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devotedknight

You are always better off just getting an extra ship, than using ordinance!

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I'm sorry, I didn't mean to upset you rebel scum by telling people that you guys look funny and you smell bad. just saying!

 

Oh dear, I thought we were done with this thread...

 

Why revive an old thread when you have nothing of value to add to the conversation? Heck, you replied to yourself...

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I think there are cases where ordinance can be worth it. Flechette Torpedoes make for an interesting choice when you are up against certain low agility targets. Keeping someone from doing a K-turn or using abilities can be useful. This is particularly good if you know when and where to use it. Got a large base ship with a turret after you? That ship costs a lot so no doubt they are counting on it to get it's focus +TL off on you every turn..smack it with some stress and you deprive it of those actions for a little while. For only 2 PTS I would say it might be worth while. Cluster Missiles can help you get quite a bit of extra damage off early in the game against low agility targets.

I would say Ordinance is very situational.

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When I can get 4 Proton Bombs (a 20 point value) for 12 points, I think that's a pretty good deal. The ability to one-shot a Phantom, E-Wing, or squad of Z-95s in a single turn is pretty valuable in my book.

I personally would spend maximum effort to send that ship to the bottom, it would not get a chance to use all 4 Proton Bomb. it would be luck is use 2.

 

Not to mention that HLC doesn't do you any good if your opponents is capable of dodging your arcs or closing to R1.

More importantly, This also applies to Ordinance.

Yeah good luck if said shipis a K-Wing that SLAMs all day long to arc dodge and plasters its way with proton bombs. Okay you also need advanced slam or whatsitsname but if you already spend 12 just make it 14

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I would have liked to see ordnance working like the ion cannon (turret) where you roll a certain number of attack dice, which you may or may not be able to modify, defender rolls to evade and if it hits, you suffer ALL the damage indicated on the ordnance upgrade card. Or you evade the whole thing. So you would have 5 damage, 2 attack dice monsters which could potentially be used on low agility highly armoured targets, or 4 or 5 attack dice, 2 damage missiles to cripple or strip shields off of high agility targets. Much more tactical imo.

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