Whats your Fun bomber squad ideas?

By Krynn007, in X-Wing

Sorry I accidently posted this originally in the question section.

(And it double posted for some reason Probably cause I did it on my cell.)
Anyway just ignore it on that page.

Sorry guys and gals

Been playing around with bombers on the squad builder. Haven't had a chance arrow-10x10.png to fly them yet, and is been awhile since I've flown them.
Usually doesn't end well because of their low PS, but just for fun I came up with this.

Rhymer
Veterans instincts
Assault missles
Advanced proton torpedoes
Seismic charge

Gamma squadern
Assault missles
Seismic charge

Col. Jendon
St-321
Tactician
Engine boost

100 pts.

Thought this looked like fun. I know it's a lot of points invested but it's just for fun
I only have the two bombers. Not something I'd take to a tournament, but thought this could make my opponent play against something different.
First two rounds get target locks on either the two front ships in his formation, or the most dangerous and then pass it on
When attack round happens. I'll have a high ps so with a focus, target locks. Hopefully do some dmg.
Have the charges to get in the way and so long as I can keep Rhymer Alive, follow up the next round with the advance proton torpedoes
The Tactician on the shuttle will slow something down. The engine upgrade for mid to late game

Another bomber build I'm going to try is

Scimitar squadern x2
Concussion missles
Seismic charge

Bounty hunter
Heavy laser canon
Seismic charge

Obsidian squadern pilot.

99 pts

(One option I considered with this is substitute the seismic charge and use the proximity mines cause it's something I never use which would put me up to 100 pts)

Once the devastator is out I thought down grade to academy pilot and put a fleet officer in there so the bombers can have a focus for their attack

This build I just wanted to use as many of my ships as possible to have bombs on them.
Thought it would be fun to lay a bunch of bombs down. Make my opponent scramble, or deal maybe lots of dmg
Only thing I don't like is the low PS on the bombers, but with the hlc maybe that get my opponent to focus on him instead. Since in the end he would hurt more than the bombers.
And then a tie fighter to muck it up.

So what kind of fun bomber builds do others use?

The tie bomber is one of those ships I just never see used.
I've heard of some having success with five and bombs on them

Also open to suggestions of anyone has anything to suggest.

Both of these squads have done well for me:

Captain Jonus

++Assault Missiles

++Seismic Charges

Scimitar Squadron Pilot

++Assault Missiles

++Seismic Charges

x3

^^Your alpha strike is everything. Deal as much damage as possible in the opening combat round, then drop ALL of your bombs and K-turn. Then, slow-play the cleanup. You'll have a lot of hull, but you need to be very aware of your weak attack.

Howlrunner

++Swarm Tactics

Scimitar Squadron Pilot

x5

^^Basically, play it like a TIE Swarm. The biggest complication is the difference in K-turn Speeds, but it can be fixed with your next maneuver. You have the same firepower as six TIE Fighters with Howlrunner, but significantly more Hull.

Here's one of my two tournament lists at the moment:

Captain Jonus + Squad Leader + Homing Missiles

2x Gamma Squadron Pilot + Cluster Missiles + Proton Torpedoes

Alpha Squadron Pilot

It's not perfect, but the devastation caused by really the game's first viable alpha strike can take even savvy tournament players by surprise. You only have the pair of Bombers, of course, but one possible substitution would be to drop a Gamma and Squad Leader for a Buzzsaw shuttle (Omicron Group Pilot + Fire Control + Gunner) or a more maneuverable shuttle (Omicron + Advanced Sensors + Engine Upgrade).

I ran a straight 5 gammas with seismic on each and it totally ruled and is a lot of fun and super easy to pilot. They joust great and even can hold their own against things that you'd think might rip them up like squads of interceptors with PLT and junk on them--they just tank so hard with so many hitpoints each and you can't ever get behind them that they really pull through some crazy matchups. Highly recommended, totally non-fancy/no critical component squad, only downside is that you need five bombers if you don't already.

