Lets talk Tie Bombers

By TheRealStarkiller, in X-Wing

2 upgrade cards that would revolutionize the bomber:

Payload Delivery Mechanism - Consumes TWO torpedo slots - Costs (3)- Add one Bomb ability to your bar (Yes this would also Y-Wings and B-Wings to potentially equip a bomb, but it would give the bombers TWO bombs).

High Yield Explosives - Modification - Costs (3) - add 1 to the range of any bombs dropped by this ship.

How about an ability or modification that would allow to drop bombs AFTER the movement?

Again, your bomber would get hit by the range 1 radius of your own bomb.

Maybe being able to drop the bomb with a bank 1 instead of just a straight?

Because of the templates nobs? ... I thought about dropping a bomb after k-turning

If only the +1 range also affected bombs. Then bombing runs would be something to start fearing.

But there is good chance that they would also get hit by their own bombs, or hit friendly units. The Empire is not that desperate yet...

Nah, there's a few maneuvers on a Bomber's tile that could get them out of the firing range. But even if you somehow flunk on that, that's where the 6 hull comes in handy. And not having other ships in the blast radius is just a matter of tactical maneuvering them.

How about an ability or modification that would allow to drop bombs AFTER the movement?

Again, your bomber would get hit by the range 1 radius of your own bomb.

Maybe being able to drop the bomb with a bank 1 instead of just a straight?

6 hull. Worth the risk. Besides, there's already several cards with a high risk of damaging your ship when using them. This one would do it once, and with deadly effect for your opponent.

Or perhaps a "bombing run" upgrade that drastically increases a bomber's PS for the turn in which it drops the bomb? Makes choosing the timing for the bomb a heck of a lot easier.

Edited by keroko