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Ordnance Tubes?!?! Ordnance Tubes. What munitions work?

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I think the most dramatic change will be the ability of a Huge ship to simply melt away a single target that it catches in the correct range.  Epic just changed dramatically.

But something tells me a single missile that requires you to HAVE TL, not spend it

Shouldn't be fired many times in a row. They need to implement Armada's card exhaust mechanic <_<

 

That mechanic is already implemented at the START of X-wing. That is why the upgrade tells you to DON'T discard those weapons. Still the rule is you can only fire a secondary weapon once per turn so no you are not going to infinitely chain missile attacks.

 

Nice try but really Armada is behind the power curve in terms of development. Sure X-wing has a head start but it hasn't taken all the lessons learned from X-wing and implement them well. If anything they need to start adopting the docking mechanics from X-wing. :rolleyes:

Edited by Marinealver

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I still desperately want to see Advanced Proton Torpedoes work on a Huge ship.

 

I know, I know... Han doesn't work, the TL is spent; Kallus only mods 1 result, etc etc etc.

 

But darnit, the thought of having the ultimate in close-in doom-gun just fills me with glee.

 

... wait! Esege! Oh my goodness, a CR-90 with Weapons Engineer and an escorting K-wing could fire both broadsides!

 

Pity about that little matter of a Range 2 gap, but c'mon, this is hilarious! :D

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I usually don't ask for build counters, but in this case, I think its the most appropriate question.  

This list has been going around for quite some time as the go-to for massing fighters against anything. 

 

Using the new stuff, make an Epic list with a capital ship that has a good matchup vs this (and a decent match against an opposing capital). 

 

Onyx Squadron Pilot (32)

Heavy Laser Cannon (7)
Twin Ion Engine Mk. II (1)
 
Onyx Squadron Pilot (32)
Heavy Laser Cannon (7)
Twin Ion Engine Mk. II (1)
 
Onyx Squadron Pilot (32)
Heavy Laser Cannon (7)
Twin Ion Engine Mk. II (1)
 
Gamma Squadron Pilot (18)
Extra Munitions (2)
Assault Missiles (5)
 
Gamma Squadron Pilot (18)
Extra Munitions (2)
Assault Missiles (5)
 
Captain Jonus (22)
Push the Limit (3)
Extra Munitions (2)
Assault Missiles (5)
 
Sigma Squadron Pilot (25)
 
Sigma Squadron Pilot (25)
 
Sigma Squadron Pilot (25)
 
"Howlrunner" (18)
Swarm Tactics (2)
Stealth Device (3)
 
Total: 300
 
 
Some points may vary, but this is what I think would be good. 
 
Two or three groups:
 
Defenders + Bombers = joust group around jonus
Sigmas and Howl for flank. 
 
Kills TLTs.  

 

This certainly looks potent, but I think a counter is possible.

 

Jonus looks to be a huge lynchpin so I'd look to include a pack of PS5+ high firepower pilots to take him out before the shooting really starts:

 

Col. Vessery + Crackshot

Darth Vader + ATC + Predator

Marek Steele + ATC + Predator

 

I think this represents just enough to take him out in 1 turn, especially if you can be even a little lucky with your crits. I think they would play pretty good against the bombers & defenders after turn 1 too.

 

Raider Front   (136)

Ordnance tubes

Ion Torpedo

Raider Rear

Assault Torpedo

Ion Torpedo

Weapons engineer

Gunner

Gunnery Team

Instigator title

 

Captain Jonus + Crackshot  (23)

 

Palp mobile (29)

 

not sure what I'd spend the remaining 48 points on, possibly a pair of Auto-thruster Avengers and a HLC for Palps.

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I'm parking my Jonus beside the Raider. Seriously considering loading him very lightly indeed - a couple Tracers (To share the TL love if the Raider ever needs spares!) and maybe Swarm Tactics for a PS6 Raider, anyone? ;)

 

Kitting him heavier for range-1 defence operations to help protect the Raider is also an option, but I can't help but feel that's overloading an already priority target.

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Test drove Ordnance Tubes this weekend on a Raider.  Took Cluster Missiles and Plasma Torpedos on the rear section, and parked Jonus next to it.  SERIOUS face wrecking ensued, and with the energy I wasn't using on energy weapons, I was able to recover most of the shielding lost each round.

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I see. But Reinforce and Recover are always on the same section. Wait, you're suggesting the Raider can

  • Reinforce (fore section)
  • Acquire a Target Lock (aft section)
  • Activate Automated Protocols to Recover (fore section)
Wow. That's brilliant. I had assumed that the wording on the card was to prevent doubling up on the defensive actions. Looks like maybe I was wrong.

