Does the Tie Bomber need a fix?
I think so. The ship had one showing in Nationals at Top16 as a Scimitar/Howl swarm, and this is the statistic of use over the previous number of regionals, which is a much larger data sample.
Collected by MajorJuggler, thank you.
By the way the column deciphering is helpful, see the Regionals thread.
1 is occurance
2 is weighted average score
3 is winners weighted by attendance
4 is effectiveness (#2/#1)
5 is tournament winning effectiveness (#3/#1)
While not quite as useless as the Tie Advanced, the Tie Bomber is also starting to fade into obscurity. Its overall uses are simply for its longetivity and not for its ordnance capabilities. Its use is one dimensional and one build only so far.
This longetivity though has very little cost effectiveness. I can't remember where I saw it, but the calculated attacks an x-wing needs to kill a tie advanced is 13.5, versus 20 for the tie advanced to kill the xwing. The bomber has similar problems, and actually has it even worse, as critical damage is even more likely to cause maneuvering problems or premature death.
What sucks about the Bomber?
It takes critical hits incredibly easily, especially in my case: Blinded Pilot, just as I set up a crucial close range shot. (It has happened four times now). Also, the critical that destroys a secondary weapon is just not fun. Unfair! Why can't we get criticals that shoot off astromechs and crew? They're much more vulnerable.
Its hard to get ordnance off.
Ordnance isn't cost effective.
Fix!
Sturdy Construction
Modification, 1 point (Opportunity cost: Munitions Failsafe)
Tie bomber only, or Equip only in conjunction to a ship with a torpedo, missile or bomb.
Right before you would receive and reveal a face-up damage card, put a tracking token, and a stress token* on this ship. On the next turn, after you reveal your dial, suffer that face-up damage card instead.
Remove the tracking token and discard this card.
*optional
Impact!:
This allows a Bomber to get a crucial attack through, for a torpedo or a close-up shot. It also allows it to drop a bomb. Making the Bomber quite a bit more cost effective for one more attack.
It makes the Bomber seem like it has 4hull and 2 shield instead usually. Being able to absorb some form of damage, which would help balance the ship better without going against lore.
Costs of this upgrade:
You can't take Munitions Failsafe.
It gives you a stress that you have to deal with next turn. No k-turn.
It adds more cost to your bomber.
Only works for critical hits.
Balance considerations:
By making it cost one point it makes it a choice to cram onto a Howl Fat swarm.
It could cost zero points, but that might make it an auto include instead of munitions failsafe, which is not cost effective for a bomber.
(Would really be nice if someone can find me the cost effectiveness value of the Bomber, jousting stats?)
It could not stress the pilot. It probably would work just fine. It's also an extra line of text.
Making the "equip only in conjunction to a torpedo, missile or bomb" would allow other ships to take this upgrade also. Though, funny enough, it might be perfect for the bomber and no other ship! The Falcon would pay too much and lose Engine Upgrade. The B-wing probably doesn't benefit with its little agility once it gets to 3 hull.
The Firespray might benefit if it has those ordnances (not cannon)!
The Tie Advanced, and the generic X-wing with a missile might benefit too!
Edited by Blail Blerg