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Made in us
Infiltrating Broodlord





Oklahoma City

I like this upgrade card. I like it a lot. For a lot of reasons. But I have a question. Say you're taking Advanced Homing Missiles, for whatever reason, and you have a modification slot open. Do you immediately fill it with 0 point Guidance Chips, letting you change one of your die results to a hit making your Missiles more accurate? Or do you spend one point and get Munitions Failsafes, guaranteeing you don't lose your card (or munitions token if you have Extra Munitions) until you get to deal that faceup damage card?

For most other munitions I would say the choice is obvious to take Guidance chips. But Advanced Homers are unique in a couple different ways. First of all it only rolls 3 dice. And while an Interceptor or similar ship won't be changing a defense die result with Autothrusters, your target still has a good chance to cancel out all three of your hits rolling 3-4 green dice with a focus and an evade token. Meaning your Adv Hom Missiles and Guidance Chips are now wasted. Second, it cancels ALL dice results and then deals a faceup damage card. Meaning the crit that you would gain from Guidance chips due to having a 3 primary weapon value does you no good. It's cancelled after the compare results step and contributes nothing. And last and probably most damning, you don't SPEND your target lock to perform the attack. All you have to do is have a TL on the defender. And since there's nothing prohibiting you from spending your target lock to reroll the dice with a missile secondary weapon, you can reroll your dice with your target lock and, with a focus, be almost guaranteed 3 hits. Now you can still change die facings after rerolling (as is the case with Emperor Palpatine) so your modification would not be completely wasted and the time when you roll your dice, and reroll, and still get blanks, Guidance chips may come to your rescue, allowing you to add a hit. But in the same case where you miss completely even after rerolls, Munitions Failsafe kicks in and gives you another chance to line up and take your shot.

What do you think? Which modification is better in tandem with Advanced Homing Missiles?

This message was edited 1 time. Last update was at 2016/03/12 06:59:50


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Made in gb
Executing Exarch





Personally I come down on the side of Guidance Chips, it will always provide a hit which combined with target lock means you are landing 3 hits for the majority of the time, Failsafe is okay but does mean you'd have to set the shot up again, and remember the red dice provide more positive results than green, so that (tokens aside) 3 red with a target lock should, but not always, land a hit against 3 green and with the missle 1 hit is all you need

This message was edited 1 time. Last update was at 2016/03/12 13:08:14


"AND YET YOU ACT AS IF THERE IS SOME IDEAL ORDER IN THE WORLD, AS IF THERE IS SOME...SOME RIGHTNESS IN THE UNIVERSE BY WHICH IT MAY BE JUDGED." 
   
Made in gb
Battleship Captain




I'd probably go with Guidance Chips.

Failsafe is nice, but as noted actually setting up the shot with advanced weapons (whether advanced proton torpedoes or advanced homing missiles) is very fiddly. I'd rather not miss (or improve my chances of doing so) than get a second try.


Termagants expended for the Hive Mind: ~2835
 
   
 
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