How to fly those bomber's?

By thomarum, in X-Wing

Hello

I just got 3 tie bombers, and want to build a 100p squad list to include them at their best. Do anyone have an idea how to place them in a good list with other imps. I also look at 3 ships list with only bombers, but they are not that awesome up close;)

I really love bombers; flying them aggressively and getting in close is often what the opponent doesn't expect!

That said, there are plenty of builds out there that help the bombers shine, like Jendon's Scimitars:

http://xwing-builder.co.uk/view/56452/jendons-scimitar

Hope this helps!

Bombers are tough since you need to get within range 3 of your enemy to get a target lock - this isn't easy with low PS bombers since they move before enemy ships come in range. Your enemy will know this and try to avoid a head-on range 2-3 encounter. Many torps/missiles are ineffective at range 1 so you also risk being overrun by an enemy that can close range quickly (you move 1 forward at Range 4 while they go forward 5 +boost).

If you go for Rhymer/Jonus you will have a high PS and thereby move after many opponent ships - making target locking possible. Adding VI at +1 point might also do wonders for you.

Also, consider PTL on Rhymer/Jonus. That makes a TL + Focus possible. Scared of clearing stress afterwards? Then add a seismic bomb and poop it out while you go green 1 forward to make sure your derriere has some sort of cover.

Another trick is to let a Jendon Shuttle +ST321 hand out target locks in the early game. This will require you to slow play until everyone has their locks. You may find it difficult to deal out more than two target locks before your enemy has you within range. Using this trick is another way of having both TL + Focus available for your bombers.

Edited by Scurvy Lobster

I really love bombers; flying them aggressively and getting in close is often what the opponent doesn't expect!

That said, there are plenty of builds out there that help the bombers shine, like Jendon's Scimitars:

http://xwing-builder.co.uk/view/56452/jendons-scimitar

Hope this helps!

Thanks:) will try it tonight:) And you gave me an bonus with the shuttle:) I also am looking for a good shuttle list:) Not had good experience with the use of a shuttle:( yet!

Bombers are tough since you need to get within range 3 of your enemy to get a target lock. Your enemy will know this and try to avoid a head-on range 2-3 encounter. Most torps/missiles are ineffective at range 1 so you also risk being overrun by an enemy that can close range quickly (you move 1 forward at Range 4 while they go forward 5 +boost).

If you go for Rhymer/Jonus you will have a high PS and thereby move after many opponent ships - making target locking possible. Adding VI at +1 might also do wonders. Another trick is to let a Jendon Shuttle +ST321 give out target locks in the early game. This will require you to slow play until everyone has their locks.

Thanks:)

If im not wrong it seems the shuttle is a good with tie bombers.. Have not get se the shuttle shine on the battlefield yet...

I really love bombers; flying them aggressively and getting in close is often what the opponent doesn't expect!

That said, there are plenty of builds out there that help the bombers shine, like Jendon's Scimitars:

http://xwing-builder.co.uk/view/56452/jendons-scimitar

Hope this helps!

Interesting build. One question, why did you take Rebel Captive vice Weapons Engineer?

I really love bombers; flying them aggressively and getting in close is often what the opponent doesn't expect!

That said, there are plenty of builds out there that help the bombers shine, like Jendon's Scimitars:

http://xwing-builder.co.uk/view/56452/jendons-scimitar

Hope this helps!

Interesting build. One question, why did you take Rebel Captive vice Weapons Engineer?

Good question. I actually flitter back and forth between these two crew choices, I often find myself wishing I had one when I field the other! Thomarum , you may want to run the above build with WE instead of the RebCap, both have their uses in this list - it's down to preference!

I really love bombers; flying them aggressively and getting in close is often what the opponent doesn't expect!

That said, there are plenty of builds out there that help the bombers shine, like Jendon's Scimitars:

http://xwing-builder.co.uk/view/56452/jendons-scimitar

Hope this helps!

Thanks:) will try it tonight:) And you gave me an bonus with the shuttle:) I also am looking for a good shuttle list:) Not had good experience with the use of a shuttle:( yet!

Enjoy, let us know how you get on!

