Crazy_Carnifex wrote:For a mere one point, you can keep that key assault missile salvo for another turn if you miss.
The problem with this is that the pilots that make best use of a 4-5 point upgrade are the ones that are least likely to miss. Yeah, it's great for a cheap ship that doesn't have
PTL/focus passing/etc to boost its shots, but how often do you want to spend 4-5 points on one of those?
1) Makes ordinance spammers like the TIE bomber much more viable, because now if you miss you haven't straight up wasted that 4 points- and it applies to every shot. This helps them with the problem of running out of firepower. You get a lot more use out of your expensive craft.
On the other hand missile spammers are more likely to already have enough shots to last the whole game (or at least until they die) and not benefit much from the failsafe. Saving a missile that didn't hit doesn't help you if it just means that you die with an unspent missile card equipped.
2) The Missile boats are now sure to launch their ordinence- so you have a much better chance to use those assault missiles to soften the enemy TIE Swarm.
But the failsafe does absolutely nothing to guarantee that you launch. It doesn't help you get a target lock with a low-
PS ship, and it doesn't do anything if you die before you get to attack.
3) There is potential for a token stripper role. Get someone with better PS than the rest of your squad, and shoot some ordinance at a high priority target that is sitting on evade/focus tokens.
But, again, high-
PS ships are the least likely to miss. Wedge with
PTL and a torpedo shot doesn't miss very often, so adding a failsafe just wastes a point and a modification slot.
This guy teams up with your main pilot (Wedge, Ten Numb, Han, whoever) and spots for them.
I think at this point you're probably investing too many points into a single high-end character. Wedge/Han/etc are good because they don't
need support ships to be awesome.
IMO Cracken is going to be best with squad leader and nothing else, keeping him a cheap buff ship that can pass out two extra actions. And since you're only spending 21 points you can still easily take a 4-ship list. Consider:
Dagger B-wing, advanced sensors
Dagger B-wing, advanced sensors
Biggs
Cracken, squad leader
It's the standard XXBB list, but instead of the two red squadron X-wings you get Biggs (a clear upgrade) and a powerful buff ship that can re-position B-wings at
PS 8 in the activation phase and
PS 8 in the shooting phase.