Dropping the Bomber

By thesmallman, in X-Wing

Hi there. I'm mostly a lurker in these threads, but this post has been percolating for the last couple months. I run Couple vs. Cardboard with my wife, but I don't know if I will post this there because it is a little higher level than we normally post. Also, I wrote this mostly over the weekend before this great thread on Bombers , and I hope that this can further explain some of what some folks have been trying to get at.


I’ve spent the past couple months deciding to play with squads featuring the TIE Bomber.


I do this frequently: I try and tinker with a single ship until I feel like I get it. I started with TIEs and then the Firespray. I suspect my next subject will be the Interceptor with the recent Imperial Aces release, or possibly the Shuttle. But since December or so, I have been fixated on the Bomber.


About four factors led to this decision. The first is because it’s probably my favorite Imperial ship from the movies. I don’t particularly know what, but the odd double cockpit and heavy payload, pummeling ship and asteroid alike, was really rad. It felt odd and awkward like Lou Ferrigno doing ballet. Too many eggs in one fragile basket. And I loved it for that.


Second , I’m a bit of a Johnny . I want to win, but I want to do it in a way most folks aren’t. Running swarms or walking dogs is a bit antithetical to my character. I’m not as tactically minded as I’d like, so it leads to a lot of aggravation and sadness, but when you come upon something new, it’s a hoot.


Third , secondary weapons are so great. The current meta is a bit adverse to them, but — golly — tossing a whole fist of advanced proton dice, dropping a strategic seismic or two and melting a swarm, getting six hits with a cluster missile, or even flipping the last proton torpedo die to a crit all feel incredibly satisfying.


Lastly , I saw some folks who landed in the top 16 at Worlds last year with it. This doesn’t specifically mean anything, but it was a bit of a foundation for saying some folks who are performing at a high level have done well with it. All of this made it seem like a good a reason as any to try and get my favorite ship into play.


There are a couple main features of the TIE Bomber which are incredibly appealing.


1. Hull. With 6 Hull, it’s an incredibly high amount of damage a ship that size for so few points. Obviously, this is hull, which is susceptible to crits. So a TIE Bomber can often feel like the opposite of Chewy by the end of a game: a big flaming pile of hurt. But for more Imperial players, this is twice the normal amount of damage they’re used to being able to sustain in a battle for one ship. I have had many battles where all of my Bombers are stacked high with 4+ damage, but all of them have managed to survive.


2. Agile. The Bomber dial is incredibly similar to that of an X-Wing. While it has a red hard-2, it has a green on everything else 2 and everything forward, save 4. Also, instead of the X-Wings 4-Kiogran turn, it is instead a 5. These allow for an Imperial player to slow-play their prey, as well as clear stress fairly easily — which is key for them. Not to mention, the Bomber includes a barrel roll. Which is scary like watching someone juggle sweaty dynamite.


3. Payload. It’s fair to say the low cost is subsidizing the assumed cost of munitions. When you see the upgrade bar of a Bomber, it looks like an upgrade card shopping spree. But they should look less like openings that need filling and versatility which can be utilized. Depending on how you fly them, most Bombers don’t get more than 2 secondary weapons off before the end of the game, give or take one. Not to mention, it’s scary to put too many points on a 6 hull frame.


4. Anonymity. Compared to his Rebellious counterpart, the B-Wing, I found most folks have really overlooked the Bomber. The phrase “I’ve never played against a Bomber before” seemed to the opening phrase of many of my opponents for about a third of all of my matches in competitive environments. Often this gave me the drop on opponents. Especially new ones.


5. Superstars. Rhymer and Jonus are aces. They are the best in their class, and possibly some of the more underrated guys in the game; in fact most of the issues with the Bombers don’t apply to them. Rhymer is mortifying if he’s anywhere near you, and Jonus is the Howlrunner of secondary weapons. The only downside to them is that there are only two of them and they cost more than you’d generally like to pay.


I’ve run quite a few variations on the Bomber. The Soloist (usually featuring the Rhymes of the good Major himself) or Bombers Duet often with a mini-Howl Swarm, three superstar Bombers and their fourth wheel, and one of my favorites, the Quad Bomb Squad. An unnamed Bomber with two weapons typically runs around 24-28 points, give or take a seismic.