Hello

I just got 3 tie bombers, and want to build a 100p squad list to include them at their best. Do anyone have an idea how to place them in a good list with other imps. I also look at 3 ships list with only bombers, but they are not that awesome up close;)

Welcome to the Deep End of the alignment pool.

Before I start listing Bomber-strengths and list-building tips, please let us know what else you have in your fleet :)

Right. First off, the Bomb suite of ordnance (Seismic Charges, Proximity Mines, and Proton Bombs) are the most efficient points-to-damage that you can spend.

Seismics deal 1 damage to everyone at Range 1, pre-combat. That's up to 8 damage, for 2 points, and it requires neither an attack or an action to use. You just kinda poop it out when the opportunity presents itself. Best used when you've got a relatively high PS. 5 Gamma Squadron Pilots, each with a Seismic Charge, is a very good tournament list.

Proton Bombs, like Seismics, deal 1 to everyone at Range 1, pre-combat. However, with these guys, you deal a Face-up Card. This is not suffered damage, so it goes underneath their shields, potentially 1-shotting A-Wings and 3/4 of Wave 4, while also ruining the day of most other ships. As Face-up cards are designed to be crippling in the end-game, how much better is it to cripple your entire enemy fleet for 5 points?

Proximity Mines, unlike the other two, act a bit like missiles. They go very well on low PS ships, as you can drop the Proximity Mines in front of your high-priority target before they get a chance to react. There's a fairly large window in front of ships that they have to move through, so you'll essentially be getting a free Autoblaster shot by spending an action rather than an attack. Again, this is still pre-combat, can deal up to 3 damage against a single target, and that damage can Crit.

Moreover, using Bombs changes the psychology of your opponent. They deploy behind your ship, and are very potent, so they'll prefer not to chase you, forcing them to scramble for a new way to attack you from safety. This means you can keep them in your sights much easier, and that they're more likely to make mistakes. That's worth the points of the bombs even if they never go off!

Other fleet-building tips about Bombers:

2 agility and 6 hull mean they've got the best survivability to cost ratio. It's worth it to slip a few into a regular TIE swarm with no upgrades, just for the added beef.

They have a very quirky maneuver dial, which makes you unpredictable in the end-game. The enemy can't hit if they can't aim at you.

They're (currently) the cheapest Alpha-Strike Platform as well. However, Missiles and Torpedoes are not typically considered to be worth the points, so only give one per Bomber. A massive first strike should put you at a great advantage.

Related to the above, Capt. Jonus is a Double-Howlrunner for secondary weapons. His ability doesn't effect himself, but sliding him into an Alpha-Strike means you HURT.

And yes, his ability lets you re-roll 2/3 of the dice from BOTH Cluster Missile attacks.

And lets you re-roll 2/4 of the dice from Heavy Laser Cannons, if you prefer fleets that don't discard their secondary weapons to attack with them.

Unfortunately, Major Rhymer is not worth the points. His pilot ability costs 4 (whereas most pilots' abilities cost 0 or 1). He's also tied into the general suckitude of Missiles/Torpedoes, though he can use them more effectively than other pilots.

Recap

Fill your bomb-slot. Practice flying and using the bombs. Maybe choose 1 Missile or Torpedo per ship. If you do the latter, or are flying near a Heavy Laser Cannon, consider Jonus.

For those of y'all who haven't seen a good Shuttle build, here are 3

Omicron Group Pilot

+ FCS

+ Gunner

+ Engine Upgrade

(32)

Yes, folks, when the Gunner shoots, he CAN spend the Target Lock you just got from attacking (and missing).

Omicron Group Pilot

+ HLC

+ Merc Co-Pilot

+ Merc Co-Pilot

(32)

The HLC's de-crittening happens before any die modification, and doesn't happen again until the next time you attack with it. At Range 3, you're shooting with 4 damage, and 2 of those Will be crits. Enjoy.

Omicron Group Pilot

+ Ion Cannon

+ Tactician

+ Tactician

+ Engine Upgrade

(32)

At Range 2, you can Ionize someone and give them 2 stress tokens. That forces them to have a 1 White Forward this turn, followed by a Green next turn, followed by a Green the following turn, if they ever want to have actions ever again. That's 3 turns of knowing where their ship will be, and 2 turns with them not having actions at all. Every time you attack at Range 2. OUCH.

