What Makes It Tick: Star Wars X-Wing Part V

It’s been a while since I have written an article for this series but I have received a number of E-mails from what I have gathered are new x-wing players requesting more and since I don’t actually usually get requests I thought I would fulfill the ones I do have. I thought about what topics I wanted to breach and decided to talk about the frequently disputed elements of ordinance and ordinance based ships. Typically ordinance is an element of the game often labeled “not worth the cost”, a sort of standard mantra at least in the competitive and online conversations about them. Today we will get into some details about the problems with ordinance and ordinance based ships and some hopefully clever tips on how you can leverage them to your advantage.

Ordinance
Torpedoes, Missiles, bombs and the ships that use them are often seen as risky propositions in list building, in fact in the competitive scene you will rarely see ships fielding ordinance and ships like the Tie-Bomber are also very infrequently if ever used in competition. The reason is quite sound. Ordinance weapons are one shot use weapons and typically, for the cost, the effect or impact on the game is considered too small to justify it.  At least that’s the theory.

So what are the listed problems or complaints about Ordinance?

Spending targets lock to fire them is just one of several issues with ordinance. Or do you, look closer, not all ordinance requires you to spend your target lock or focus.

The main complaint for starters is that you have to spend your target lock and really in the case of most ordinances this is the problem.   As you can see above however this is not always the case, I point this out early because its a common oversight.  You often only get one action so target locking someone which with primary weapons is used to trigger re-rolls is spent instead just to use the attack and rolling 3 or 4 red dice without a focus or target lock to improve odds means you are shooting at 50/50 odds. Even with various effects like getting two attacks, doing extra damage to nearby ships or triggering Ion effects there is a legitimate chance you will simply miss. By default hit or miss the ordinance is spent anyway. It’s like effectively shooting 3 to 5 points at a target. Consider the alternatives to spending 3-5 points on ordinance for something else like for example a push the limit (two actions – Focus and Target Lock) or Expose (increase primary weapon by 1), effects that can be potentially be used multiple times in a match. These effects increase your chances of getting more out of your primary weapons for the same price.  Its a valid complaint in my opinion.

Perhaps the most common use of the Tie-Bomber is the cheaper, Scimitar Squadron Pilot coming in at 16 points  Worth it until you see the dial.
Not terrible, but this is no doubt the least maneuverable of the Tie class ships.

There is also the issue of the ships that shoot the ordinance or at least are designed to do it well like the Tie-Bomber for example. The stats on these ships are generally fairly mediocre and you typically are going to need to put more than one piece of ordinance to make it formidable on the field. That of course increases the cost. More than that, if you really want to get some guarantees you have to use special gear to allow you to do that like Munitions Failsafe, Extra Munitions or combining it with other gear like Push the Limit so you could at least roll the dice with a focus or special pilots. All this amounts to increasing costs for a ship that when it runs out of ordinance (assuming it survives long enough to shoot it) is a lack luster performer without ordinance.

For the ships that fall somewhere in-between, ships not really designed for ordinance but have the option it’s even less worth it. Putting ordinance on an X, A or B wing increases the cost of a ship but typically these ships gain far more benefit from its primary weapons when combined with gear more specifically tailored for the ship. Your far better off with an advanced sensor on a B-Wing than you are putting torpedoes on it. Again because you will be able to use advanced sensors throughout the match, while the ordinance is a one trick, one shot pony, the value is fairly easy to determine. You could of course do both but the costs mount and you really have to question the value of things like proton torpedoes where you can roll 4 dice at 50/50 odds one time during the match or rolling 3 dice with a focus (or 4 dice if you are close range) every time you shoot.

Even with its ability to shoot in a 360 degree arc you have to question the wisdom of using a B-Wing as a ordinance delivery system, especially considering the cost.
Even with its ability to shoot in a 360 degree arc you have to question the wisdom of using a B-Wing as a ordinance delivery system, especially considering the cost.

Some might argue that ordinance is all about player skill, if you are good, the impact of having ordinance at the table can be devastating and that to a degree is true, but X-Wing is not just a game of a skill, it’s a game of dice and when it comes to ordinance bad luck with the dice is going to have far more impact on you than it would if you were firing your primary weapons. Besides in the end, the argument that it’s “not worth it”, is a direct reference to point cost. Simply put the cost of mounting ordinance on a ship is going to weigh in at around 10-20 points extra and that is practically a whole extra ship which means that in order to get the value from the ordinance you really need to be able to do the work of 2 ships with your ordinance ship, that’s a tall order! That ordinance, no matter how good you are, simply cannot do it.