Thesis: The Bomber stupid-deadly if come Combat Phase it is at an appropriate range with a target lock nestled gently adjacent to an unfriendly ship inside it’s firing arc. (Bonus points if you also have a Focus and/or Jonus is riding shotgun.) It eats lower PS ships for breakfast. However, this is a lot of factors to control in a game against a really strong opponent. Consider the following:


1. Facing Front & Steering. Obviously, a Bomber is most terrifying when it is staring straight at you. It banks well, but turning 90 to aim is precarious. It can’t do a hard-1, a hard-3 can be overkill and a 2 is red. In fact, probably one of the most difficult things to manage is the red 2-turn. Furthermore, the only K-Turn it has is a 5, which for fleeing a critical mass can be excellent, but it also can be precarious as your only koiogran (granted, that's relatively true of most ships with only one koiogran). You run the risk of fleeing the battlefield (thereby losing your ship) and the 5 is difficult to judge distance.


So picture this, you fail to land your koiogran or you’re too close to the edge of the map, which means you have to clear stress, or do 3 turns until you move back into range (with maybe an occasional red 2). This often takes two whole turns. Two turns!


Also, having an aggressor outside it’s arc is murder. Often literally. If you haven’t turned toward their attack by the time they’re in range, it can be incredibly difficult to deal with them well.


2. Pilot Skill & Initiative. Getting a Target Lock is surprisingly difficult when your strategy depends on one. There are the obvious factors like bumps and failed formation flying, but one of the less obvious factors is pilot skill. Most nameless TIE Bombers have issues hitting lucrative targets, especially in the first combat round (maybe the most key round for a Bomber!), because they move afterward. So, you either fail to grab a lock, or if you land a lock during planning and your target flies away. There are obvious ways of managing this some (Squad Leader, Jendon), but those have links in their chains which can break down.


Even getting the drop on a fellow PS 4 is trouble. With many folks walking Dagger Squad dogs, it’s difficult when even fellow 4’s are moving after you. I find myself often making sure to max out at 100 points, hoping that the other person will get initiative — which is insane enough, because I am basically hoping other folks can shoot before me just hoping I get a Target Lock. And while Swarm Tactics can help with this, it’s basically a requirement to have Squad Leader on someone to guarantee a lock.


This is triply true with Biggs. Biggs is a nameless Bomber nightmare. You can’t lock him because he moves after you. Or you target lock someone else, he moves into range, you have to primary him, he laughs, your wife wants to know what you’re sobbing about on the other end of the phone.


3. Bombs. All of that is really true for bombs as well. You want higher pilot skill because you want folks to move first, so you know if dropping a bomb is worth it. I tried bombs a couple ways, the best way I found was putting as many as you could fit onto Bombers with existing secondary weapons. Most of the time folks are willing to get close or just forget (or don’t know how bombs work) and they eat one or two in their wake. However, wanting to be successful with bombs means running higher PS, which means either less munitions, fewer ships or — not running bombs. Furthermore, because it's hard to guarantee a bomb hit, it makes it way too costly to run Proton Bombs.


I tried also running Bombers as a dogfighters with bombs, but most folks are incredibly aware of the bombs, and do what they can do avoid them. Also, related, they’re not great dogfighters. There's a logic if the Bomber has a similar dial to an X-Wing, and they can be run with Howlrunner, they should be great. But their dial just constantly gets in the way.


4. Stress. No one deals with Stress like the Bomber. No one. Someone might cite the HWK or the Shuttle, perhaps even the B-Wing — yes, they deal with tons of stress, but Stress doesn’t affect the way folks attack quite the same way. With a Bomber you are constantly trying to jockey for great positioning (facing front) and get that Target Lock. Doing a K-Turn means not being able to fire a secondary weapon or it meant you didn’t fire the round before. Also, when you’re stressed as a Bomber, and you can’t land a 5-K turn, turning is a chore, often leaving your Bomber out of a fight for two or more rounds.


I’m no one incredible at this game but I know for a fact that many of these factors kept me out of the top in any store championship. I had two in particular where I had winning records, but all of those wins were modified wins because I was stuck with sub-optimal primary fire.


