Comparative Bombs

By Mikael Hasselstein, in X-Wing

So, I like to fly TIE Bombers, and I'm thinking about how to best use bombs.

I've tended to go for seismics, because they're cheap, but Scimitar Bombers have a hard time with those, because of their low PS. The same goes for Protons, which are released in the same way.

With the new FAQ, I'm taking a new look at proximity mines, which can detonate at the very moment of release. In other words, I can fly my low PS bomber through the midst of the enemy, and choose 1 enemy ship to take a 3-dice hit with an action, probably before that enemy has the chance to have a focus and/or evade token. That's not too bad, though it's debatable if it's worth the 3 points to get a single 3-dice attack.

What are your thoughts about bombs and their comparative utilities?

So, I like to fly TIE Bombers, and I'm thinking about how to best use bombs.

I've tended to go for seismics, because they're cheap, but Scimitar Bombers have a hard time with those, because of their low PS. The same goes for Protons, which are released in the same way.

With the new FAQ, I'm taking a new look at proximity mines, which can detonate at the very moment of release. In other words, I can fly my low PS bomber through the midst of the enemy, and choose 1 enemy ship to take a 3-dice hit with an action, probably before that enemy has the chance to have a focus and/or evade token. That's not too bad, though it's debatable if it's worth the 3 points to get a single 3-dice attack.

What are your thoughts about bombs and their comparative utilities?

I like the buff to the Proximity mines for sure, it provides a low PS ship a useful bomb to use. I believe high PS will still prefer seismic though. I don't see why people keep saying to add EI onto your ship so you can BR and then Prox. It seems like it makes it a 6 point mine just so you can focus, or BR. If you're moving first anyways, then it should be easy enough to know what maneuver to use so it lands onto the opponent. With the 4 straight and 3 turn, it's going to give bombers quite the boost since your opponent will have to worry about both where they are going this turn, and where they want to go next turn.

Note this is different than the current use of seismics in which case most high PS ships can maneuver out of them anyways. Even if the dice for the proximity mine show up with 3 blanks (12.5%) at least your opponent will be planning moves reacting to the chance that a single PS2 Scimitar w/ a Proximity mine for 19 points can one shot a PS9 Whisper w/ ACD + VI + FCS + Gunner and all that jazz for 40+ points.

I have used proximity mines on scimatar bombers successfully every time that I have equipped it, and that was before the updated FAQ. You just head towards your opponent in a faceoff, take the hit and next round, you do a 1 or 2 bank and drop the bomb in his path (or on top of him). That was one scenario where, if your enemy had a high pilot skill, he could not evade it.

So yeah, proximity mines on low PS bombers, other bombs on high PS ones.

I want to love Proton Bombs, but together, two of them are almost the cost of a TIE fighter.

I have long believed that Proximity Mines could be amazing, but I never tried it out. I think it's past time that I try them. I think it's easy to put too much into making them work, but since you're rolling 3 dice with no way to modify them, I'd limit it to just 3 points and if it works, great, if not, fine.

Seismic Charges are so cheap that it's hard not to put them on a ship with the bomb upgrade. I have rarely had my Charges avoided, but I am also very picky about when to drop them.

It's just unfortunate that proximity mines are rare, given that you only get one in the Slave I Expansion Pack, and so have to have multiple Slave I's to get more of such mines. I've only got the one, with no plans to get another for just the one card (or the extra HLC, since I got diddled out of my HLC with the 2nd hand lambda that I bought off a guy).

I want to love Proton Bombs, but together, two of them are almost the cost of a TIE fighter.

Agreed.

Edited by Mikael Hasselstein

I'm quite a big fan of Proton Bombs myself, looking forward to dropping them from Y-Wings! Heh, maybe the TIE Advance fix will give them a bomb slot for -5pts!

It's just unfortunate that proximity mines are rare, given that you only get one in the Slave I Expansion Pack, and so have to have multiple Slave I's to get more of such mines. I've only got the one, with no plans to get another for just the one card (or the extra HLC, since I got diddled out of my HLC with the 2nd hand lambda that I bought off a guy).

You cannot have too many Firesprays. Well, Ok, maybe four is too many. But even then, you could paint them all different and have variety, or play to higher limits!

FIRESPRAYS!!!!!!!!

It's just unfortunate that proximity mines are rare, given that you only get one in the Slave I Expansion Pack, and so have to have multiple Slave I's to get more of such mines. I've only got the one, with no plans to get another for just the one card (or the extra HLC, since I got diddled out of my HLC with the 2nd hand lambda that I bought off a guy).

You cannot have too many Firesprays. Well, Ok, maybe four is too many. But even then, you could paint them all different and have variety, or play to higher limits!

FIRESPRAYS!!!!!!!!

Maybe Scum will change my mind. I think it will narratively fit better there, which is something that matters to me.

I want to see a buff to all of the bombs. Something like. You can change the focus results too.

Prox mine is probably the best. Still, your opponent can turn away. I thought I had a bomb for sure and he turned away and completley bugged out. Sadly, with my bombers, they weren't that evasive, so really it just equalized. no advantage from making him change course.

Seismic Charges is a good choice for High PS ships because it is a value upgrade giving a range 1 blast that can't be canceled by defense dice. Put that on a bomber with 2 assault missiles and you got one AOE damage dealer.

