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LTuser

1e question, Munitions failsafe and Saturation salvo?

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Ok, so by the modification (Munitions failsafe) if i fail to hit a target when firing a missile or torpedo, i do Not need to flip it over (it's not expended).  BUT if i also have the EPT Saturation salvo, if i miss, then i roll a die for possible damage to every ship at range 1 of the target...  SO if i shoot say a proton torp at a tie interceptor, (who has two buddies around him), miss thus kicking in the MF.  And then cause 2 damage to the other interceptors cause of Sat Salvo, do i still "don't flip the card over"?   Or is it finally expended?

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1 hour ago, thespaceinvader said:

Nope,t his combo works as you would expect it to.

It's still terrible.

Agreed... Saturation Salvo is incredibly niche in its uses, and even then, isn't all that great.  It's is pretty useful against large swarms, but the odds of flying against swarms competitively in First Edition, AND getting the opportunity to use that card, is very low... and there are MANY better Pilot Talents to choose for the same single-point cost.

latest?cb=20171020203430

(Maybe in an Epic game, a squad of A-Wings with Saturation Salvo and Munitions Failsafe could use Cruise Missiles against huge-base ships, choose not to add extra dice, then hope to proc the ability turn after turn...?)

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Well, if in say R2, he gets to use his torp, and damages 2 ships near his target, does the same on R4 but damages only 1 near his target, damages another in r5, and again in r7, i'd call that a lot.

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Seen a similar situation in the past. There was this kids playing Magic: The Gathering at a local store. His friend tell him: "Why don't you kill me, I can't do nothing against it" and the kid answer: "No, I don't want to kill you this turn, I have a cooler way to kill you next turn". So he pass the turn and his friend proceed to win, and he never shown the "cool way" to win, instead he just lost LOL...

Some time, having a cool way to win is worth the higher price I suppose

Edited by muribundi

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