Proton rockets add agility dice equal to your agility, are range one and only require you to discard the card and have a focus to fire them. They seem to be a pretty good but for not only the A-Wing and Tie Advanced but you still get 4 dice from a bomber for only 3 points. You can get a scimitar and a proton rocket for only 19 points. I think it might be time to dust off the ol tie bomber
Proton rockets and the Tie Bomber
A, the bomber can carry 2, aaand fly with Jonus I'm looking forward to them.
The problem with this plan is that for the same cost you can get a TIE interceptor that has 4 dice at range 1 every turn, not just once, and gets 3 dice at longer ranges. Proton rockets are only viable if you're getting the 5 damage or putting them on a dirt-cheap z-95, and even the second option is kind of questionable.
The problem with this plan is that for the same cost you can get a TIE interceptor that has 4 dice at range 1 every turn, not just once, and gets 3 dice at longer ranges. Proton rockets are only viable if you're getting the 5 damage or putting them on a dirt-cheap z-95, and even the second option is kind of questionable.
There are a couple of other niche uses, and I hate to agree with you, but… yeah, this. People look at Proton Rockets and they forget that Range 1 isn't an inconsiderable limitation, and that four dice with focus at Range 1 actually isn't all that hard to get.
The problem with this plan is that for the same cost you can get a TIE interceptor that has 4 dice at range 1 every turn, not just once, and gets 3 dice at longer ranges. Proton rockets are only viable if you're getting the 5 damage or putting them on a dirt-cheap z-95, and even the second option is kind of questionable.
Getting the what damage? Proton rockets max out at 3 extra dice, base attack of '1' = 4 is as high as they go.
Still, they DO pair well with Jonus alongside, as they are secondaries, so he gives you two re-rolls of them...not really very easy to get two rerolls with an Interceptor (I guess you could equip 'Predator', and have it fly alongside 'Howlrunner', but...)
The problem with this plan is that for the same cost you can get a TIE interceptor that has 4 dice at range 1 every turn, not just once, and gets 3 dice at longer ranges. Proton rockets are only viable if you're getting the 5 damage or putting them on a dirt-cheap z-95, and even the second option is kind of questionable.
Getting the what damage? Proton rockets max out at 3 extra dice, base attack of '1' = 4 is as high as they go.
Still, they DO pair well with Jonus alongside, as they are secondaries, so he gives you two re-rolls of them...not really very easy to get two rerolls with an Interceptor (I guess you could equip 'Predator', and have it fly alongside 'Howlrunner', but...)
Proton Rockets roll 2 + Agility dice, not 1+.
xanderf, I believe the base damage on the rockets is two. Thus cap is 5 for three ships.
/edit, ninjaed
Edited by Stelar 7The problem with this plan is that for the same cost you can get a TIE interceptor that has 4 dice at range 1 every turn, not just once, and gets 3 dice at longer ranges. Proton rockets are only viable if you're getting the 5 damage or putting them on a dirt-cheap z-95, and even the second option is kind of questionable.
The problem with the PS1 interceptor is it sucks. You can't reliable arc dodge with it, which usually means it doesn't last long. I've never had a Tie Bomber one shotted.
Ah, derp. Guess that's what I get for trying to remember stats on a card I don't have, yet. LOL.
I one shotted a Tie Bomber once!!! Cluster missiles and an opponent who wasnt able to roll any evades helped the situation! An the bomber had no tokens to help either!
The problem with this plan is that for the same cost you can get a TIE interceptor that has 4 dice at range 1 every turn, not just once, and gets 3 dice at longer ranges. Proton rockets are only viable if you're getting the 5 damage or putting them on a dirt-cheap z-95, and even the second option is kind of questionable.
The problem with the PS1 interceptor is it sucks. You can't reliable arc dodge with it, which usually means it doesn't last long. I've never had a Tie Bomber one shotted.
I've read this twice, and I'm still stuck on the idea that you think Alpha Squadron Pilots suck. It's +6 points for +1 Attack on every attack the ship makes; people are willing to pay 7 points for an HLC, which is +1 Attack in two range bands and can't crit.
Alpha Squadron Pilots have a particular set of strengths, which are not exactly the same as the set of strengths that (say) Fel has, but they definitely don't suck.
because it could be fun
Captain Jonus (22)
Predator (3)
Flechette Torpedoes (2)
Flechette Torpedoes (2)
Proton Rockets (3)
Proton Rockets (3)
Seismic Charges (2)
Munitions Failsafe (1)
Scimitar Squadron Pilot (16)
Flechette Torpedoes (2)
Flechette Torpedoes (2)
Assault Missiles (5)
Proton Rockets (3)
Seismic Charges (2)
Munitions Failsafe (1)
Scimitar Squadron Pilot (16)
Flechette Torpedoes (2)
Flechette Torpedoes (2)
Assault Missiles (5)
Proton Rockets (3)
Seismic Charges (2)
Munitions Failsafe (1)
Total: 100
I like the 19 point scimitar over an 18 point squint. You are highly unlikely to get one shotted in a bomber and bomber/howl swarms work pretty well. The lowest I so for squints is saber and ptl for 24.