An argument could be made either way, depends on how FFG fix the card so that it actually functions. Assuming the fix is to simply allow the huge ship to perform free actions, then whichever section has the protocols would be the section that is performing the free action.

If that is the case then it would do no good on the Corvettes. The section with recover and reinforce only have recover and reinforce.

 

 

 

I believe it doesn't matter which section the action comes from; it can effect either section.  For example if Reinforce is on the Aft section you may still choose to Reinforce the Fore Section with the Aft Action.  That being the case then it really doesn't matter which section Automated Protocols is located.

 

Simply that you can use it once per round after any action that is NOT a Reinforce or Recover.

Edited by Ken at Sunrise

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Test drove Ordnance Tubes this weekend on a Raider.  Took Cluster Missiles and Plasma Torpedos on the rear section, and parked Jonus next to it.  SERIOUS face wrecking ensued, and with the energy I wasn't using on energy weapons, I was able to recover most of the shielding lost each round.

How'd you find the range interplay and target lock issues for those two? Weapons Engineer and an acceptance that you weren't focus-firing, or?

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Well, 

My friend just used his raider with some new proxy cards.

rear-admiral-chiraneua.pngordnance-tubes.png

 

With some of these on the front:

 

Engine-booster.pngCluster_Missiles.png

(other upgrades as well, but they don't matter as much)

 

On the second turn he opened the throttle.

I did not realize how much ground a raider could travel with a 1 forward, then a 4 forward, then another 1 white maneuver.  I was moving in my cr90 about 20 degrees parallel to my board edge, and we had only barely creeped into range 5 on turn one. (only the veeeeeeery tip of forward left corner base could touch his, and it was past the secondary arcs twin single turbolasers.  Still got a 1st turn shot off with the main cannon, (crit hit eye eye eye).  No target lock because I moved first, then he moved just into range and snagged target locks.

 

 

2nd turn, I move, grab target locks, raise bow deflector shields to full (reinforce), and do some energy support shenanigans.  X wings were forming a defensive screen, TIE's screaming in, everyone was prepping for the joust.

 

But apparently the raider had afterburners or something crazy, barreling forward 6, screaming past his gunline, crumpling one of his own TIE's and a Z-95, pushing him from the mid band of range 5 all the way down to range 2.

Me: "okay, all I have to do is cripple the fore, I can stop this-"

Friend: "Oh, Jonus used swarm tactics on the Raider."

Me: "... WAIT WHAT"

Friend: "Okay, primaries firing first then the two cluster missiles"

Me: "Ahahaha! You only have one target lock on the CR90!"

Friend: "Then I gotta kill one of your tiny ships."

 

 

Jonus lets loose a salvo of concussion missiles, bracketing Biggs (4 hits, 2 damage) but he jukes the worst of it.

 

(the raiders rear cannon would kill Biggs in-between missile shots)

 

Meanwhile that raider captain flushes all of his bow missile tubes and heavy laser cannon fire lances into the side of the CR90.  A stream of small, speeding, dart-like cluster missiles, spray lineally out of the nose, travelling parallel to the flashes of laser fire, orange on green, streaking in and exploding.  Fire blossomed around the corvette, obscuring it in flashes of light and smoke.

>Twin Heavy Lasers: 4 natural hits. 3 damage to fore.

>Twin Heavy Lasers again: 4 natural hits again. 4 damage to rear.

>Cluster Missile 1: 2 blanks and an eye.  Reroll 2 from Jonus, 2 hits, gunnery team turns blank into hit.  3 damage to aft.

>Cluster Missile 1.5: blank with 2 hits.  Reroll from Jonus produces crit.  Structural Collapse.

>Cluster Missile 2: On the back, can't target the aft of the CR90, only the Fore.  2 eyes and a hit.  Jonus reroll yields a hit and a blank, ordnance expert makes blank a hit.  2 damage to the fore, bringing down the shields.  2 damage cards are already on the corvette's Fore.

>Cluster Missile 2.5:  Crit Hit Hit.  1 face down and 1 face up damage card, Deck Breach.

(a cannon shot from an aft turret after the first cluster missile killed Biggs, giving him another two target locks.)

Corvette has 4 hull left on fore, 1 hull left on rear.

