What is the best Tie Bomber build?

By devotedknight, in X-Wing

Hello,

Marksmanship and Advanced Proton Torpedoes are OP as hell. Basically guarantees you 6 hits and a crit every time. But thats the only way to use them if you ask me.

My friend pulled the trick on me and I was utterly flabbergasted.

And I've thought that MAjor Rhymer is bad with PTL, now I see that I was wrong...:)

How's this for a list.

Jonus + (Pilot Upgrade) + Engine upgrade + Seismic Charge

Gamma + Engine upgrade + Seismic Charge x2

Scimitar + Engine upgrade + Seismic Charge

100pt But what upgrade to use on Jonus?

Edited by devotedknight

How's this for a list.

Jonus + (Pilot Upgrade) + Engine upgrade + Seismic Charge

Gamma + Engine upgrade + Seismic Charge x2

Scimitar + Engine upgrade + Seismic Charge

100pt But what upgrade to use on Jonus?

Why use Jonus at all when you're not using Missles/Torpedoes? Seismic Charges aren't an attack.

For contrast, consider

5x Gamma + Seismic Charge

...Eeyup

How's this for a list.

Jonus + (Pilot Upgrade) + Engine upgrade + Seismic Charge

Gamma + Engine upgrade + Seismic Charge x2

Scimitar + Engine upgrade + Seismic Charge

100pt But what upgrade to use on Jonus?

Why use Jonus at all when you're not using Missles/Torpedoes? Seismic Charges aren't an attack.

For contrast, consider

5x Gamma + Seismic Charge

...Eeyup

I was thinking about the Pilot up grade. Jonus is the lowest costing Bomber with a pilot up grade. And the Engine upgrade to make the bombers more dog fight capable.

Edited by devotedknight

A bomber can carry only one Seimic charge.

Possible Anti phantom bomber list

Scimitar Squadron Pilot

Flechette Torpedoes, Ion Pulse Missiles

Scimitar Squadron Pilot

Cluster Missiles, Flechette Torpedoes

Captain Jonus

Seismic Charges, •Squad Leader

Major Rymer

2x Flechette Torpedoes, Veteran instincts

Too much payload in that list - you're not going to be able to fire two missiles in most games. Rather drop some upgrades and take another bomber.

I've not found that to be the case.

I've been running a list with a pair of Scimitar Squadron Pilots equipped with both Assault Missiles and Cluster Missiles alongside Jonus and a flanking Interceptor.

Long story short I've rarely (in the 6 months I've run the list) not had the opportunity to get both shots off with both Scimitars.

People constantly underestimate the tankiness of the Bomber.

@Admiral JCJF: That surprises me a bit - might have to do with your local meta. Did you fly your list in tournaments, too? You're right - Bombers are tanks but they're also vulnerable against critical hits. It's also harder to get the needed target locks with Scimitars. I can only recommend a combination with bombs again: no TL needed, additional primary attack possible, damage can't be avoided and people tend to forget about bombs.

Captain Jonus/TIE Bomber + Proton Torpedoes + Concussion Missiles + Predator + Seismic Charges + Hull Upgrade

Scimitar Squadron Pilot/TIE Bomber + Proton Torpedoes + Proton Torpedoes + Assault Missiles + Seismic Charges (2)

I run a three Bomber list and it work relatively well. Sure, each ship is one-third of your list, but with Jonus’ reroll ability, you can pretty much take out any fighter with a single Torpedo.

Jonus gets a good benefit from Predator (it’s a light version of his ability) and the other rarely ever miss their attacks. In total, you have 32 attack dice of direct damage ordnance that will rarely miss. Throw in the Seismic Charges to dissuade getting behind them, and you’re golden.

Very interesting build!

We could use a mid level bomber with an EPT slot.

Maybe even a heavy bomber with two bomb slots or an Aces pack that allows you to substitute missle for a bomb. Just wishful thinking.

@Admiral JCJF: That surprises me a bit - might have to do with your local meta. Did you fly your list in tournaments, too? You're right - Bombers are tanks but they're also vulnerable against critical hits. It's also harder to get the needed target locks with Scimitars. I can only recommend a combination with bombs again: no TL needed, additional primary attack possible, damage can't be avoided and people tend to forget about bombs.

I've run it in two store champs and Attack on Imdaar Alpha and never managed better than a 3rd, but never finished in the bottom half of the pack either.

I'm aware of the crits "problem" but am generally not too concerned, the overwhelming majority of critical hits doing nothing of consequence (except where they increase damage).

