Question on 1e ships (MISSILES!)

By LTuser, in X-Wing

Just looking at it, i wonder, why only a very few imperial ships, and NO scum or rebel ones, have multiple missile slots, but there's quite a few that have 2 torp or bomb slots?? Anyone know?

And if i was to 'add an exterior hardpoint' ship modification FOR rebel ships (as a fan-made upgrade), what point cost do you think it would be, and would it have any downsides??

“Historically,” ships with a lot of munitions (double slots) used torpedoes and bombs. Missiles were usually slapped onto faster ships who needed a little more oomph than their cannons, and the ships themselves were never really depicted as being festooned with missiles, aside from the ones that do actually have multiple missile slots. Also, IIRC, the extra munitions upgrade was a torpedo upgrade, so double torp slots were more valuable and effective than double missiles.

An upgrade like that would just be something like a reverse of the A-Wing refit card. 2 points, mod, add a missile slot. Although I have to ask, if you’re playing 1st Edition, why wouldn’t you just use harpoons? And if you aren’t using harpoons....why aren’t you playing 2nd Edition?

You just really want barrage rockets on an A-Wing, don’t you.

5 minutes ago, FatherTurin said:

You just really want barrage rockets on an A-Wing, don’t you.

Who doesn't? XD

2 minutes ago, DarthSempai said:

Who doesn't? XD

Jake with Barrage Rockets is on my Christmas list.

12 minutes ago, SabineKey said:

Jake with Barrage Rockets is on my Christmas list.

Not thematic at all though... I've always pictured Barrage rockets as a bomber loaded to the gills just dumping ordnance out, saying "I don't care about locks: If I miss, I have plenty more where that came from!"

Doesn't sound like an A-Wing to me anyway. Prockets on the other hand are thematic, have been performing quite well, are amazing for spike damage, and play very well toward the strengths of the A-Wing's chassis.

Now just to get the rest of the missiles to usable prices...

40 minutes ago, LTuser said:

Just looking at it, i wonder, why only a very few imperial ships, and NO scum or rebel ones, have multiple missile slots, but there's quite a few that have 2 torp or bomb slots?? Anyone know?

And if i was to 'add an exterior hardpoint' ship modification FOR rebel ships (as a fan-made upgrade), what point cost do you think it would be, and would it have any downsides??

In the very, very beginning, torpedoes were generally a Rebel thing, and missiles were generally an Imperial thing.

Then things got blurry pretty fast, but the overall emphasis remained.

27 minutes ago, ClassicalMoser said:

Not thematic at all though... I've always pictured Barrage rockets as a bomber loaded to the gills just dumping ordnance out, saying "I don't care about locks: If I miss, I have plenty more where that came from!"

Doesn't sound like an A-Wing to me anyway. Prockets on the other hand are thematic, have been performing quite well, are amazing for spike damage, and play very well toward the strengths of the A-Wing's chassis.

Now just to get the rest of the missiles to usable prices...

I agree from a thematic point of view. As it’s name suggests, Barrage Rockets are about pumping out a bunch of projectiles rather than one powerful warhead, thus can take up more space. It makes sense on a TIE Bomber because it’s got the mass and that’s what it was built for. The only wrinkle is that a TIE Aggressor, which isn’t that much bigger than an A-Wing, has the double missile slot needed for the Rockets. Though, I do believe there is a sufficient counter argument in pointing out the difference in speed and agility of the two ships.

My desire for A-Wings to have Barrage Rockets is a little bit of a hold over from 1.0. Having Unguided Rockets on A-Wings back then would have been wonderful, especially with my long relationship with Jake. 2.0 has reduced the need for a three die attack, but what with the slow start of the A-Wing in 2.0 and the more interesting mechanics (at least in my mind) between Barrage Rockets and Unguided Rockets, the desire to see them together has never really faded.