 

The corvette's armor is blasted apart, debris flying everywhere, atmosphere venting, flames and coolant erupting from the stricken hull.  The momentum of the raider carries it crashing into the CR90, the glancing blow tearing off the engines of the corvette and overloading the reactor, killing power to the vessel.  The fore careens forwards from the collision, listing and burning, nearly sheared off from the aft.

The rebels are routed as the raider turns its attention to the X-wings, killing some and driving the rest off despite their best efforts with a well timed proton salvo.  The battle was lost, the Corvette was lost, and with that the rebels hope was lost in this tiny corner of the galaxy.

 

 

 

But I can assure you that I am never letting him get another alpha strike like that in ever again. :l

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Fels Wrath might actually be useful in epic.

 

(is picturing a poor sap flying a TIE Interceptor with smashed window and 4-5 unexploded torpedo's on his lap)...

He fires at P.S. 5   - 

Epic ships fire after that...

so -  no.

 

Howlie says "hello Swarm Tactics"

8 skill hurr hurr

 

rebels can make a 9-10-12 skills in no time

and let a huge use up to three focus tokens...

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Well, 

My friend just used his raider with some new proxy cards.

rear-admiral-chiraneua.pngordnance-tubes.png

 

With some of these on the front:

 

Engine-booster.pngCluster_Missiles.png

(other upgrades as well, but they don't matter as much)

 

On the second turn he opened the throttle.

I did not realize how much ground a raider could travel with a 1 forward, then a 4 forward, then another 1 white maneuver.  I was moving in my cr90 about 20 degrees parallel to my board edge, and we had only barely creeped into range 5 on turn one. (only the veeeeeeery tip of forward left corner base could touch his, and it was past the secondary arcs twin single turbolasers.  Still got a 1st turn shot off with the main cannon, (crit hit eye eye eye).  No target lock because I moved first, then he moved just into range and snagged target locks.

 

 

2nd turn, I move, grab target locks, raise bow deflector shields to full (reinforce), and do some energy support shenanigans.  X wings were forming a defensive screen, TIE's screaming in, everyone was prepping for the joust.

 

But apparently the raider had afterburners or something crazy, barreling forward 6, screaming past his gunline, crumpling one of his own TIE's and a Z-95, pushing him from the mid band of range 5 all the way down to range 2.

Me: "okay, all I have to do is cripple the fore, I can stop this-"

Friend: "Oh, Jonus used swarm tactics on the Raider."

Me: "... WAIT WHAT"

Friend: "Okay, primaries firing first then the two cluster missiles"

Me: "Ahahaha! You only have one target lock on the CR90!"

Friend: "Then I gotta kill one of your tiny ships."

 

 

Jonus lets loose a salvo of concussion missiles, bracketing Biggs (4 hits, 2 damage) but he jukes the worst of it.

 

(the raiders rear cannon would kill Biggs in-between missile shots)

 

Meanwhile that raider captain flushes all of his bow missile tubes and heavy laser cannon fire lances into the side of the CR90.  A stream of small, speeding, dart-like cluster missiles, spray lineally out of the nose, travelling parallel to the flashes of laser fire, orange on green, streaking in and exploding.  Fire blossomed around the corvette, obscuring it in flashes of light and smoke.

>Twin Heavy Lasers: 4 natural hits. 3 damage to fore.

>Twin Heavy Lasers again: 4 natural hits again. 4 damage to rear.

>Cluster Missile 1: 2 blanks and an eye.  Reroll 2 from Jonus, 2 hits, gunnery team turns blank into hit.  3 damage to aft.

>Cluster Missile 1.5: blank with 2 hits.  Reroll from Jonus produces crit.  Structural Collapse.

>Cluster Missile 2: On the back, can't target the aft of the CR90, only the Fore.  2 eyes and a hit.  Jonus reroll yields a hit and a blank, ordnance expert makes blank a hit.  2 damage to the fore, bringing down the shields.  2 damage cards are already on the corvette's Fore.

>Cluster Missile 2.5:  Crit Hit Hit.  1 face down and 1 face up damage card, Deck Breach.

(a cannon shot from an aft turret after the first cluster missile killed Biggs, giving him another two target locks.)

Corvette has 4 hull left on fore, 1 hull left on rear.

 

The corvette's armor is blasted apart, debris flying everywhere, atmosphere venting, flames and coolant erupting from the stricken hull.  The momentum of the raider carries it crashing into the CR90, the glancing blow tearing off the engines of the corvette and overloading the reactor, killing power to the vessel.  The fore careens forwards from the collision, listing and burning, nearly sheared off from the aft.

