Tie Bomber tactics

By Darkhorse659, in X-Wing

@LucCros Thanx for the know! Now I understand darkhorse659 advice. So How can a bomber squad deal with Phantoms?

Deadeye will allow him to fire his torpedo at any target as long as he has focus, making him unfettered by the need for the correct TL. Flechette allows him to stress a Phantom even if he misses. Failsafe allows him to do so without even spending the Flechette torpedo when missing.

Stress is anathema to Phantoms, for the reasons LucCros mentioned.

Now, admittedly, a good phantom pilot can outmaneuver your Jonus; and that is perfectly fine. You will still be dictating and limiting his options as he has to take into account being completely out of Jonus' firing arc. Try to block his possible decloak options and he will have even less room in which to maneuver lest he wants to be stressed by ending up in Jonus' firing arc.

That's where, I think, the Prox Mine really shines. It goes off during the activation phase before the Phantom can get away.

Also, this!

Proximity Mines are a great counter against higher PS/high agility enemies. It goes off immediately if you manage to have the rather large counter overlap the Phantom when dropped.

And Proximity Mines are not obstacles. Why is that important you ask? Because it means that if a phantom decloaks on it or through it is not an illegal move (which it would be if it was an obstacle) that would have to be taken back. And though it is not an obstacle it still detonates whenever a ship's base or a ship's movement template touches it, including during decloaks, barrrel rolls, boosts or its regular move.

Place them right and you can severaly limit the phantoms movement options (...and this is where Jonus can get in place with his Flechettes).

And Proximity Mines are not obstacles. Why is that important you ask? Because it means that if a phantom decloaks on it or through it is not an illegal move (which it would be if it was an obstacle) that would have to be taken back. And though it is not an obstacle it still detonates whenever a ship's base or a ship's movement template touches it, including during decloaks, barrrel rolls, boosts or its regular move.

While you can certainly use them in a pre-recent FAQ fashion, I'd say you're best off landing the prox mine right on top of a Phantom, rather than giving it the opportunity to fly over it.

Recently, I had some egg on my face when I deployed my Prox Mines right in front of the enemy, who would doubtlessly have run over it, only to have my own ship fly over it first. Oops.

It was fine, though. Two turns later, I had a Proton Bomb go off on four - read it, four - of his elite pilots.

(I think I already told this story in this thread. But, it's still so much fun.)

As King Edward "Longshanks" said in Braveheart: "Yes... but we'll hit theirs as well."

Edited by Mikael Hasselstein

While you can certainly use them in a pre-recent FAQ fashion, I'd say you're best off landing the prox mine right on top of a Phantom, rather than giving it the opportunity to fly over it.

Ahh, the good old days when a bomber pilot needed to be an ace to hit the target; not like these youn' ones these days with all their guided deployment systems. Pffftah!

Oh and that Scimitar pilot right there is no nameless squadron pilot no more, oh no. He's now known as Bomber Commander Major T. J. "King" Kong. FAQ or not, he'll hit 'em running :D

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Heck, Major "King" Kong even used to fly with Darth Vader, as seen - or perhaps heard - in this prelude to Alderaan. :D

Bombers with Jonus are pretty solid at killing Phantoms. The range three fan of their firing arc is a pretty big place. And going strait at the Phantom is a great way to go about killing them. Bombers unlike their smaller Tie brothers have range one moves which makes slow rolling into range two or three a very real thing. Phantoms usually rely on you moving aggressively at them so the can decloak and flank. But slow winding at your opponent puts you in a prime place, range three. Where as most other ships will be putting out two or three dice against most likely five dice with the range modifier. But for bombers you're looking at even dice which isn't even.

Bombers have three key advantages in the long range fight.

1) Dice are not fair. Red dice are better than their green counterparts.

2) Jonus has you rerolling two dice per bomber. Nobody is rerolling green dice.

3) Almost all ordinance has a benefit, concussion or protons they give you a benefit to garner you more hits.

Roll it out on a table or in vassal. This encounter greatly favours the bombers.

Bombs are awesome. And the popcorn effect helps big time. But if and when Phantoms get to your flank bombs keep them off your tail. Limiting their options you can turn into them, and barrel roll to remove the decloak position to their one side. The bombs will stop them from pushing forward and the only way they can decloak on the other side is away from combat or they risk flying into the bombs.