Now, having a missile for range and another for in close has helped a lot. I wouldn't go out without something for range and something for close range, Assault Missiles and Seismic Charges cover the same tactical situations though and I'm less than impressed by the other long range Missile or Torp options.

Now, another matchup I'm considering is Frag Trops and Ion Pulse Missiles. You hit a ship with both of those and they are FRACKED. So a pair of Bombers, carrying one of each is going to give you two+ turns of one REALLY screwed target (though you'll need something else, perhaps an Interceptor or a Phantom, to take advantage of the opening). Alternatively a Bomber with a couple of Frag Torps could pair with a Defender or a Firespray with an Ion Cannon.

Jonus is the key though, without him I agree that one-shot ordinance is mostly trash.

Well... him or just use Bombs. Between B-Wings, E-Wings and Headhunters I think that there might be a LOT of fun to be had with Proton Bombs in the "Wave 4 Meta".

Jonus with a Defender who has an HLC is pretty fun.

I'm running a "Two Gun Fun" list which teams Jonus up with a pair of Defenders carrying Heavy Laser Cannons.

It seems to be running ok so far, but it's only had one club night of serious play... so I'll let you all know how it goes.

I'm considering replacing one of the Defenders with a Bounty Hunter carrying an Ion Cannon, or just replacing the HLC on one of the Defenders with an Ion Cannon.

The idea of putting Predator on Jonus seems like a good one too, it might make him a good carrier for Frag Torps (which seems like it might just be the perfect last piece for this particular list).

Edited by Admiral JCJF

I like Major Rhymer + PTL and x2 APT. This allows Major Rhymer to have TL / Focus and shoot off APT out to range 2 (and do that twice in one game). That is devastating. Plus, while 41 points is pricey, that still leaves you with plenty for two very nice Interceptors - you could even take Fel (+ PTL and TC) and Turr (+ VI) and it all comes out to 99 points...

I'm wondering if Predator is going to make Rhymer a better pick.

Still, once you add ordinance he is an EXPENSIVE pick.

For Ryhmer and APT, you really do need PTL because he needs the TL to fire APT and then the Focus to modify (after up to 3 blanks are modified to focus results with APT).

That means almost always 5 hits - the only way to have fewer than 5 hits is to roll either 4 or 5 blanks... but even with 5 blanks you will still get 3 hits...

Edited by nazgul

I would love to see Tie Bomber Variants. Variant are just Tie Bomber with a different Up Grade Bar. For Example: Replace the Torpedo slots and replace one with a crew Member and the other with an extra Bomb slot. Or A Tie Bomber the replaces both the Torpedo Slots and the bomb slot and replaces one slot with a cannon slot, one slot a systems slot, and the last with a crew slot.

Anyone run stealth bombers?

Edited by EmpireErik

I Like!

Sorry modified to prevent a flame war.

How would a stealth Bomber work in the X_Wing game. Give the bomber an automatic flip all blank dice to an evade! This would be a modification card stealth.

Edited by devotedknight

Is an Advanced Proton Torpedo worth the points?

Is an Advanced Proton Torpedo worth the points?

No.

It requires a double-action and the most stringent range-restriction in the game.

Even if you didn't discard it after hitting your opponent, I'd STILL hesitate to say it's worth 6!

I took this list in regionals and came 2nd. I beat the other 3 that made the top 4 and they all got in due to strength of schedule for playing against me. It was a fun to play list with every ship having it's role to play.

2x Scimitar Squad, Assault Missiles, Seismic Charges.

Black Squadron, Pilot Draw Their Fire.

Mauler Mithel, Squad Leader.
Howlrunner, Swarm Tactics.

Mauler gives one Bomber a turn a chance to get a Target Lock after most ships have moved.
Howlrunner lets that Bomber shoot before it gets focused down.
Black Squad is there to take the heat off the more important players.
Drop Bombs when the K turns begin and fly what you have left after using the missiles like a swarm.

I enjoyed flying it.

Is an Advanced Proton Torpedo worth the points?

No.
It requires a double-action and the most stringent range-restriction in the game.
Even if you didn't discard it after hitting your opponent, I'd STILL hesitate to say it's worth 6!

They work great on B wings with ion cannons and Fire control system. Ion at range 3 and get a TL. Move to range 1 of where the Ioned ship will be next move and drop 5 hits on the unfortunate blighter. 3 Blue Squad B's is 99pts and very fun to fly.
I won a store Championships with that list. Every game came down to one B wing with 3 or less hull at the end. Tense!

What is the best use of a Bomber?