List help: one tie bomber + anything I've got

By GeneticDrift, in X-Wing

Hi all,

I am trying to use all of my minis in the league I am in (not all at once) and I want to make use of my tie bomber but I cannot think of a good list. Can you help?

I have

Core x2

Interceptor

Imperial aces

Tie bomber

Tie fighter

Slave I

Phantom

Tie advanced

Shuttle

Thanks!

Edited by GeneticDrift

the unique shuttle for passing TLs would be good to pair up with him plus a pair of royal guard interceptors would draw most of the attention i'm sure. depending on what sort of upgrades and ordnance you could fit on may not be to viable but basically something with that sense to draw fire from the bomber. if you have any munitions failsafes id suggest dropping it on there for one point just cause itd be nice to not lose it for nothing :)

I would start with loading both the Firespray and the TIE Bomber with seismic charges. Drop both near each other and that auto 2 points in an area to thin out those swarms or if you get caught in a furball. Plus you don't blow an action or your attack to do that.

Probably modify rest of list to suit your playstyle, i.e. TIE swarm, or Echo/Whisper + ACD, space cow with FCS, Carnor + other elite Interceptor, etc...

If you're looking to field all of your ships, for 144 pts you can use every type of ship you have and have 7 on the board with no upgrades and 6 points left to use on ordinance:

AP 12 points

Scimitar 16 points

BH 33 points

Alpha Squadron 18 points

Tempest Pilot 21 points

OGP 21 points

Sigma Pilot 25 points

If you're looking for a more dynamic list here's an option:

Darth Vader + Concussion Missiles or Ion Pulse Missiles (preferred) + Swarm Tactics (to let the bomber shoot at ps 9) 34 or 35 pts

Scimitar Bomber + Ion Pulse Missiles + Flechette Torpedoes 21 pts

Bounty Hunter + Recon Specialist 36 pts

Colonel Jendon + ST 321 + Weapons Engineer 32 pts (gives out Target Lock candies)

2 x AP 24 pts

That's 147 or 148 depending on what ordinance you use on Vader. 6 ships with abilities and such. No interceptors or phantoms but a beefy list of hp.

Thanks for the advice, I've been leaning towards the space cow but was hoping something else would excite me.

I may try this out

Colonel Jendon, FCS, Gunner, Weapons engineer

Scimitar Squadron Pilot, concssion missiles x2,, seismic charges

BH, Seismic charges, recon spec.

Don't take two missiles on a ship, you will have a very hard time using both.

Jonus next to Krassis with a HLC is fun. 4 dice, 3 rerollable. Lots of points, but it puts the hurt on.

I would save points and drop to BH, two rerolls are enough.

BH, bomber and phantom. Upgrades to fit your taste. I have to say tho I never took ordnance and I played a game last week and took a BH with recon spec, defender naked and a bomber with 2 cluster missiles. Had the worst experience with cluster missiles haha with both missile cards only did a combined 2 damage against bwings. However you can also do really good. They are picky so just keep that in mind.

Shuttle w/ Vader

2x Royal Guard w/ PTL

Gamma w/ Proton Bomb, Flechette Torps

99 points

Vader runs up the middle, squints scatter and hunt while the bomber just chills as a big threat with that bomb.

Rhymer + Flechette + Flechette + Seismic + Deadeye
Jendon + ST-321 + Advanced Sensors + Weapons Engineer + Anti-pursuit Lasers
Black + Draw Their Fire
Black + Draw Their Fire

Jendon flies slow with Rhymer and the Blacks in formation while he gets Target Locks and passes them out. Rhymer takes Focus actions and waits till he has a Target Lock to fire his Flechettes with Focus via Deadeye at range 1 - 3 then spending Target Lock as needed on attack die.
Spare Target Locks are passed out to the Blacks, who try to stay within range 1 of the shuttle and bomber to use Draw Their Fire so most likely will be barrel rolling when not evading, so they can attack targets of opportunity.

Once the enemy engage fully and you start getting surrounded try and be aggressive with the shuttle to cause ships to bump you and trigger the Anti-Pursuit Lasers.

It's a slow and steady list that requires some skill with formation flying to make use of the Blacks properly but can soak some damage while dishes out quite a lot.

Rhymer + APTx2, Assault Missiles x1, Seismic Charge, PTL

Night Beast (or Black Squardon + draw their fire)

Academy Pilot x3

Fly Rhymer seperate from the ties, as a flanker. Use the AM as soon as you can, before all the furball happens. Keep the seismic charge, to make your opponent stay out of your 6. Maximize the 1 straight and 5 k-turn.

Or buy more bombers and fly 4 scimitars and a firespray with a 3 point crew (my favorite use of them).

Edited by Radarman5

Jonus next to Krassis with a HLC is fun. 4 dice, 3 rerollable. Lots of points, but it puts the hurt on.

Jonus with Krassis is a waste IMO. On average you should only need to reroll 1 blank, which Krassis does already. I find from my own experiences that's true as well, I'd say at least 80% of the time you wouldn't need Jonus.

Now if you have other ships along for the ride that need Jonus then that's fine, but if you only have him for Krassis it's a bad choice I think.

I had my GR75 destroyed very quickly by Krassis with HLC, Jonus and couple bombers.