Michiel's Let's Discuss: Scimitar

By MichielR, in X-Wing

Hello again X-wing fans!
This week we take a look at the classic cheap TIE BOMBER using seismic charges to control the playing field. A cheap setup allowing you to fill your point gap with something with a lot of hitpoints and hilarious utility thanks to the bomb! It's a classic!

Thanks for all the positive responses so far on my channel in general; I'm so grateful that you all appreciate my work.


https://www.youtube.com/watch?v=3-xhGt07vlM

Enjoy!

Edited by MichielR

I would have liked to see some higher level tips on how to drop those bombs effectively or how to "make them chase you". Also especially hard for seismic bombers is trying to bomb pilots with movement actions (BR boost). These clear a bomb usually rather well unless that pilot is literally sitting on the bomb post dial.

I love your videos, subscribed a while back when you had under 100. Great quality and content.

Big fan of the videos man! Nice work!

I would have liked to see some higher level tips on how to drop those bombs effectively or how to "make them chase you". Also especially hard for seismic bombers is trying to bomb pilots with movement actions (BR boost). These clear a bomb usually rather well unless that pilot is literally sitting on the bomb post dial.

Yeah, I personally think bombs make most sense on hi-PS bombers, where you can drop the bomb AFTER your opponent has moved. Proximity mines, on the other hand, are not bad on lo-PS bombers. Shame you need a lot of Firesprays in your hangar to really spam them.

Edited by Urrgok

I would have liked to see some higher level tips on how to drop those bombs effectively or how to "make them chase you". Also especially hard for seismic bombers is trying to bomb pilots with movement actions (BR boost). These clear a bomb usually rather well unless that pilot is literally sitting on the bomb post dial.

I would have liked to see some higher level tips on how to drop those bombs effectively or how to "make them chase you". Also especially hard for seismic bombers is trying to bomb pilots with movement actions (BR boost). These clear a bomb usually rather well unless that pilot is literally sitting on the bomb post dial.

Yeah, I personally think bombs make most sense on hi-PS bombers, where you can drop the bomb AFTER your opponent has moved. Proximity mines, on the other hand, are not bad on lo-PS bombers. Shame you need a lot of Firesprays in your hangar to really spam them.

Putting them on higher PS pilots is a great idea, but my aim was to bring cheap bombs to the table. On low PS pilots you just have to guess, and that can be pretty easy with ion'd, stressed or slow ships. It's easy, straight-up damage.

And the idea for tips is a good idea, thank you. Maybe I'll do a video explaining how to do bombs effectively and their different markups (ie prox. vs seismic.).

Thanks for the positive feedback.

That would be an amazing boon to us all!

Thanks for your hard work already.

Yeah, I personally think bombs make most sense on hi-PS bombers, where you can drop the bomb AFTER your opponent has moved. Proximity mines, on the other hand, are not bad on lo-PS bombers. Shame you need a lot of Firesprays in your hangar to really spam them.

Yeah, I've taken to scrounge Proximity Mines for my fleet of bombers from friends who never used theirs anyway. A pity they don't come with the TIE Bomber.

Good news, though, as it seems the number of ships that come with them will increase drastically with the introduction of the Scum and Villany as several of their ships seems to come with them. I reckon I'm not the only one that might at least buy a couple of them anyway.

A low PS build with the Bombers, I'd take Proximity Mines instead and use them to clog up the routes between asteroids. One central placed mine can shut down almost all of a Range One spaced asteroid placement.

If I wanted to do a crazy high PS build with both Rymer and Jonus, I'm wanting to try :

Rymer + Cluster + Cluster + Predator (37 points total)

Jonus + Proximity + Determination (26 points total)

Two rounds of two three-dice attacks, both with three rerolls anywhere range 1 to 3. It may be a great way to chew up a Falcon build.

It leaves enough room for Echo with ACD, VI and FCS at 37 points for her to run around as a flanker and be annoying.