Now, to tie it back to the Original Post, the latter two both work marvelously with Captain Jonus.

Edited by DraconPyrothayan

I like the idea of the double merc co-pilot but would add that Engine Upgrade is still a must for that ship if you ever want to get back into the fight (especially at R3 that is).

I looked at a combination of Captain Jonus and Krassis

If they fly together. Does Captain Jonus give +2 reroll to Krassis if he attacks with a secondary weapon to his +1 reroll. total of up to 3 reroll

Captain J: When another friendly ship at Range 1 attacks with a secondary weapon, it may reroll up to 2 attack dice.

Krassis: When attacking with a secondary weapon, you may reroll 1 attack die

That would be awesome if krassis uses HLC;) or other secondary weapon...

I really love bombers; flying them aggressively and getting in close is often what the opponent doesn't expect!

That said, there are plenty of builds out there that help the bombers shine, like Jendon's Scimitars:

http://xwing-builder.co.uk/view/56452/jendons-scimitar

Hope this helps!

Interesting build. One question, why did you take Rebel Captive vice Weapons Engineer?

Good question. I actually flitter back and forth between these two crew choices, I often find myself wishing I had one when I field the other! Thomarum , you may want to run the above build with WE instead of the RebCap, both have their uses in this list - it's down to preference!

I really love bombers; flying them aggressively and getting in close is often what the opponent doesn't expect!

That said, there are plenty of builds out there that help the bombers shine, like Jendon's Scimitars:

http://xwing-builder.co.uk/view/56452/jendons-scimitar

Hope this helps!

Thanks:) will try it tonight:) And you gave me an bonus with the shuttle:) I also am looking for a good shuttle list:) Not had good experience with the use of a shuttle:( yet!

Enjoy, let us know how you get on!

Thanks again:) So many awesome tips:) Really looking forward to send out those bombers now:)

I looked at a combination of Captain Jonus and Krassis

If they fly together. Does Captain Jonus give +2 reroll to Krassis if he attacks with a secondary weapon to his +1 reroll. total of up to 3 reroll

Yes, and this is what we in the business refer to as "Overkill".

Hello

I just got 3 tie bombers, and want to build a 100p squad list to include them at their best. Do anyone have an idea how to place them in a good list with other imps. I also look at 3 ships list with only bombers, but they are not that awesome up close;)

Welcome to the Deep End of the alignment pool.

Before I start listing Bomber-strengths and list-building tips, please let us know what else you have in your fleet :)

Right. First off, the Bomb suite of ordnance (Seismic Charges, Proximity Mines, and Proton Bombs) are the most efficient points-to-damage that you can spend.

Seismics deal 1 damage to everyone at Range 1, pre-combat. That's up to 8 damage, for 2 points, and it requires neither an attack or an action to use. You just kinda poop it out when the opportunity presents itself. Best used when you've got a relatively high PS. 5 Gamma Squadron Pilots, each with a Seismic Charge, is a very good tournament list.

Proton Bombs, like Seismics, deal 1 to everyone at Range 1, pre-combat. However, with these guys, you deal a Face-up Card. This is not suffered damage, so it goes underneath their shields, potentially 1-shotting A-Wings and 3/4 of Wave 4, while also ruining the day of most other ships. As Face-up cards are designed to be crippling in the end-game, how much better is it to cripple your entire enemy fleet for 5 points?

Proximity Mines, unlike the other two, act a bit like missiles. They go very well on low PS ships, as you can drop the Proximity Mines in front of your high-priority target before they get a chance to react. There's a fairly large window in front of ships that they have to move through, so you'll essentially be getting a free Autoblaster shot by spending an action rather than an attack. Again, this is still pre-combat, can deal up to 3 damage against a single target, and that damage can Crit.

Moreover, using Bombs changes the psychology of your opponent. They deploy behind your ship, and are very potent, so they'll prefer not to chase you, forcing them to scramble for a new way to attack you from safety. This means you can keep them in your sights much easier, and that they're more likely to make mistakes. That's worth the points of the bombs even if they never go off!

