The joy of black dice is watching the whites in your enemy’s eyes before unloading — only to see your crits shrugged off by evades or neutered by PDICs. Sad times.
Jokes aside, black dice are extremely powerful: high average damage, easily rerolled, and blessed with some nasty crit effects. But they’re also the shortest-ranged, don’t roll natural accuracies, and post-1.5, they’ve been dialed back hard. The ordnance suite reflects that push and pull.
Still, let’s not kid ourselves: this category lives and dies on two upgrades — Ordnance Experts (this Weapons Team is basically mandatory if you rock black dice, which makes stuff like the Assault Pelta such a weird ship) and External Racks (warps the whole slot). Everything else has to be measured against them.
External Racks
Currently at 4 points, which is laughably cheap.
Yes, it’s a single-use card, but it can be fired from any arc and even against squadrons. And that single volley is often the one that matters.
Compare:
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Rapid Reload — same cost, only +1 die from sides, reusable but underwhelming, and a modification to boot.
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Expanded Launchers — double the price, same amount of dice, reusable but a mod.
ER just blows them out of the water.
It's also generally better to rely on the extra dice to reduce the effectiveness of evades and PDIC, since you're not relying on getting a crit, and because extra damage typically forces the defenders to use defense tokens, placing extra strains on those.
Fix ideas:
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Limit to Small ships only (or Small/Medium, though my preference is just the smalls).
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Remove anti-squad use.
Either change would make the rest of the ordnance suite relevant again. Without that, this slot is basically ExRacks, unless you have TWO Ord slots or you have a very specific build in mind, such as Pat Fist Swivels or Sato something.
Assault Concussion Missiles (ACM)
Price came down 2 points, but now you exhaust to trigger. It’s fine, I guess, but it doesn’t really reward clever maneuvering anymore. At least it’s consistent with other exhaust crits (like Heavy Ions).
That said, the math feels a little off. Heavy Ions can pop at long range with DCaps, making their 9+3 point investment look like a steal compared to ACM’s 5. Two damage vs three damage is comparable, but the range disparity is huge.
Verdict: Fine… if External Racks are reined in.
Assault Proton Torpedoes (APT)
Same story as ACM: cheaper, but nerfed. I still prefer these — forcing a faceup damage card through shields is usually more valuable than splashing extra shield damage around. And at 4 points, it’s easier to fit.
Honestly, I’d argue APT and ACM should cost the same. Call it a preference, but one free faceup card is often nastier than two damage spread across shields.
Verdict: Fine… if External Racks are reined in.
Expanded Launchers
At the new 8-point cost, this is actually a reasonable upgrade — but only if External Racks get reined in. Otherwise, why invest long-term when you can just spike more efficiently with ER?
Where you’ll realistically see it is on ships with two ordnance slots, paired with ER (of course). In that context, it’s solid, giving consistent extra punch on your best arcs.
Verdict: good design space… but overshadowed until ER is tweaked.
Rapid Reload
Ah, yes, the forgotten cousin. I just can’t ever see myself taking this over Expanded Launchers, even at half the price. +1 black die on side arcs only, for 4 points, and it eats your modification slot. Meh.
Maybe, maybe if ExRacks get nerfed into the ground, RR could see fringe play. But even then, it probably needs to drop to 3 points to feel competitive.
Verdict: Right now, it’s binder fodder. If ExRacks is altered, it might see some use (possibly even at 4 points, but I would not count on it).
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