Phantoms are great and scary, Until you rough em up. They are fencing artists and you're rolling with the offensive line.

I suggest you try it out in a bunch of different positions on vassal.

Because Bombers don't give up the rear naked choke that many other ships do they can be a problem for phantoms.

Rividius - one you get the hang of it and land a good bomb run, you'll have a whole new respect for them.

Okay, so how's this for a list.

I've used Jonus for the buddy rerolls, and used EI and Marksmanship to get a TL+ Super focus that can be used on both cluster missile attacks.

The others have the long range shots buffed by Jonus. Once the missiles and bombs are spent, Jonus still has reasonable bite at close range.

Bombers!

100 points

PILOTS

Scimitar Squadron Pilot (22)

TIE Bomber (16), Concussion Missiles (4), Seismic Charges (2)

Scimitar Squadron Pilot (22)

TIE Bomber (16), Concussion Missiles (4), Seismic Charges (2)

Scimitar Squadron Pilot (22)

TIE Bomber (16), Concussion Missiles (4), Seismic Charges (2)

Captain Jonus (34)

TIE Bomber (22), Cluster Missiles (4), Marksmanship (3), Seismic Charges (2), Experimental Interface (3)

Edited by Rividius

I'd just drop the clusters, Marksmanship and EI on Jonus and take PTL + Assault Missiles instead.

I like big explosions and I cannot lie.

Edited by Keffisch

Just read the article and it's quite good. Thanks for taking the time. I've only got one bomber, but have loved using it. I was able to come in 2nd at a local regional with:

Darth Vader w/ Concussion

Scimitar w/ Concussion & Cluster

Dark Curse

2 x Acedmy

The regular Ties face off while Vader and Bomber flank and get the alpha strike in. If target is still alive, it's usually crippled and can be finished off with the Ties.

I completely understand the siren song of "x should never be used". I find myself wanting to make it work, as well.

I've always thought about getting 4 bombers to do the greatest alpha strike ever, but I found your approach pattern with bombs to be quite original and innovative. I like it. I was thinking of getting a Decimator this Black Friday, but maybe I'll get 3 more bombers instead?

I had decent runs with 3 Gammas with Flachettes and Proton bombs and a royal guard with Ptl.

The protons took people down quite a lot as they weren't played that much, then wave 4 came out and Phantoms became more of a problem and now the local Meta is Fat Han lists all over again. Which the bomber does have trouble with, or seems to in my experience. So haven't run them for a while, might have to drag them out again!

I would think that 4 Tie Bombers that include Jonas would make minced meat out of a Fat Han. You go with 3 Proton Torpedoes with 2 re-rolls and a Homing Missile on Jonus and you have one hurt Falcon.

I would think that 4 Tie Bombers that include Jonas would make minced meat out of a Fat Han. You go with 3 Proton Torpedoes with 2 re-rolls and a Homing Missile on Jonus and you have one hurt Falcon.

I am planning on running:

Jonus

3x Scimitar+Proton Torpedo+Cluster Missiles. (probably seismic charges as well)

six shots from cluster missiles should do some serious damage. 18 dice with up to 12 re-rolls. This will likely wreck any Fat Han in a single turn.

You'll only get one missile each unless you purchase the flechettes or the proton rockets. Good news is four missiles does a lot of damage. The homing and concussion missiles are great for stripping shields but the Protons are there to finish the job with crits.

Clusters you have to get close with but do the business well and let you fly much more aggressively flying hard and fast which also helps set up the bomb run.

Clusters with the rerolls hit about 5 out of 6 shots and that is great at quickly ripping apart Agility 1 ships. After Jonus fires off a homing missile the three of them in range can put down 15 hits on a ship in a turn with relative ease, by by Han or Decimator.

After the shields come down these missiles also run a great chance of scoring crits. One of each ships initial shots should be a crit and then one of the ships (in total of the three) should score another crit. Three Crits on any big ship is a bad day.

Going with Concussion or Proton Torpedoes and then Cluster is great to cover all your bases, but you can't get them all in with 3 bombers and Jonus. I'm going to try the My Name is Jonus list.....as soon as I get all those bombers.