I've read this twice, and I'm still stuck on the idea that you think Alpha Squadron Pilots suck. It's +6 points for +1 Attack on every attack the ship makes; people are willing to pay 7 points for an HLC, which is +1 Attack in two range bands and can't crit.Alpha Squadron Pilots have a particular set of strengths, which are not exactly the same as the set of strengths that (say) Fel has, but they definitely don't suck.The problem with the PS1 interceptor is it sucks. You can't reliable arc dodge with it, which usually means it doesn't last long. I've never had a Tie Bomber one shotted.The problem with this plan is that for the same cost you can get a TIE interceptor that has 4 dice at range 1 every turn, not just once, and gets 3 dice at longer ranges. Proton rockets are only viable if you're getting the 5 damage or putting them on a dirt-cheap z-95, and even the second option is kind of questionable.
With this in mind, I decided to take a look at a build where I substituted Alphas in for Rexler, here's where I ended up!
99 points
23 points
Howlrunner
10 2 3 3 0
Unique
When another friendly ship at Range 1 is attacking with its primary weapon, it may reroll 1 attack die.
Howlrunner/TIE Fighter (18)
Veteran Instincts (1)
Engine Upgrade (4)
37 points
Soontir Fel
9 3 3 4 1
Unique
When you receive a stress token, you may assign 1 focus token to your ship.
Soontir Fel/TIE Interceptor (27)
Royal Guard TIE (0)
Push the Limit (3)
Shield Upgrade (4)
Hull Upgrade (3)
21 points
Alpha Squadron Pilot #1
1 3 3 4 0
Alpha Squadron Pilot/TIE Interceptor (18)
Hull Upgrade (3)
18 points
Alpha Squadron Pilot #2
1 3 3 3 0
Alpha Squadron Pilot/TIE Interceptor (18)
I started with Fel, added two Alphas, then added Howl...
Fel is my flanker/main attacker in a lot of builds. The Alphas are the frontal threat, move first, get to focus, maybe do some blocking.
Howlrunner ended up being the best "filler!" She adds the rerolls to the Alphas, has EU to keep up with them and has PS 10 to counter Phantoms!
Im picturing lots of damage early on, losing the Alphas or Howl first if they are running in a mini swarm and Fel with one of the three left for the end game!
I like the idea of four ship builds over three and I think tthis will fit my play style!
Thank you for getting me to think outside the box!
You're getting three attack at range one. It's hardly worth to spend the points on Proton Rockets just to get an extra attack at range one on a single use missile. Spend your points elsewhere and you will find greater rewards.
You're getting three attack at range one. It's hardly worth to spend the points on Proton Rockets just to get an extra attack at range one on a single use missile. Spend your points elsewhere and you will find greater rewards.
Proton Rockets are still 2 + Agility, just like upthread. (c:
@Plainsman: you could swap Howlrunner out for another Alpha and change Fel's Shield Upgrade to a Stealth Device. That leaves you with enough points to bring a total of three Alphas, all with Hull Upgrades, without losing your initiative bid.
You're getting three attack at range one. It's hardly worth to spend the points on Proton Rockets just to get an extra attack at range one on a single use missile. Spend your points elsewhere and you will find greater rewards.
Most ordnance are 4 attack dice and require a focus and TL to be effective. These seem much more easily launched but at the cost of only being range 1. They only cost 3 which is very nice also. I don't find range 1 to be difficult to get on the second round of firing. I think I will run a howl+bomber/PM swarm and see what it does.
@Plainsman: you could swap Howlrunner out for another Alpha and change Fel's Shield Upgrade to a Stealth Device. That leaves you with enough points to bring a total of three Alphas, all with Hull Upgrades, without losing your initiative bid.
Interesting! I'll give that a go too! I really like the idea of FOUR interceptors!
Thanks!
I look forward to flying this Proton Squad in some casual games in the future:
Proton Rockets were made for the TIE Advanced... Vader AND Maarek will both have inbuilt kill switches.
range 1 too situational. costs too much for a bomber. doesnt even live up to the 5 dice total.
also my bombers get crit'ed with blinded pilot or munitions destruction every time i go in close for a crucial kill.
I would like to point out homing missile + proton rocket....
Tl at range 3, fire homing missile, maintain target lock for proton rockets.... Next turn, focus and use tl + focus with 4 dice attack to finish target. This is not possible with a wing or tie adv with only 1 missile slot. Sure it's expensive to load dual missiles, 1 more than an hlc... But it works fairly well with even the lowly scimitar, and gives you a ptl like turn without stress.
While I admit that Range 1 isn't too hard to achieve, the "Attack: [Focus]" means you can't Barrel Roll to get the shot or to close to Range 1 because you'll lose your Focus. Okay, so Vader can do that.
I'm excited to try these out, but spamming them across your squad just seems like a bad idea. Also interesting to note that the TIE bomber has that long Koiogran 5, which may make it more difficult to get multiple Proton Rockets off.
Just some things to think about.
That people are seeing possibilities in Proton Rockets on Tie Bombers is a pretty clear indication of the state of the rest of the ordnance one can put on a Bomber.