The rebels are routed as the raider turns its attention to the X-wings, killing some and driving the rest off despite their best efforts with a well timed proton salvo.  The battle was lost, the Corvette was lost, and with that the rebels hope was lost in this tiny corner of the galaxy.

 

 

 

But I can assure you that I am never letting him get another alpha strike like that in ever again. :l

That is beutiful.

 

I loathe imperial scum but I gotta give credit to that cunning tactic

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I usually don't ask for build counters, but in this case, I think its the most appropriate question.  

This list has been going around for quite some time as the go-to for massing fighters against anything. 

 

Using the new stuff, make an Epic list with a capital ship that has a good matchup vs this (and a decent match against an opposing capital). 

 

....

 

 

Seeing as this list has a lot of small ships with some key special characters, I don't think it would be too hard.  I'd go with Rebels just as opposite force.  Still...it's good for what you want to do.  Take Jan Ors to boost one attack per round.  You want that to be the CR-90's main gun and Sensor Team (get TL at R5).  With this ability you can take out Jonus and Howlrunner at long range.  That's 6 red dice with a TL.  Use Weapons Team to enhance that. 

 

You will want to slow down portions of the enemy list and I think Ion Torpedo is the way to go.  His ships will be clumped together, mostly from being around the special characters.  Even if they are dead, they started out in a swarm. Easy to take out a whole squad of ships that are within R1 of each other.  Use Jan Ors to boost this attack, as well, when you can for 5 dice with Weapons Team and maybe Ordnance Team.  That will allow you to control a portion of the enemy's ships.  It will allow you to control their approach.

 

You will probably want Engines Booster to help stay ahead of your opponents.  Optimized Generators and Shield Technician can help keep you in the game.  You probably want at least one Single Turbo Laser for enemy capital ships.  Tantive IV title can be used to increase all the Crew and Teams you want. 

 

Besides the ship, I'd probably go with a lot of cheap X-wings.  They are fast.  They pack a punch that can cut through lots of green dice.  They can flank a bunch of Ionized squad and rip it to shreds.  If you need someone else to help control the situation, you can give one or two another Ion Torpedo. 

 

So, the strategy against that list you presented is to take out the key enemy players at long range (Jonus and Howlrunner).  Run away and keep squads of the enemy out of firing range with the Ion Torpedo.  Have your X-wings clear up the enemy while you dance and fire.

 

You want to fight against another capital ship, too?  Do the same strategy.  Stay away from the enemy ships and blast it with long range weapons.  This is where Single Turbo Lasers will be important.  Ion Torps will help take down enemy energy levels or control fighter squads.  If they try to cut you off with fighters, you can Ionize them and try to ram.  Your fighters can attack the enemy fighters or use them to go after whomever is chasing your ship.  Great to rear strike their capital ship or go after enemy snub nose ships.  Half a dozen X-wings can rip apart a capital ship pretty fast. 

 

 

 

The main problem with this is the same problem with all of ordnance. You still have to spend target locks. Also with that in mind remember that focus will not work so don't try and put proton rockets (although I don't know why you would). You are spending 5 points so remeber with ordance tubes you are raising the price by 5 which is...  <_<  Its is not that good when you compare to other hardpoint weapon like quad laser turret which cost 6 and does not eat up target lock. So this makes all ordnance ships cost from 7 points to 11. Now true that you do save some energy consumption so mroe energy for recovery actions but is it worth the squadron point cost?

 

OP pretty much covered it but I sorted my list into Yes, NO, and Maybe list. Again the Yes is well a maybe as it will work but that depends on ordnance ever being viable even in epic. No is a straight up never gonna happen. Maybe is pretty much meh. It is not unusable like the no but doesn't quite shine like the yes and yes doesn't even shine that much.

 

Torpedoes that may work

  • Flechet Torpedoes: The cheapest torpedo and most effecient especially against swarm heavy epic lists as most of them will not be taking heavy hull ships. TIE swarms will be feeling the stress though you may want to take a weapons engineer with this if you double up on these. Combine with the Jam action and slicer tools and you will get one heck of a stress bot ship.
  • Ion Torpedoes: Splash damage is a thing especially with more ships on the table. Giving all ships an Ion token helps clump them up so you can go huge ship bowling if needed. Also helps if they are clumping nearby their huge ship so you have an easier time of hitting.
  • Plasma Torpedoes:Plasma is only good with ships that have 5 or more shields but since huge ships tend to regenerate shields you can be sure you will land that extra shield damage quite regularly unlike a standard match.