Captain Jonus (22pts)

Scimitar Squadron Pilot with cluster (20)

Scimitar Squadron Pilot with cluster (20)

Scimitar Squadron Pilot with cluster (20)

Howlrunner (18)

Howlrunner

Capt Jonus

Scimitar + Cluster Missiles x2

Scimitar + Proton Torpedoes

Or

Capt Jonus

Gamma + Flechette + Cluster + Seismic x3

If you can pull this off there is a chance for an alpha strike win on the first round.

Scimitar Squadron Pilot (16pts) Proton Bombs (5pts)

Scimitar Squadron Pilot (16pts) Proton Bombs (5pts)

Scimitar Squadron Pilot (16pts) Proton Bombs (5pts)

Scimitar Squadron Pilot (16pts) Proton Bombs (5pts)

Scimitar Squadron Pilot (16pts)

Yup need more bombers lol.

Those all look like fun

I'll have to check my game store see if they got any more in

Edited by Krynn007

Captain Jonus with Squad leader

Gamma with Ass. M. and seismic x3

Biggs can go suck it with this list. Flacons get beat up. B-wings get it from both ordnance.

Shuttles get chewed while Firesprays and bomber formations get hurt.

Once Wave IV hits, try
4 Gammas + Flechette Torpedoes + Proton Bombs.

Those Protons can 1-shot all of the Wave IV ships except the Defender if it draws a Direct Hit, and are guaranteed to kill them if you hit one ship with two of them.

Also remember that each Proton Bomb hits ALL ships at range 1 of it... A 5 point upgrade that can theoretically 1-shot an entire Z-95 swarm? Please and Thank You!

I placed 13th at the MN Regionals with this:

100 points

Captain Jonus + Seismic Charges

2x Scimitar Squadron Pilots + Flachette Torpedoes + Seismic Charges

2x Scimitar Squadron Pilots + Flachette Torpedoes

The original idea was to stack a ton of stress on a single target, but the flachettes function more to let the bombers shoot like interceptors. If you can get early locks, you get four 3-dice attacks on a single target with Jonus rerolls. If not, the bombers are generally tough enough to survive to use their torpedoes later, especially when you cover your six with a spread of seismics. Even if you fail to get off a flachette, it was only 2 points. A Range 3 engagement with locks is ideal, but if the enemy rushes to Range 1, you get to fire with 3 dice anyway. You can also use low PS to your advantage if you can rush into close range, which lets you grab TLs for the K-turn while blocking higher PS ships. I destroyed a high PS TIE swarm this way without losing a ship, though Jonus only survived with 1 hull and a truckload of luck.

You do not need to wait for Wave IV to use flachettes, though to use them now you need a Rebel Transport.

Here's one of my two tournament lists at the moment:

Captain Jonus + Squad Leader + Homing Missiles

2x Gamma Squadron Pilot + Cluster Missiles + Proton Torpedoes

Alpha Squadron Pilot

It's not perfect, but the devastation caused by really the game's first viable alpha strike can take even savvy tournament players by surprise. You only have the pair of Bombers, of course, but one possible substitution would be to drop a Gamma and Squad Leader for a Buzzsaw shuttle (Omicron Group Pilot + Fire Control + Gunner) or a more maneuverable shuttle (Omicron + Advanced Sensors + Engine Upgrade).

Vorpal and I run similar lists. If you like playing with the missiles either his or the one that I run work well and have similar effects:

Jonus+Homing

2xGamma with Cluster and Assault Missiles

Black Tie with DTF and Shield Upgrade (to keep those initial nasty crits off the gammas).

Theory crafting since I haven't had a chance to fly this yet,

Rhymer with two adv proton torps.

Vader with squad leader

Dark Curse

Backstabber

Rhymer gets focus or TL from Vader and an early turn alpha, followed by another. He can't be ignored, but that means the flanker ties may be.

Just picked up two more bombers.

Time to give some of these ideas a try.

Any more suggestions I'm all ears

Bombs? You want them?

Gamma Squadron Pilot (18)

w/

Ion Missiles(3)/Proton Bombs(5)

Krassis Trelix (36)

w/

Ion Cannon(3)/Proton Bombs(5)/Intelligence Agent(1)

Captain Jonus (22)

w/

Expert Handling(2)/Proton Bombs(5)

Make them scared of those Critical Damage Bombs. I went with the Agent with Trelix so knowing when to and not to placing the Bombs should be easier You could downgrade the Gamma and go with the Navigator. Wish I hand more Proximity ones though.