There are a couple things which I look forward to already announced and things I hope for my dear friend the TIE Bomber.


1. Wave 4. Without question one thing which should change the meta regarding secondary weapons are the two new upgrades, Flechette Torpedoes and Ion Pulse Missiles, and Munitions Failsafe. I think these can in small part move the Bomber from a support offensive weapon to a cheap defensive support ship, much like the Y-Wing, where it is zapping ships for dogfighters to take advantage of. Additionally, with something like a Ion Pulse Missile not requiring you to spend a lock, it should give you a turn or two to get great positioning and use offensive munitions to help them meet Master Qui-Gon faster.


I also think Munitions Failsafe can help with the support ship aspect, while also letting some folks run more secondary weapons on Jonus himself or without Jonus, rather than using Jonus as a pseudo-Munitions Failsafe.


2. Elite Pilot Skill. Deadeye, Veteran Instincts, Push the Limit, Daredevil (preferably with an Engine Upgrade), Wingman, and more folks to throw Squad Leader, Swarm Tactics or Adrenaline Rush are all ways to mitigate the issues with the Bomber itself. The fact that only two pilots, both of whom start fairly expensively, make it hard to really manage the above issues. Similar to a Black Squad Pilot for the TIE Fighter, if there were a cheaper nameless Bomber who’s thing was being elite, it would be a vast improvement for the Bombers.


3. More Pilots. In fact, I think the basic hope is just more pilots. Named pilots means higher pilot skill, and having anyone who has a pilot skill of 5+ is going to be a vast improvement.


Conclusion. Bomber: a lot of issues being very competitive given the current state of the meta. Look for it’s triumphant return come Wave 4 (and maybe one day in Imperial Aces 2: the TIE Bomber Strikes Back). I know many people will site examples of how it can be a great ship, tourney's it has won, strategies for being successful, but I think it is far too swingy and has the potential for a lot of things to not go it's way -- especially against very talented players.


I look forward to respectful and lively debate!

Edited by thesmallman

I have played about 7 games with bombers. Out of the 7 I won 4 and the 3 I lost to all had Biggs which ended up being my undoing. Any time I run into a list when Biggs walks anything I end up getting wiped out as they split my fire. How do you deal with him? I typically run my list with Capt Jonus, 3 bombers and splattering of different missiles.

Nice report.

I like running

2 scimitar: proton torp

Jonus: proton torp

Kagi: ST title. Gunner

Kagi gets the TL passes to bomber for first few rounds staying as far away as possible. Then hopefully Kagi can strip some shields ready for the payload.

Yeah, Biggs is just rough for a Bomber to work with. If you're running multiple Bombers, I find Biggs steals your thunder and minimally can short circuit a strong alpha strike.

A couple thoughts:

1. Try and sneak up on him. This one is really tough because it just means reading or knowing your opponent. Slow play to fake him out that you'll continue to slow play then 4-ish straight or 3 bank into his range.

2. The best way to "deal" with him is Squad Leader however. When you think you might be in range, take Focuses with all your ships, then Squad Leader to lock him with Jonus once he's in range. This of course means you only get one lock that exchange, which stinks.

Candidly, Biggs is probably one of the biggest (wish I'd intended that pun) reasons why it's really hard to run Bombers, and I suspect why they didn't place higher at Worlds. Also, if you check my section on pilot skill 4, those Daggers are rough. Again, you're hoping they get initiative so you can get a lock. Which means you're hoping that a Dagger can shoot before you! That sucks.

Edited by thesmallman

2 scimitar: proton torp

Jonus: proton torp

Kagi: ST title. Gunner

Jendon?

I go back and forth on this one, but I generally try and avoid lists which only include one missile. I see the point of wanting to spread yourself out a little, but then you're guaranteeing after firing the PT you only have 2 attack dice.

I don't know that I'd feel any universe of good if I didn't have at least seismics.

Well, how bout this modification based on Jendon?

Jendon w/ ST-321, Gunner, FCS, EU

Scimitar w/ Conc. Conc.

Scimitar w/ Conc. Conc.

