Edited by thesmallman
Dropping the Bomber
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 thesmallman2 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 thesmallmanI'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.