Think they'll make an Ion Charge Bomb?

Jonus with Squad Leader

Scimitar with Ass. M. and Cluster x3

99points.

Fly in a pinwheel formation.

I've done well with every attempt I have made flying it. I'm 2-0 at the hobby store with it.

Jonus with three other Bombers works really well. Great initial volley and staying power. Give them all seismic charges and people stay out of your 6 for fear of getting chewed up. I took out howl and two other ties with a mass bomb drop in the Regionals championship.

I try and build up Jonus to give him a better PS with VI, pack on a homing missile and a Seismic charge.

The other three you mix and match for what you want to get out of them. It definately works if you can fly them pinwheel while they have missiles, then break up and fight as individuals.

I want to see if I could field a Firespray and 2 bombers. Then I want to fly it against phantoms. "DROP THE DEPTH CHARGES AYE CAPITAN!"

Jonus with ion torpedoes, 3 Scimitars with a mix of flechettes and assault missiles, and all with seismic charges. Ion a formation, stress out priority targets, damage everyone, then they drift into four bombs. :-)

don't underestimat the power of the proxmine. It works especially well with low PS ships. On the joust, you can drop it right in their teeth before you kturn. It they blitz you, you can stuff them with these, and 2 or 3 of them strung out in a line are almost impossible to avoid.

Any tips on flying bombers?

I've tried using two in the past and found that with low PS ships that my opponent either focus fires and sometimes can manage to kill one before it gets to shoot, or he gets in range one before I can shoot any missles.

I guess cluster or advanced proton torpedoes, but that's a lot of points.

I've thought about using Jendon and three bombers. I've also seen that used with good success.

Since he can get target locks early with the shuttle title and pass it on leaving the bombers to focus with their action.

Concussion missles is what I was thinking.

Another idea I Thought was 4 bombers with howl, and maybe Backstabber.

Edited by Krynn007

Cover the ranges with different missiles. Cluster for range 1-2 and homing/assault for range 2-3. Then try to slow roll to him. He moves in, cluster him. Stays at range, assault 'em.

Don't forget to put Squad leader on Jonus. Having him pass off his action to allow another bobmer to TL will really help in a pinch.

I have VERY much enjoyed the following...

Vessery w/ HLC

Jonus w/ Proton Torp, Swarm Tactics, Seismics, Munitions Failsafe

Scimitar w/ Proton Torp x2, Seismic, Munitions Failsafe

Sometimes I move points around but this is the gist of it.

-Cal

This list is pretty tricky:

Jonus + ST + Siesmic

Delta + HLC

Gamma + Assault Missile + Siesmic

Acad. Pilot

It screws with the opponents target priority. You want to shoot Jonus because he can sit there and buff the Delta, all the while the Delta can use his Focus for defense. Then you have to worry about that Assault missile. You got an Academy pilot for blocking and being a general pain in the rear. Oh, and don't forget about the siesmic charges. Those can ruin your day.

Won't be great against Phantoms, but its decent against a swarm. Haven't run it against a Fat Falcon list yet. I think it will fair pretty well if you can get a decent alpha strike out of the HLC and Assault missile.

Edited by Jo Jo

I ran this one this past weekend and had blast with it:

Captain Jonus with Decoy

Scimitar Squadron Pilot with Seismic Charge

Scimitar Squadron Pilot

Delta Squadron Pilot with HLC, Engine Upgrade.

Keep Captain Jonus within range 1 - 2 of the Defender, If you can keep him within range 1 and at range 3 or 4 of whatever the Defender is attacking, it'll keep him around longer. The Scimitar bombers can fly around and be annoying nats and if positioned right the Seismic can strip of a few shields or provide some hull damage to multiple ships.

Swapping Pilot Skills with the Defender allows it to attack first and with HLC being used and target lock, along with Jonus being in range you can pretty consistently roll four hits.

The key is keeping Jonus around though and out of range/arcs of the other ships.