Now with that said is there any circumstance in which it is worth it? I believe the answer is yes. Getting value out of ordinance is all about understand how you can leverage ordinance ships not against cost, but against strategical possibilities within the structure of your list and tactics of the game. Another words, a Tie-Bomber with Cluster-Missiles and Extra Munitions might not be cost effective, but if combined with a good pilot card and some bonus gear your opponent will have to address that ship or suffer the consequences. The concept is what I like to call, “rat trapping”, which simply means that you have created an obvious and immediate threat, this Is your trap and your opponent is the rat. He will walk right into your trap because he will see your munitions ship as a major threat and as such if you build the rest of your list with your trap in mind, the combination can be devastating.

With that said, let’s look at an example list.

The Tie-Bomber is arguably the worst of the ordinance ships and so let’s see if can create a list using it as a base for our rat trap.

Major Rhymer 26 (Push The Limit 3, Advanced Proton Torpedoes 6, Extra Munitions 2).

The ability to increase range makes using Advanced Torpedoes more viable for this Tie-Bomber that is unlikely to ever get someone in their arc at range 1 given its dial.

You might immediately see how dangerous and expensive this ship is. At 37 points its death on wheels for at least 2 rounds. You have push the limit to assure you can target lock and focus, you have advanced Proton Torpedoes that can fire at range 1-2 that combined with a focus all but assures you are going to get 5 hits (3 blanks turn to focus, you need only to roll 2 hits with a focus at about 75% odds). Extra munitions that turns a 6 point piece of gear into a 2 point piece of gear.

Now this is a vulnerable ship but there is no question that your opponent will do everything in his power to eliminate it early, he will see this ship as a major threat and rightfully so because it is. If allowed to shoot, it’s going to earn its weight in points. He is your trap and you want to leverage your trap by creating the rest of your list knowing what he is going to go for.

1 x Tie Phantom (Sigma Squadron) 25 + Fire Control System
3x Tie Fighter (Academy Pilot) 36

Most people go for the expensive Phantoms, but the Sigma Squadron Pilot at 25 points is dirt cheap for a ship that can cloak and rolls 4 dice even at long range. Especially when you consider its dial.
Consider the Interceptor dial, a ship widely accepted as being incredibly maneuverable.
The Phantom is pretty comparable to the Interceptor. The only real trade up is boost for cloak. Make no mistake its an arc dodger with fire-power.

All you need to do is position these ships (your core squad) away from Rhymer to ensure that anyone going for him, is going to have to turn their back to the rest of your ships. With some good piloting and careful use of the Tie Phantom and at least one clean shot with Rhymer you should be able to gain an early advantage against most lists.

Now tactically you have many options with this list. Once Rhymer uses his ordinance, he is your blocker. Crash him into stuff and make him a nuisance setting up shots for your other ships. If your opponent chases the phantom or the Tie-Fighter play the avoidance game, evade, cloak and bug out forcing him to waste shots and buying you time to get Rhymer into position. With Rhymer you want to target any low agility ships, or core support ships or big easy to hit ships. Make that those 2 (5 dice) shots count if your opponent doesn’t address Rhymer. Most importantly remember however that Rhymer is not your fleet, he is your distraction, he is the ship that will put your opponents ships out of position and into your trap.

Is this a good list? I suppose we could argue about it, but it does show how the Tie-Bomber and ordinance can in fact have its uses and while this list isn’t what one might call ultra- competitive, it does certainly have a lot more going for it than just reliance on ordinance. The ordinance in this list is really just a ruse if you will for getting the actual threat (1 Phantom and 3x Tie Fighters) into position. The hope is that your opponent will not realize that the munitions ship, that Tie-Bomber is not really the big threat.

The Conclusion
Ordinance is not terribly cost effective, in fact the argument that it’s “not worth it” certainly has some validity and I mostly agree with it. X-Wing list building and in general playing X-Wing is about creativity and fun for most of us, so if you simply step out of the competitive number crunching (Math-Wing) and think outside the box a little, ordinance presents an interesting challenge to players. Can you create a great list that works with ordinance, I believe the answer is yes. I have had success with the list above, not because it’s a great list but because it’s unusual enough that your opponent is stumped on how to address the challenge. Do you split your fleet, do you go for the Tie-Bomber or focus on the Tie-Phantom.

I think meta thinking is part of the reason ordinance has such a terrible reputation in the competitive circuit, in fact, I believe that if you took a list like this to a tournament you would probably do quite well simply because of meta thinking. When everyone is expecting one of three or four meta lists and they are facing something unusual, it throws chaos into the their tactical expectations and this your advantage. I personally love flying lists like this, the look on your opponents face is all the reward I need.