Other fleet-building tips about Bombers:

2 agility and 6 hull mean they've got the best survivability to cost ratio. It's worth it to slip a few into a regular TIE swarm with no upgrades, just for the added beef.

They have a very quirky maneuver dial, which makes you unpredictable in the end-game. The enemy can't hit if they can't aim at you.

They're (currently) the cheapest Alpha-Strike Platform as well. However, Missiles and Torpedoes are not typically considered to be worth the points, so only give one per Bomber. A massive first strike should put you at a great advantage.

Related to the above, Capt. Jonus is a Double-Howlrunner for secondary weapons. His ability doesn't effect himself, but sliding him into an Alpha-Strike means you HURT.

And yes, his ability lets you re-roll 2/3 of the dice from BOTH Cluster Missile attacks.

And lets you re-roll 2/4 of the dice from Heavy Laser Cannons, if you prefer fleets that don't discard their secondary weapons to attack with them.

Unfortunately, Major Rhymer is not worth the points. His pilot ability costs 4 (whereas most pilots' abilities cost 0 or 1). He's also tied into the general suckitude of Missiles/Torpedoes, though he can use them more effectively than other pilots.

Recap

Fill your bomb-slot. Practice flying and using the bombs. Maybe choose 1 Missile or Torpedo per ship. If you do the latter, or are flying near a Heavy Laser Cannon, consider Jonus.

AWESOME:)

My imperial fleet is so far only:

5x tie fighters

3x tie bombers

6x interceptors (included 2 imperial aces)

2x Tie advance

2x Firespray

2x Shuttle

Soon to come

3x tie phantom

3x tie defender

AWESOME:)

My imperial fleet is so far only:

5x tie fighters

3x tie bombers

6x interceptors (included 2 imperial aces)

2x Tie advance

2x Firespray

2x Shuttle

Soon to come

3x tie phantom

3x tie defender

"Only", ehh? That's a respectable collection, even if you're not running a pure TIE Swarm.

Only having 2 Firesprays means that you'll only have 2 Seismic Charges, unless you can con another player out of theirs, or are allowed to proxy.

So, my suggestion here is, officially, "Go Nuts". Also known as "Try all the things!"

AWESOME:)

My imperial fleet is so far only:

5x tie fighters

3x tie bombers

6x interceptors (included 2 imperial aces)

2x Tie advance

2x Firespray

2x Shuttle

Soon to come

3x tie phantom

3x tie defender

"Only", ehh? That's a respectable collection, even if you're not running a pure TIE Swarm.

Only having 2 Firesprays means that you'll only have 2 Seismic Charges, unless you can con another player out of theirs, or are allowed to proxy.

So, my suggestion here is, officially, "Go Nuts". Also known as "Try all the things!"

Hehe thanks:) I love the game but have almost only played the rebels:)

My rebels so far btw:)

4x X-wing

3x Y-wing

2x A-wing

2X B-wing

2x HWK

2x Millenium F

2x Rebel transporter

2x Tantive 4

Soon to come

4x Headhunters

3X E-Wing

2x Rebel aces..

But i wish there would be more store tournements here in norway...But im recruiting many friends to play this game...We ar growing in my area:)

Thanks for all the help......Really hope the empire will get some big ships soon....

There are ways to approximate playing online.
The most famous of these is a website/app (i'm not sure which) called "Vassal".

It's basically a digital tabletop that you can play several different games in, including X-Wing.

There are ways to approximate playing online.

The most famous of these is a website/app (i'm not sure which) called "Vassal".

It's basically a digital tabletop that you can play several different games in, including X-Wing.

Hmmmm thanks for that:) I shall look into it:)

One other thoughts for a 3-bomber list:

The classic problem for bombers is getting target locks on a PS 5+ target, especially if you want to cheat and take cheap PS2 Scimitar Squadron Pilots .

Since Captain Jonus doesn't benefit from his own rule, Squad Leader is a natural choice, letting you get a PS6 Target Lock with someone else, but the other named bomber, Major Rhymer , costs a bloody fortune.