Academy

Puts you at 100 points, and the addition of the Jendon TL mean that you can Focus, and coupled with the conc. missiles, there's very little reason for Jonus (average hit = 3.68). Both of your bombers have two weapons, so you don't have to worry about the 2 dice after 1 shot thing. And then you have a Buzzsaw Jendon who's a threat by himself. Oh yeah, then there's an academy to action deny your opponent.

There's no really good target... Being that both bombers are the same, neither one is more juicy than the other, and at R3, it's unlikely that they'll be able to kill one off before it shoots at least one missile. Even still, that's likely to be their target. Shuttles are often ignored, but they'll rip through squads in nothing flat, and due to the FCS, you will always have a lock to hand out. Always. And then there's the pesky academy just zooming around being annoying more than dangerous.

Actually, that list doesn't sound half bad to me... I might have to give it a go at some point... If I ever get the dust off my imperials :) .

Well, how bout this modification based on Jendon?

Jendon w/ ST-321, Gunner, FCS, EU

Scimitar w/ Conc. Conc.

Scimitar w/ Conc. Conc.

Academy

I'll admit I need more time flying the Shuttle before I'd be comfortable flying this one. Jendon seems to me at the moment to be potentially key.

I'd have to think about this some more. I like it, but I could see some trouble turning your shuttle, not to mention turning Bombers.

I have to agree with pretty much all the points you made in the OP. Although bombers can be good, I sum them up as '1-dimentional' and 'risky'. Yes, you can do a swarm of them, but I find that kinda dumb. Otherwise, you pretty much have to take ordnance. As such, there are several roadblocks you have to get past in order to get a good alpha strike. And if that fails (or is underwhelming), its pretty much a loss. Plus you pretty much have to 'hope' you opponent doesn't do certain things (anticipate your initial speed, using the rule of 11, moves up to block you, doesn't get initiative, doesn't have all elites, maneuvers past you, or just takes Biggs.

I have run bombers in two tourneys so far, and did pretty well. However, there were times when everything would start to fall apart. Like in the last game of the first bomber tourney, I was running against blue thunder with a full assault missile/seismic + jonus swarm counter list. I did the approach almost perfect, but on the bank my back rank of bombers were a 1/4" outside of range to his center BW, thus I missed two shots. Then with 2 BWs and 1 XW firing, they destroyed 1 of 2 bombers about to fire. However, same PS so no problem right? NOPE, munitions failure, discarded my assault missile as it was firing, did a primary shot then died. That turn completely cost me the game.

Originally I thought that Jendon was going to be sweet, then all the fine print came in. He is a ton of points, so its hard to fit him in with the proper upgrades. The TL is only R1, so you take a squad of bombers who have trouble with maneuvers already, and then attach them to a ball+chain of a big base. Have fun trying to turn (or even bank) while staying at R1 while avoid asteroids. With the shuttle's maneuvering, he wants to stay on the flank but since he is the key to the formation, he more or less becomes the center, which is bad news for a shuttle.

I think the new Wave 4 cards will help, but I'm still a little skeptical of munitions fail safe. Yes, if you miss you get to get the Ordnance. The problem is, if you miss your alpha strike, you're already in a world of hurt. Then it is VERY hard to try that missile again the next turn (either due to range issues, or you are K-turning). So a smart opponent probably won't let you try and fire it a second time. Yes, you could do something like conc missile+cluster missile+fail safe, but then he has a HUGE target on his head. Then for fail safe to actually be worth it, you have to get 3 ordnance shots off (in about 4 turns of engagement). I don't see that happening too often.

Yes, they can blow away the competition, but in a set of games at a tourney, something bad is bound to happen in one game.

@ texx Yeah, I think you summarized them really well. I too have had tourney's where they went really well, but I went to a really competitive champs over the weekend and did 1-3. Lots of things which can go sour.

I do think the alpha strike is most important, but I do think there are opportunities later in the game to get ordinance off. But you have to really fight for it, and it's really hard to do.

I agree on Munitions Failsafe, largely. I think it will be great for fewer numbed Bomber lists (1-2), or ones without Jonus, or ones running Ion/Flachette.

Thanks for your comments.