Clusters are great when dealing with low agility ships but in a tournament I find the other missiles keep you balanced and drop things with high agility. The tie bombers guns have great problems dealing with those.

@ DevotedKingt - I'm a big fan of the bomber and because of that I hope they don't get cannons, that's the defenders role, but e rear arc is cool, I'd love to see that be a title cost 0 and changes your front arc to your rear arc for a ship that really flew different.

I wouldn't be offended if that was the Darkhorse variant if any game designers are listening, wink wink. :-P

Yea the rear firing Arc has been an idea on mine for a long time. I consider the bomber, (and the Y-Wing), to be like the 60's Volkswagen Van, you bring it into the shop and make it custom, Complete with a rad sound system. I think these ships would be a great platform for Version or Variant. Here is my Knight's Squadron Variant. This Squadron modified their bombers

Knight's Squadron Tie-Bomber Variant or Version or Model.

Pilot Skill Value 6

The Primary Weapons value (with the exception a firing arc front and rear), Agility value, Hull value, and Shield Value Remain the same.

up grade bar

Elite Pilot, Bomb slot, Bomb slot, Crew slot, Missile Slot, Missile Slot.

Just a thought!

Edited by devotedknight

I'd just drop the clusters, Marksmanship and EI on Jonus and take PTL + Assault Missiles instead.

I like big explosions and I cannot lie.

I totally agree, I believe that there is nothing in the game that can't be solved with 4 Assault Missiles!!

Fat Han?

Bombers huh. I was stoked to hear that one of the SnV guys ran 4 Bombers + Proxy Mines & a Doom Shuttle. Thinking outside the meta is good for the game, might not get you anywhere though.

Jonus is a great pilot, that secondary reroll, so good. Ive enjoyed playing him with a pair of basic Defenders + HLC but i wanted to try out a bomber list and ran the following a few times. Ive won with it but of course theres a good chance it can all go terribly wrong and nearly have a few times! I had swarms, big ships and getting off my payload before dying or taking those pesky secondary crits in mind when i threw it together.

Captain Jonus + Swarm + Clusters + Flechette Torps
2 x Scimitar Sqn + Assaults + Clusters

Howlrunner + Swarm

2 x PS6 ships + 2 x PS8 or 3 x PS8 + 1 PS2...

I'm looking at trying out the following:

TIE Bomber (Captain Jonus) - Squad Leader, Seismic Charges
TIE Bomber (Scimitar Squadron) - Flechette Torpedoes, Cluster Missiles, Seismic Charges
TIE Bomber (Scimitar Squadron) - Cluster Missiles, Seismic Charges
Lambda Shuttle (Omicron Group) - Ion Cannon, Engine Upgrade

The intention is that Jonus will be able to give the Flechette Scimitar a target lock at range 3, allowing me to stress the target at the first opportunity. The shuttle will then try to hit the same target with the ion cannon, forcing the target to drift ahead with no actions for a turn. This should put the target in the optimum position for a whole world of hurt the following turn, hopefully allowing me to take an early lead before switching to a battle of attrition. In theory ;)

What would be a good build using Jonus and Rhymer?

Fat Han?

I think it's what the X wing community calls a heavily upgraded, modified Millennium Falcon with Chewy or Luke as crew, or someone else to advantage.

Edited by mikeespo

@devotedknight - I'm not a fan of a plan that is based around not doing damage. Stress me all game and I'll grind you down. Flechettes are good but planning to miss isn't. I'd rather save the fail safes for bombs.

Just a note, Bombs are NOT considered secondary weapons; (X-Wing-FAQ, page 2.)

So......I've been thinking of the "My name is Jonus" list a lot. I might even get more Bombers before I get the Decimator. I was thinking about Wave 5. What about the YT-2400, though? It's quite manueverable. Would there be a change in tactics for facing off vs. that ship?

Otherwise, I think the short time for each match and the frequency of large ships, I think the Tie Bomber could be a fierce build.

I flew a SIX Tie Bomber 150pt force a couple of days ago and it was a "monster!" I had Jonus, Rhymer and four Scimitars, all six with Proximity mines! The mines worked well enough, but my "swarm" was broken up early and ended in two groups of three! This build won easily as 36 hull pts was a killer for my opponent, esp as he was forced to split fire!