Any tips people can give me on how to best manuver to get the most out of dropping a bomb would-be greatly appreciated
tips for how to get the most out of dropping a bomb
Bomber-poop is best served when your opponent is hit by ion and you know where the ship(s) are going. Difficult to pull off but loads of fun it is.
I like to stand on the bowl and squat, then I jump off before the splash can get me! Sometimes I don't win. ._.
The best advice I can give is to get into your enemy's head. Know what their best options are. If their best options place their ships behind your Firespray's current position, it's bombs away!
For example, I have better luck using them with Bounty Hunter or Krassis Trelix because your opponent gets used to planning movement of their high PS ships around the movement of your big ship, i.e. Firespray moves before high-PS ships move, so they can plan to safely move to the space my Firespray currently occupies, but that also happens to be in range of the bomb. This is especially true during head-to-head (jousting) engagements.
With bombs, it helps if you have high PS. That way you'll know where your opponents are - thus you then can decide rather to release your bomb or not.
I like lower PS better for proximity mines. It's not guaranteed to hit, but when it's on the board already it is easier to avoid.
Seismics and Protons benefit from a High PS and not having initiative: You know where they are, and you can hit them more effectively.
Proximities benefit from a Low PS and from having initiative: Planting a bomb directly in front of the enemy means they'll be forced to run through it, and is an excellent way to get good damage on a high-value opponent.
Step 1: Run the following list.
33 Bounty Hunter
3 Proximity Mines
2 Anti-Pursuit Lasers
1 Intelligence Agent
33 Bounty Hunter
3 Proximity Mines
2 Anti-Pursuit Lasers
1 Intelligence Agent
16 Scimitar Squadron Pilot
3 Hull Upgrade
3 Proximity Mines
Step 2: ?????
Step 3: Profit!
Ok, a couple key points have been touched on already:
- Higher PS is better for bombs. If your enemy has already moved behind you before you move, it's easy to tell whether to drop or not.
- Know your opponent. Half this game is guessing when and where your opponent may go.
An addendum to point 2. Every turn that passes, your enemy is more likely to forget you have bombs. You get so caught up in plotting manuevers (correct spelling according to the Leia crew card) that you forget about that 2 point upgrade.
Further, multiple bombs become exponentially scarier. One Seismic charge will be ignored/forgotten about. 5 drives mortal dread in your opponent such that they will avoid direct contact with your ships. I've crushed fleets with 5 Gammas + Seismic Charges because they would actively not go behind me.
Keep in mind that they hit everything out to range 1 (including measurement from the bumps). If you have trouble visualizing that, it's going to be a circle with a rough diameter of the 3 distance movement template from the center of the bomb, which will be 1.5 distance from the back of your ship. A 1-forward will put you just out of range, assuming you clear.
You really, really need to know if the rest of your ships would also clear and then determine if you care. I might nuke one of my own ships to take out an enemy cluster, but I should certainly know this before I drop my first bomb. If you are using TIE Bombers, they are super tough little craft and can take a bit of Seismic roughness.
With firesprays I don't mind doing self inflicted damage with the seismics sometimes if I get a solid hit or more on the enemy. Plus they aren't expecting it as much because they don't think you'd do it against yourself.