Pretty sure I'm about 6-2 with this list:

3Gs+

Gamma x3

Scimitar

Academy pilot

One missile on each gamma and 3bombs. Make sure you are at 100pts. A lot is changing bomb/missile/torp wise but I think this list just gets better and better. Hits hard, has lots of HP and sports 5 ships. Makes a mess that they can clean up.

Well, how bout this modification based on Jendon?

Jendon w/ ST-321, Gunner, FCS, EU

Scimitar w/ Conc. Conc.

Scimitar w/ Conc. Conc.

Academy

Is the single Academy worth it? I'm looking at trying out something similar - something along the lines of

Jendon w/ST-321, Heavy Laser Cannon, Weapons Engineer

Jonus w/Conc, Conc

Scimitar w/Conc, Conc

Jonus boosts the Shuttles HLC, Jendon hands out Target Locks allowing the Bombers to Focus.. seems like there could be some nice synergy there.

One less ship but can take a lot of hits. I'd imagine it as something of a defensive build - maybe deny a flank and stay at range, try to lure targets in one at a time...

Great submission @thesmallman, excellent summary of the Bomber pros and cons. You've convinced me to buy more bombers and start flying them more. SHUT UP AND TAKE MY MONEY!

I love TIEs of all types and Interceptors especially because of their maneuverability. However, every game that I play all Interceptors I'm left with at the end (even if it's a win) is a 1v1 or 1v2 battle where Soontir is the only guy left alive on my forces. Bombers would be an excellent 'TIE Tank' compliment to the Ints with their 6 hull.

I'm interested in trying a hybrid Bomber/Interceptor squad utilizing the premise of one main formation (Bombers) with one or possibly two flankers. I love Soontir with PTL and stealth. Backstabber could be a cheap flanking option as well.

I propose this:

Soontir: PTL, Stealth - 33pts

Jonus: Swarm Tactics - 24pts

Scimitar Squad: Concussion Missiles, Munitions Failsafe - 21pts

Scimitar Squad: Concussion Missiles, Munitions Failsafe - 21pts

Total 99pts... Could use some tweaking obviously.

On another note, to answer your question of last week, 'Fel's Wrath' is the callsign of Sootir's wingman, DS-181-3 ( http://starwars.wikia.com/wiki/DS-181-3 ) in case I don't make it tomorrow night to report back my findings.

On another note, to answer your question of last week, 'Fel's Wrath' is the callsign of Sootir's wingman, DS-181-3 ( http://starwars.wikia.com/wiki/DS-181-3 ) in case I don't make it tomorrow night to report back my findings.

Ah ha! Good to see you on here, @swimmingordy. Nice find! If only Fel's wingman could have Wingman.

Also, I don't know that you really need Munitions Failsafe if you're running Jonus with them. My bigger fear with that build is what you wold do once you were out of missiles. That was what happened to me at that tourney we ended up at together.

Indeed! Ironic that rarely wingmen get 'wingman' as it's a EPT.

What about this?

Soontir PTL, Stealth - 33pts

Scimitar 1 concussion 1 cluster and munitions failsafe X2 - 25pts each

Backstabber - 16pts

99pts total. 2 ships with heavy armament as a 'formation' (even though it's only two ships now) with 2 flankers focused on getting behind squads for those cheap shots. Too bad there wasn't 1 more point left over for targeting computer on Soontir (so awesome). Drawback would be lower PS and risky with two flankers if they get taken out early.

To answer your question concerning 'what happens when the missiles run dry', I'd suggest Howlrunner to offset the 2 attack dice the Bombers have.

Maybe this then:

Soontir, PTL, Royal Tie, Stealth, Targeting Computer 35pts

Scimitar, concussion, munitions failure x2 21pts each

Howlrunner, swarm tactics, stealth 23pts

100pts total

Keep Howl in the back making her less tempting. When you run out of missiles, you still have a decent attack with Howls re-roll.

I agree with your assessment on the first list. I think folks beat up on your bombers then go to deal with your flankers. The Bombers are better equipped to handle the beating, but I found there was strength in numbers, and the fewer the more concerning.

Maybe this then:

Soontir, PTL, Royal Tie, Stealth, Targeting Computer 35pts
Scimitar, concussion, munitions failure x2 21pts each
Howlrunner, swarm tactics, stealth 23pts

100pts total

Keep Howl in the back making her less tempting. When you run out of missiles, you still have a decent attack with Howls re-roll.