Torpedoes that will NOT work

  • Advanced Proton Torpedoes: No matter how you look at it this upgrade wiil not do. Sure Hans can trade a target lock for a focus but APT requires you to spend that target lock and... :unsure:  yeah will not help you one bit.
  • Extra Munitions: nuff said, don't put this on your ships.

Torpedoes that it is too soon to tell

  • Proton Torpedoes: sure I guess it could work but that is 9 points for a slightly better HLC that spends target lock. It is not completely unusable like APT but I think this is closer to the not work category. However with all the starfighter swarms I could be wrong.

Missiles that may work

  • Ion Pulse Missiles: Main thing TL is not spent. Range 2-3 but gives out 2 Ion tokens. Great way to drain energy from other huge ships in the knife fight range. Being also one of the cheapest point cost this could work.
  • ​Homing Missiles: Again the TL is not spent and sure this would be a 10 cost to upgrade (adding the tube cost as well) but a range 2-3 attack that hits rolls 4 red dice and gives you TL rerolls. Sure this could work maybe.
  • Cluster Missiles: Besides Quad Laser Cannons huge ships don't have that much in the range 2 band and even fewer in the range 1. This could work out to provide much needed close up firepower.
  • Assault Missiles: Big thing splash damage, Only thing is you need to hit so best make sure you have a gunnery team. This will be good for getting starfighter away from the huge ship.

Missiles that will NOT work

  • Proton Rockets: Needs focus, huge ships cannot have focus. Nuff said.

Missiles that it is too soon to tell

  • Concussion Missiles: It comes with a built in gunner team effect but the thing is huge ships need focus modifications, not blank modifications. Maybe it will work but I can't say.
  • Advanced Homing Missiles: With only the 2 range band it doesn't seem like it would work with a larger play area. Combine that with the fact huge ships are not that maneuverable and you might never see an opportunity to play this. However huge ships do move last so possibly easy to get those range 2 target locks. :unsure:  I can't say.

 

 

 

I like what you have done and can agree with a lot of what you have written.  I do, though either disagree or what to offer consideration for some of what you wrote:

 

Torpedoes that may work

  • Flechet Torpedoes: I don't see how this is good against swarms.  It does 3 damage and gives 1 stress out to 1 ship.  While you can really hamper a key enemy fighter, that's all it does.  I think there are a lot more viable options for swarms.  I think Flechette is one of the worst options for an Epic ship.  Considering all the other things you can take, I don't agree with this.  It also doesn't do anything more than 3 red dice to capital ships.
  • Ion Torpedoes: I think these will really shine in Epic.  You don't cancel the 4 red dice of damage and Ionize everything in R1 of target.  You can really control the battlefield with these.  You can Ionize enemy ships for ramming (which you can augment in so many ways now) or ionize groups of ships to slow down their approach and cause them to come in piecemeal.  Also, it's helpful against epic ships.  Not only is 4 red dice good, you remove one of their Energy.  The only downside to this is there is no innate ability to modify the dice.
  • Plasma Torpedoes: I don't think it's good just vs. enemy with 5 or more shields.  If you fire at an X-wing, they still get evade.  You can't modify the dice too much, either (but some).  So, you might not get all your damage through.  Even if you just do a portion of damage on the enemy, you might splash on that extra damage.  Still, it's the cheapest option and absolutely awesome against enemy epics.  They will have to boost their shields up constantly and you just start by firing this one all the time and can do great damage.  It's much less useful vs. Imperial Tie Fighters.

Proton Torpedoes: I'm really surprised by you not really liking these.  Since the epics have such a hard time adjusting the die results, why knock ones that have some built in?  Anything that can change the die results is fantastic.  Only Ordnance Teams and Weapons Teams (as well as either Howlrunner or Jonus) can modify the dice, so anything that can do it naturally is great.  Ordnance and Weapons Teams also change only blank results, so having one that changes a Focus result is even better.  This just goes with changing dice and doesn't even mention the effects of Criticals in epic.  While criticals vs. small ships are rougher with the new deck, they are utterly catastrophic against epic ships.  Personally, I think the Proton Torpedo is one of the best ordnance you can use in Epic. 

 

Concussion Missiles: As I just mentioned, anything that natively changes the dice is a good thing.  Not as good as the PT as it changes only a blank, but still good.  It makes your purchase a better one.  For the same price, I'd go with Proton Torpedoes, though, for the crit. 

 

Ion Pulse Missiles: It can work.  Not fantastic, but it can work.  I think there are better options.  This is mostly good vs. large based ships (not epic). 