Hence, a suggestion:

Scimitar Squadron Pilot with Concussion Missiles

Scimitar Squadron Pilot with Concussion Missiles

Captain Jonus with Squad Leader

Darth Vader with Squad Leader and Concussion Missiles

Getting the target locks shouldn't be too hard, because Darth Vader can generate one for himself and one for someone else, and Captain Jonus can provide a second. With rerolls from Captain Jonus and focus tokens on the Scimitar Squadron Pilots (if they need target locks providing to them) or Darth Vader (if they don't), your alpha strike should be three Concussion Missiles, two with focus tokens - which, combined with a Concussion Missile's 'free hit', is about as close to a garuanteed 4 hits as the game allows.

That should drop one ship, even something tough like a B-wing, and might heavily damage a second if you're prepared to risk it, plus once the alpha strike has shot its bolt you've still got one of the game's premier dogfighters in the form of Darth Vader .

BH ion cannon, rebel captive

Scimitar with flechette torpedo and seismic x 3

99 points

Have fun.

Edited by Sergovan

One does not simply fly against bomber, Its black wings are guarded by more than just jonus, There are bombs and torpedoes that do not sleep, and their Target lock is ever watchful. They leave a barren wasteland, riddled with fire and ash and dust, the very air you breathe is a poisonous fume.

Not with ten thousand x-wings could you battle them, It is folly.

Admiral Boromir.

Edited by Cubanboy

This is what I want been running,

2 - Scimitar Squadron Pilot (16pts) Cluster Missiles (4pts), Flechette Torpedoes (2pts)

1 - Captain Jonus (22pts) with Flechette Torpedoes (2pts)

1 -Omicron Group Pilot (21pts) Engine Upgrade (4pts), Heavy Laser Cannon (7pts)

I really like the synergy between Jonus and the Bombers see his ability works on each atk from the Cluster you have a chance at 6 damage with 4 rerolls. Once all Missile and torps are down the shuttle is a great power house again using Jonus to reroll misses from the HLC, I toyed with leaving off the engi upgrade and giving Jonus a missile or the bombers sem charges but the shuttle really does a great job with clean up after the Alpha strike and needs the extra movement.

One other thoughts for a 3-bomber list:

The classic problem for bombers is getting target locks on a PS 5+ target, especially if you want to cheat and take cheap PS2 Scimitar Squadron Pilots .

Since Captain Jonus doesn't benefit from his own rule, Squad Leader is a natural choice, letting you get a PS6 Target Lock with someone else, but the other named bomber, Major Rhymer , costs a bloody fortune.

Hence, a suggestion:

Scimitar Squadron Pilot with Concussion Missiles

Scimitar Squadron Pilot with Concussion Missiles

Captain Jonus with Squad Leader

Darth Vader with Squad Leader and Concussion Missiles

Getting the target locks shouldn't be too hard, because Darth Vader can generate one for himself and one for someone else, and Captain Jonus can provide a second. With rerolls from Captain Jonus and focus tokens on the Scimitar Squadron Pilots (if they need target locks providing to them) or Darth Vader (if they don't), your alpha strike should be three Concussion Missiles, two with focus tokens - which, combined with a Concussion Missile's 'free hit', is about as close to a garuanteed 4 hits as the game allows.

That should drop one ship, even something tough like a B-wing, and might heavily damage a second if you're prepared to risk it, plus once the alpha strike has shot its bolt you've still got one of the game's premier dogfighters in the form of Darth Vader .

(markings in bold by me)

Squad Leader is unique so you can only field one ship with that trait.

Am currently thinking of running 2x Gamma Sq, one with proton bombs one with proximity mines and 2x Royal Guard Squints with ptl and Targeting computer. 98 points, so not sure whether to swap things about a bit or not! bombers get in close and drop bombs aquints fly around buzzing and annoying people.

5 x Scimitars

Howlrunner w/Elusiveness

These are great dog fighters 12 attack dice and the Howlrunner re-roll. Howlrunner should always evade and don't be afraid to take that stress to force a crit re-roll. You can even split the group into groups of 2 and 4 to help with flanking if swarms aren't your thing. This is a good counter for YT-1300s, Slaves, Shuttles and B-Wings.