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Please help me understanding torpedoes/missiles.


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#21 iPeregrine

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Posted 01 September 2014 - 07:49 PM

How well do those squadrons using lots of generic pilots compete against elite Phantom squadrons?


It generally favors generic ships. The phantom vs. counter-phantom war is one of the few exceptions. If/when phantoms cease to be a major factor in the metagame (perhaps because there are too many YT-1300 lists) then you're left with a game where the core mechanics usually favor taking quantity over quality.

(And this is one of the reasons why the phantom + ACD was a stupid design decision, that one ship has way too much impact on the metagame.)

Edited by iPeregrine, 01 September 2014 - 07:49 PM.


#22 ralpher

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Posted 01 September 2014 - 08:26 PM

The problem with ordnance was it was not costed with the fact that the ship that fires it misses its regular attack in the turn. Advanced proton torpedoes would be worth 6 points if they delivered 5 attack dice and didn't sacrifice an attack of 3-4 dice which normally would have taken place at range 1 without requiring a target lock. If you want to balance ordnance, let players attack with their normal attack in the same round.

This is a house rule of course and won't work in any competitive or tournament setting.

#23 TezzasGames

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Posted 01 September 2014 - 08:46 PM

It generally favors generic ships. The phantom vs. counter-phantom war is one of the few exceptions. If/when phantoms cease to be a major factor in the metagame (perhaps because there are too many YT-1300 lists)

So according to you the 'metagame':

1 - generally favours 'lots of generic pilots'.

2 - but not right now because the Phantoms are a 'major factor in the metagame'.

3 - but there are also 'too many YT-1300 lists'.

 

Those three points combined do not make any sense and show why discussions about 'metagames' are often worthless.

 

Every locality has different players who play different squadrons.


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#24 wundergoat

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Posted 01 September 2014 - 11:07 PM

There are basically 3 things munitions currently do.  They may do direct damage, splash damage, and inflict a state effect.  The original munitions (proton torpedoes, concussion missiles, cluster missiles) just did straight damage.  At the time, this was fine but now protons and concussions don't seem like they do enough for their cost, especially given the other options now available.  Most of the rest either have unique effects or are otherwise well costed.

 

The problem is that these original munitions set the bar for future munitions.  That said, FFG has shown that they are more than capable of making a bad card good by changing something in the environment a la munitions failsafe.  Here are some ideas of mine:

 

Heavy Bomber (Title), 0 points - When equipping two or more (missile) or (torpedo) upgrades, reduce the cost of those upgrades by 1.

 

Improved Targeting System (Modification), 1-2 points - When attacking with a secondary weapon that instructs you to spend a target lock, you may reroll some or all of your dice.

 

Multi Target Tracking System (Modification), 1-2 points - At the start of the combat phase, you may spend a target lock to acquire a target lock.

 

The idea behind the title is to make munitions cheaper for a few dedicated platforms, particularly the TIE bomber but also the Y and B.  The two modifications get around some of the main downsides of munitions. The first 'giving back' the target lock but only the the attack itself, while the second makes setting up a target lock easier.  Since the relock happens at the start of the combat phase, the opponent can still react to it, unlike Deadeye.  Also, since both of these are modifications, they cannot be stacked on any current munitions platform or combine with Munitions Failsafe.


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