Edited by SabineKey
4 hours ago, FatherTurin said:

“Historically,” ships with a lot of munitions (double slots) used torpedoes and bombs. Missiles were usually slapped onto faster ships who needed a little more oomph than their cannons, and the ships themselves were never really depicted as being festooned with missiles, aside from the ones that do actually have multiple missile slots. Also, IIRC, the extra munitions upgrade was a torpedo upgrade, so double torp slots were more valuable and effective than double missiles.

An upgrade like that would just be something like a reverse of the A-Wing refit card. 2 points, mod, add a missile slot. Although I have to ask, if you’re playing 1st Edition, why wouldn’t you just use harpoons? And if you aren’t using harpoons....why aren’t you playing 2nd Edition?

You just really want barrage rockets on an A-Wing, don’t you.

a lot of people (myself included) simply prefer first edition. and a lot of people playing 1.0 house rule ban dumb **** like harpoons, or choose not to play the broken later edition wombo combo trash that 2.0 is based on.

2 hours ago, Vontoothskie said:

a lot of people (myself included) simply prefer first edition. and a lot of people playing 1.0 house rule ban dumb **** like harpoons, or choose not to play the broken later edition wombo combo trash that 2.0 is based on.

Hey man, you do you. I was just trying to make a joke, not tell people how to enjoy the game.

Edited by FatherTurin
14 minutes ago, FatherTurin said:

Hey man, you do you. I was just trying to make a joke, not tell people how to enjoy the game.

sorry, wasnt trying to sound harsh. my tone might have been lost in text format

7 hours ago, FatherTurin said:

“Historically,” ships with a lot of munitions (double slots) used torpedoes and bombs. Missiles were usually slapped onto faster ships who needed a little more oomph than their cannons, and the ships themselves were never really depicted as being festooned with missiles, aside from the ones that do actually have multiple missile slots. Also, IIRC, the extra munitions upgrade was a torpedo upgrade, so double torp slots were more valuable and effective than double missiles.

An upgrade like that would just be something like a reverse of the A-Wing refit card. 2 points, mod, add a missile slot. Although I have to ask, if you’re playing 1st Edition, why wouldn’t you just use harpoons? And if you aren’t using harpoons....why aren’t you playing 2nd Edition?

You just really want barrage rockets on an A-Wing, don’t you.

No. More thinking of having a mission where players 'test out a new A'wing version, sporting an external hardpoint, so they can carry 2 different missile munitions..

BUT the same thought could be done to allow interceptors or tie-fighters, to carry one missile each as well. AND i've seen plenty of that in Star wars WEG missions..

7 hours ago, SabineKey said:

I agree from a thematic point of view. As it’s name suggests, Barrage Rockets are about pumping out a bunch of projectiles rather than one powerful warhead, thus can take up more space. It makes sense on a TIE Bomber because it’s got the mass and that’s what it was built for. The only wrinkle is that a TIE Aggressor, which isn’t that much bigger than an A-Wing, has the double missile slot needed for the Rockets. Though, I do believe there is a sufficient counter argument in pointing out the difference in speed and agility of the two ships.

That's part of it. Sure the A-wing has a 5 speed forward, but other than that, the two ships seem similar in size and maneuvering.

6 minutes ago, LTuser said:

That's part of it. Sure the A-wing has a 5 speed forward, but other than that, the two ships seem similar in size and maneuvering.

I’m also taking into account at number of blues, the boost action, and agility. The Aggressor also can only use the evade action after barrel rolling.

9 hours ago, SabineKey said:

My desire for A-Wings to have Barrage Rockets is a little bit of a hold over from 1.0. Having Unguided Rockets on A-Wings back then would have been wonderful, especially with my long relationship with Jake.

You never had the pleasure of using PRocket Jake/Tycho?

5 hours ago, DR4CO said:

You never had the pleasure of using PRocket Jake/Tycho?

I indeed had the pleasure, even using both Jake and Tycho with Prockets at the same time. It was fun and a Procket Jake featured in the list that led to my first store kit win. But, as time (and power creep) wore on, the one time use of the Prockets became even more so a limiting factor. With Unguided Rockets basically being a cannon in double missile form, the consistent 3 dice for an A-Wing was what I desired, even with the dice modification limitations.

