Tie Bomber Squad help

By MedicFett, in X-Wing

I just bought a Tie bomber and i want to add it to a squad, so i am having so problems trying to put it in a list, i keep thinking that i need at least 2 of them? can i get some squads that you would run a Tie Bomber in?

Here is what i have to work with:

4 Tie Fighters, 1 Tie Advance, 3 Tie Interceptors, 1 Tie Phantom, 1 Tie Defenders, 1 Tie Bomber 1 Lambda shuttle, 1 Firespray.

Thanks for the help in advance.

I like a Bomber with a Proton Torpedo. (Pseudo Focus in great), A swarm isn;t really in the cards.

48 points of ties, 20 of bomber with proton leaves you with 32. Which is Soontir Fell with Push the limit and targeting computer?

Tie Academy

Tie Academy

Tie Academy

Tie Academy

Tie Bomber with Proton Torpedo

Soontir Fell PTL, Targeting Computer

Maybe not the best but probably fun against most opponents.

Gives you a flanker who is dangerous. A bomber who can hide behind a TIE screen and hammer something and chaff who are dangerous all on their own.

Edited by Acheron143

Jonus with a Delta Squad Defender with HLC and a Phantom can be fun!

Jacob

Get more bombers..

Here are couple ideas

Run jonus beside another ship with a heavy laser canon.

Or

A scimitar with proximity mines

I've been having fun with prox mines.

Could try fitting one in with fel.

Fly it with howlrunner.

Bombers are pretty tanky, even just having one in a mini tie swarm maybe fun. Throw prox mines, or some missles on it.

Welcome to the bomber club. I really like them, and have four.

In the Swarms thread, Phild0 has an interesting list of Howl + 5xAP + Scimitar with Adv. Proton Torps., which looks like a lot of fun.

Edited by Mikael Hasselstein

For using just 1 bomber, I'd say the main options are either:

- Take Jonus and use him to buff other ships with secondary weapons (HLCs or the like).

- Take a Scimitar pilot along with a prox. mine. As this pilot will be moving before most other ships on the table, you can be relatively certain when picking your maneuver as you where everyone will be when it comes to your bomber's activation. This makes it relatively easy to drop a 3-dice attack on an opponent for which they won't be getting any defence.

I had a blast with Major Rhymer + mini swarm.

3x Obsidian Sq. Pilot

"Howlrunner"

Major Rhymer (Push the Limit, Adv. Proton Torpedoes, Concussion Missiles)

95 points

I can't remember what else I had in this squad. With 5 extra points I'm thinking of throwing Flechette torps and Ion Pulse Missiles on him, but he would never survive to use it all.

Ion Pulse and Cluster Missiles are a great pair for Falcon-hunting, while Concussion Missiles and Seismic Charges or Proximity Mines are probably a better all-around loadout. Two pieces of ordnance are about right; a Bomber's tough enough to survive a round of firing, but the second one's iffy. Take a Gamma Squadron Pilot for PS 4 if you're carrying more than one torpedo or missile; Simultaneous Attack will make sure you get to fire even if the enemy's escort ships (Tala Squadron Pilots are very popular) kill you.

If you're taking a generic Bomber with missiles or torpedoes, I highly recommend including a way to acquire target locks (either Colonel Jendon with ST-321 or a ship with Squad Leader). If you're taking Rhymer, don't be afraid to load him up both to maximize his potential and as bait to draw fire from your more fragile but more maneuverable elements, like Interceptors or Phantoms. If your opponent spends at least two turns concentrating on Rhymer (who will almost certainly get at his shots off regardless) your other ships can get in behind them and ruin their day.

With one bomber available, look for ways to synergise with the rest of your list.

As has been said, Jonus improves all secondary weapon attacks, so having him fly wingman for a HLC operator is gold, and Rhymer provides a sufficient threat to become a priority target, giving the rest of your list space to do their thing.

Don't be afraid to run bombers just with their primary weapon, or else with bombs and their primary weapon. For not many points at all, the TIE bomber is as tough as old boots - unfortunate critical hits aside it's tougher than a 20-point-plus X-wing, and not all that much less manouvreable, especially with Barrel Roll available to tighten up turns.

Seismic Charges are very nice - Proton Bombs are extra scary but you need a bit of practice with them; they're sufficiently valuable that you can't really afford to "pattern drop" several on the off chance in the way you can with seismics.