Bombers and Y-Wings). In addition, Missiles and Torpedoes often have additional effects that regular attacks don't. Ion Missiles and Torpedoes can lock down enemy ships' movement. Concussion Missiles can expose damage cards. Cluster Missiles have built-in bonus attacks. Homing Missiles are both cheap, and offer a virtual guarantee of getting damage through.

@EVIL INC : The Torpedoes and Missles have variety of benefits over Primary Weapons, but they are situational. Primarily, the defender doesn’t get their range 3 bonus die (of course, you don’t get the range 1 attack die, either).

Take Proton Torpedoes, for example: You get to throw 4 dice at range 3. With a Primary attack, you’re only going to do that at Range 1. You also get to change one Regular Hit to a Critical Hit, which can push through even more damage.

Secondary Weapons add “flavor”, which can make for some interesting strategies:

  • Barage Rockets can pummel an enemy.
  • Cluster and Concusion Missles are handy against swarms.
  • Advanced Proton Torps are lethal (5 dice!) if you know you’ll be at close range.
  • Ion Missles/Torpedoes give you control over where the target will move next turn, helping you focus fire.

You’re right, it’s extra effort to get the Lock to use (most of) the Secondaries, but that’s where action efficiency / squad synergies come in. For example, Dutch Vander hands out a Lock to a squad mate, and Garven Dreis hands out a Focus Token. Together, they allow each other to Lock and Focus, which gives each of them a great chance of rolling 3 hits and 1 crit with proton torps!

But if you want to stick to primaty weapons, that’s a great strategy, too! You can fly swarms of generics, where you may not be through it as many dice at once, but the repeated, focused shots can strip Focus and Evade tokens from a target, allowing the later shots through.

I’ve been flying three Initiative-1 X-Wings and two Initiatve-1 A-Wings, with no secondary weapons. The focused fire from four ships (someone is always pointing the wrong way) can be effective. But even with this squad, I try to get “Fully Modded” shots with Focus and Locks. Anything that is going to give me more hits is always welcome.

Edited by Opsmason

Good points. I will have to sit and figure out which ones will work best for me with different ones of my ships. until then, I'll stick with plain shooting but it is something I will definately have to work on. With my small group, wearekinda still getting the mechanics down (so expect more bonehead questions).

Thank you for the help.

I am looking at imperials in particular. I'm glad you mentioned the synergies. I was actually looking at Colenel jendon for having my carriers all getting the first turn early on locks for that bit of a head start. and Capatan Jonas to help with rerolls by keeping my carriers "bunched".

I haven’t flown Imperials yet in Second Edition, but the Howlrunner / Iden Versio combo, with either more Inferno Squadron or just a bunch of Academy Pilots look like some good combos.

You may want to take a look at:

And there are no bone-headed questions, just dice that hate us :)

56 minutes ago, EVIL INC said:

I seem to remember hearing somewhere how some weapons ignore shields but I might have misunderstood them and be missing something here.

First Edition had Advanced Homing Missiles , but we don’t talk about First Edition anymore :)

When most ship have between 5 and 9 life, doing 1 more damage on the first combat turn means a lot. Also crit are really potent, so changing the HIT to a CRIT is also huge sometime. Add to the fact they can be put on ship that do not cost a lot (Like the TIE Bomber) and they can be a real pain and just let you kill a ship in one turn. Three bomber all shooting a Torpedo on a 2 defenses ship is a median of 6 damages total... but will often end up at 8. For the same price you can have three ships that will shoot with primary attack of 3 against 3 defense this time (Range bonus) this end up around 2 damages median. (All of this take into account only Lock modifier for everyone, so no defense mod)

Not every ordnance are good right now, but some are really potent for their price. (Proton Torpedo and Barrage Rocket, also Cluster Missile are kind of good against clutter of ship that often happen mid game)

On 11/17/2018 at 7:43 AM, EVIL INC said:

Note that I said i found the rules for HOW to deploy the. This meant that I knew which templates to use to deploy them. Follow up the I used the word template instead of token. By using reading comprehension, you can deduce that the manner in which I used template was in specific regard to the actual item left hanging in space. Therefore feigning that there was any confusion and then coming back and being snotty later is just blatant trolling. I had also asked about the effects which would have cleared up any confision as to what I was talking about if there had been any before.

You may be as snotty as you like yourself. I seen enough wording confusion on these forums to prefer to be safer than sorry. People argued enough here about template to use to drop versus launch or argued about exact definition of game word that I prefer to underline which one is which. If you want to think I'm trolling, good for you.

Edited by muribundi