16 hours ago, LTuser said:

Just looking at it, i wonder, why only a very few imperial ships, and NO scum or rebel ones, have multiple missile slots, but there's quite a few that have 2 torp or bomb slots?? Anyone know?

The answer is more historical and reflects how the game developed than any real design decision. The Missiles and Bombs that require 2 slots were late additions to the game and there wasn't really a need to have a ship with multiple of those types of things before that. The initial thoughts were that you wouldn't need more than 1 slot for each type on a ship as you probably wouldn't buy two different ordnance types. The Tie Punisher was the first ship that really offered two and it was meant to be a ship you can load down with all sorts of ordnance.

The addition of the two slot weapons were more meant to give something to the ordnance carriers that could something to help them as they were seen as being weaker than other options. So, it all became part of the elaborate "fixes" that were always thrown into the game to fix things that were seen as broken. This is one of the reasons why I consider 2.0 a better game, as it has designed it all from scratch and balanced all the ships from the start.

2 hours ago, heychadwick said:

This is one of the reasons why I consider 2.0 a better game, as it has designed it all from scratch and balanced all the ships from the start.

Not to mention: In 2.0, if they realize they got some slots wrong (and, for example, the K-Wing really does need a sensor slot), they can go in and add or subtract them as necessary to make sure they fit the thematics and gameplay the way they should.

3 minutes ago, ClassicalMoser said:

Not to mention: In 2.0, if they realize they got some slots wrong (and, for example, the K-Wing really does need a sensor slot), they can go in and add or subtract them as necessary to make sure they fit the thematics and gameplay the way they should.

For instance, if they realize that having a Crew slot on a hyper-mobile ship opens up abuse of powerful Crew, but that the individual components aren't the problem (so it doesn't make sense to increase their costs), they can swap out the Crew slot for a Gunner slot, and problem solved!

OK. Just wonderin..

6 hours ago, heychadwick said:

The answer is more historical and reflects how the game developed than any real design decision. The Missiles and Bombs that require 2 slots were late additions to the game and there wasn't really a need to have a ship with multiple of those types of things before that. The initial thoughts were that you wouldn't need more than 1 slot for each type on a ship as you probably wouldn't buy two different ordnance types. The Tie Punisher was the first ship that really offered two and it was meant to be a ship you can load down with all sorts of ordnance.

The addition of the two slot weapons were more meant to give something to the ordnance carriers that could something to help them as they were seen as being weaker than other options. So, it all became part of the elaborate "fixes" that were always thrown into the game to fix things that were seen as broken. This is one of the reasons why I consider 2.0 a better game, as it has designed it all from scratch and balanced all the ships from the start.

Actually the TIE Bomber had double slots all the way back in 1.0 Wave 3: https://cf.geekdo-images.com/original/img/WHnfPB9e8mip9P_TzFiJA8a6AYo=/0x0/pic1654959.png

Daft as it sounds it does seem the original intention was for you to be able to take two different torps or missiles at once on a ship.

47 minutes ago, rawbean said:

Daft as it sounds it does seem the original intention was for you to be able to take two different torps or missiles at once on a ship.

Worse still: They actually expected people to pay for two of the same missile .

I know, right? Hahaha, we've come a long way since attacks that required you to spend a lock...

10 hours ago, ClassicalMoser said:

Worse still: They actually expected people to pay for two of the same missiles .

FTFY

16 hours ago, ClassicalMoser said:

(and, for example, the K-Wing really does need a sensor slot)

NO.

GOD NO.

ABSOLUTELY FREAKING NOT.

I've played nu!Sabine crew a fair bit, and in my opinion she is more powerful than her First Edition self. Those tokens, when properly used, cause so much more chaos than a single point of damage, and she can hit more than 1 ship at once now.

You let a Tragedy Simulator unleash those in the middle of the enemy formation on the first turn of combat? Instant game-enders. That is not something we want.

Edited by DR4CO