  • ​Homing Missiles:  This does give good action economy and is really not a bad option.  It's especially good against Capital ships as they are probably the only ones you would need the TL for the 2nd round (if you didn't use it to modify dice).  This could be a really good option if you don't want to spend too many points on Ordnance or Weapons Teams. 
  • Cluster Missiles: I agree.  I think this would work best on the rear of the CR-90.  It wants to give broadsides and will surely have pesky ships within range.  Also great vs other epics. 
  • Assault Missiles: This is really great for Epic.  One of the best.  Fantastic for doing damage to a large number of ships.  It can even hit the other section of an epic ship.  It's a real damage dealer.  Still...you can't turn it off and there will be times when you hit your own ships.  Personally, I like some of the other options better, but this is good.  You know....if you took Weapons Engineer and had TWO hardpoints converted to do Assault Missiles....you could dish out 2 damage to the same cluster! 

Overall, good stuff!

Edited by heychadwick

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Torpedoes that will NOT work

  • Advanced Proton Torpedoes: No matter how you look at it this upgrade wiil not do. Sure Hans can trade a target lock for a focus but APT requires you to spend that target lock and... :unsure:  yeah will not help you one bit.

 

 

Esege-tuketu-1-.pngRecon-specialist.png

 

these guys look at the torpedo and make you puke rainbow!

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What about multiple copies of Weapons Engineer? If you can run two weps you can get 4 target locks. Enough for guns + missles/torps.

they don't stack.

They're not listed as limited. On the CR90 you could have one fore and aft.

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What about multiple copies of Weapons Engineer? If you can run two weps you can get 4 target locks. Enough for guns + missles/torps.

they don't stack.

They're not listed as limited. On the CR90 you could have one fore and aft.

 

First line of the card says "You may maintain target locks."  Not one additional but two total.  An extra weapons engineer is legal but does nothing.  

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There is one thing that people should keep in mind when thinking about ordnance tubes:

 

- The maximum missile range (currently) is 3

- The idea of firing all missile tubes is epic, but...

- In most cases, if both sections of a huge ship can fire, it (usually) means that both are exposed to counter fire.

- This means that only one section is reinforced.

 

Those who played Epic and had the displeasure of having one of their reinforce-less section hit back know what I'm talking about.  I have, on several occasions, crippled fully shielded sections of Raiders and corvettes alike in a single turn through proper positionning (or because my opponent willfully exposed both sections).

 

Can you fire all weapon systems at the same time?  Sure.  Is it easy to do it without being shot back?  Well "that" is the part that requires careful planning.

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There is one thing that people should keep in mind when thinking about ordnance tubes:

 

- The maximum missile range (currently) is 3

- The idea of firing all missile tubes is epic, but...

- In most cases, if both sections of a huge ship can fire, it (usually) means that both are exposed to counter fire.

- This means that only one section is reinforced.

 

Those who played Epic and had the displeasure of having one of their reinforce-less section hit back know what I'm talking about.  I have, on several occasions, crippled fully shielded sections of Raiders and corvettes alike in a single turn through proper positionning (or because my opponent willfully exposed both sections).

 

Can you fire all weapon systems at the same time?  Sure.  Is it easy to do it without being shot back?  Well "that" is the part that requires careful planning.

Am I missing something? I thought you could only reinforce one segment at a time? Front section takes an action, rear takes an action - but only one section ever has reinforce, co-ordinate, recover etc.

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There is one thing that people should keep in mind when thinking about ordnance tubes:

 

- The maximum missile range (currently) is 3

- The idea of firing all missile tubes is epic, but...

- In most cases, if both sections of a huge ship can fire, it (usually) means that both are exposed to counter fire.

- This means that only one section is reinforced.

 

Those who played Epic and had the displeasure of having one of their reinforce-less section hit back know what I'm talking about.  I have, on several occasions, crippled fully shielded sections of Raiders and corvettes alike in a single turn through proper positionning (or because my opponent willfully exposed both sections).

 

Can you fire all weapon systems at the same time?  Sure.  Is it easy to do it without being shot back?  Well "that" is the part that requires careful planning.

Am I missing something? I thought you could only reinforce one segment at a time? Front section takes an action, rear takes an action - but only one section ever has reinforce, co-ordinate, recover etc.

 

 

That is precisely what I wrote?  My post was about illustrating that you can only reinforce 1 section and that if you are in a position to fire all weapons then logically, considering that missiles are range 3, you may very well end up taking fire on a section that does not have the reinforce token.

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