I tried this one a couple times. I liked having Howlrunner, but it was hard to keep her with the rest of the pack. Not impossible, but difficult. Regardless, if you read the section on Bombs, I make mention of Bombers as dogfighters -- it's just really difficult. Lacking a white short turns is really difficult and makes normal dogfighting especially difficult. While theres a logic which says, "they're TIEs, they should be able to do at least half of what a TIE Figher does" it doesn't always work out practically that way.

EDIT: One other thing I think Munitions Failsafe does add to the equation that I really like though is possibly meaning you can break up the pack of folks who normally huddle next to Jonus. This has other negative effects though -- like you make your surface area much larger and easier for someone to hit.

Edited by thesmallman

I've been trying to bombers exclusively for quite a while. They are very tricky. I have tried a lot of different options. I'm going to try another one at lunch today and I'll report back.

Pretty sure I'm about 6-2 with this list:

3Gs+

Gamma x3

Scimitar

Academy pilot

One missile on each gamma and 3bombs. Make sure you are at 100pts. A lot is changing bomb/missile/torp wise but I think this list just gets better and better. Hits hard, has lots of HP and sports 5 ships. Makes a mess that they can clean up.

I DO like this list, and am even more excited about it with the new secondary weapons.

Also to note, Flechette and Ion torps means we can runj

Jonus

Scimitar x 4

And put SOME sort of missile on each.

Previously, we were short of a 4xConcussion/Proton by 2 pts.

Id probably do Ions/Flechette and seismics, in some combination, to make it a really control like Bomber list.

I actually like the idea of Flechette + Seismic for 4pts.

The new stuff might do SOMETHING for the Bombers.

Sorry to hijack the thread. Great, detailed post. And one that I agree with wholeheartedly.

I want to add:

Another issues with Bombers + missiles is you don't get to use your actions for defense when trying to use your secondary. So on paper, they seem more durable than an X Wing during the Alpha strike, but they lose that focus to evade, which makes up for their 1 additional hull.

Well, hopefully you alpha at r3, so you get 3 defence

But in the end, you dont want to fly defensive with your bombers. You want to attack whenever you got the chance to and you want to attack as aggressive as possible. To destroy a part of the enemy ships in the alpha strike is the Bomber's best defence.

And if you fail this ... well ... then your Bombers will be toast in a few turns - even if you focus for defence every turn..

I modified my build a hair after talking to Mall and playtesting these guys. I ran this:

Jonus: Elusiveness, seismic

Gamma: proton torp, assault miss, seismic

Scim x2: one with assault, one with proton torp, both with seismic.

It went really well. I flew in a staggered formation and was able to pop a B wing on turn 2. Nice.

I modified my build a hair after talking to Mall and playtesting these guys. I ran this:

Jonus: Elusiveness, seismic

Gamma: proton torp, assault miss, seismic

Scim x2: one with assault, one with proton torp, both with seismic.

It went really well. I flew in a staggered formation and was able to pop a B wing on turn 2. Nice.

Right. That was similar to one of my favorite builds.

I highly recommend Squad Leader though. Jonus is important, but getting a lock is more important.

How are you using squad leader. Jonus can pass an action, but I'm taking target locks on all the other bombers, so the other bomber would just get a focus with it. I found that to be less useful and the chance to avoid a crit.

Jonus: Squad Leader

Gamma Squadron x2: Proton Torp, Cluster Missiles

Academy Pilot x2

I've posted this squad several times in other threads.

I've had VERY good success with this squad. Usually can destroy a B-wing or X-wing in the first round of firing. Squad leader on Jonus is more of a safety measure I generally don't need it. I started running Determination on him to avoid a potential ruinous crit. The Academies add a lot to the list actually. Have used them to fly on the flank while the main force engages my Bombers. Or can use them to block. Bombers are fantastic when they work. And making them work requires a lot of factors lining up for you. Some of those factors you can't always control. But if you fly it right, and set it up right, the alpha strike in this list is devastating. Cluster missiles supported by Jonus ability are really good against B-wings.