Proton Bombs are more of a 5 point quirk. Still need a High PS ship for effectiveness. The extra points is more spent on the off chance it deals a direct hit on a Headhunter, A-wing, E-wing, Tie Phantom or the upcoming MA-3. It could be useful against 3 hull ships such as B-wings (especially if they fly in a squadron) but that requires bringing 2-3 proton bombs and some how getting them all within range 1 of the B-wings. It is very difficult to set up a Proton Bomb trap and it is likely your opponent will be looking for it.

Proximity mines are great for Low PS ships and with Wave 6 coming out you won't need to get another Slave-1 pack. You can use them to wall off spaces between obstacles or combine them with large ships with anti-pursuit lasers to make maneuvers difficult for your opponent.

Edited by Marinealver

Ok, so picture this:

You're in formation with Yorr and two Scimitars, one on each side of Yorr, their base-centers are aligned. You go 5K with both Scimitars, get rid of both stress with Yorr, pop two Proximity Mines on an unlucky target. It's a bit hard to set up, but you do get a chance to do unavoidable 6d damage to two targets/ a single target at the range equivalent of 3.5 (~5+1+1+2=9bases?). Of course you put yourself in a bad position, buy you do this before they even move, so it might be a certain shot.

You have 34.37% chance of one-shotting a Phantom with two Proximity Mines, not accounting for nasty criticals or Direct Hits!

I don't have a proper script to add the results to get a total damage evaluation, but with this many dice, you have 9.51% chance of a direct hit and 8% chance of two direct hits (but you have to take into account that you have to take out shields before these matter, uh)

I have had great success with prox mines as well. They work great on low PS bombers, and they work really well for limiting an opponent's movement options as well. Definately try them out.

Prox mine is probably the best. Still, your opponent can turn away.

Not if you drop it on top of them. With the new FAQ, you immediately do damage. I don't think people have really gotten this yet. This is the bomb with the bigger template. As long as you are touching someone, they take 3 red dice and get no way to reduce the damage.

If you can get to a Phantom before they move, you can do 3 red dice attack and it doesn't matter if they are cloaked or not.

Proximity mines on a grey or gold y-wing with Airen Cracken will be interesting. Maybe add wes for token strip

Proximity mines on a grey or gold y-wing with Airen Cracken will be interesting. Maybe add wes for token strip

It's just unfortunate that proximity mines are rare, given that you only get one in the Slave I Expansion Pack, and so have to have multiple Slave I's to get more of such mines. I've only got the one, with no plans to get another for just the one card (or the extra HLC, since I got diddled out of my HLC with the 2nd hand lambda that I bought off a guy).

I want to love Proton Bombs, but together, two of them are almost the cost of a TIE fighter.

Agreed.

I think with Wave 6 having another proximity mines for the Aggressor might make them more common.

Another thing is right now I have chosen not to double up on large ships yet but if I do it will probably be for the Aggressor as you can't use the title unless you have a 2nd one.

That is another concern I have with wave 6 is that this is the first where the packs are not stand-alone. Previously every upgrade card that came in an expansion pack can be used with the ship inside the pack. As with MW which is a conversion pack so we can give a pass on that. However that not the case but with IG-2000 having a single ship and the title you will need 2 to get the most out of every upgrade.

As others have said, with the latest changes to Proximity Mines and how they work, I'm looking at a 5 tie bomber build. It won't be tournament viable, but it will be a loads of fun to fly. The list can be found here:

http://xwing-builder.co.uk/view/140280/bombs-away

I used proximity mines on the Scimitar Squadron pilots and Seismic/Proton Bombs on the Gamma Squadron pilots. You can either fly them in a swarm, or break them into a couple of different formations to help cover the board with possible bomb placements. The nice thing about Proximity mines is that they just sit out there the entire game blocking areas so good for helping to corral highly maneuverable ships (i.e phantoms, cut off decloaking options, keep them cornered.)

Edited by kingargyle

Proximity mines on a grey or gold y-wing with Airen Cracken will be interesting. Maybe add wes for token strip

Why would Cracken be a particular asset in this case? I'm not sure you can apply any focus to the bomb roll.

If you've got a close enemy ship behind your y-wing, the y-wing can use the action cracken grants him to drop the mine in the combat phase, which would then immediately detonate if the enemy ship overlaps it.

Proximity mines on a grey or gold y-wing with Airen Cracken will be interesting. Maybe add wes for token strip

Why would Cracken be a particular asset in this case? I'm not sure you can apply any focus to the bomb roll.

If you've got a close enemy ship behind your y-wing, the y-wing can use the action cracken grants him to drop the mine in the combat phase, which would then immediately detonate if the enemy ship overlaps it.

Okay, that makes sense.

Proximity mines on a grey or gold y-wing with Airen Cracken will be interesting. Maybe add wes for token strip

Why would Cracken be a particular asset in this case? I'm not sure you can apply any focus to the bomb roll.

If you've got a close enemy ship behind your y-wing, the y-wing can use the action cracken grants him to drop the mine in the combat phase, which would then immediately detonate if the enemy ship overlaps it.

Okay, that makes sense.

Probably not a great investment of points but could be fun