...like anything in this game, the real trick is knowing how to fly it properly to accentuate the positives and minimize the negatives.
I've not got enough Bombers (yet) to try it out. What do you suggest are ways to fly/not fly the ship?
...like anything in this game, the real trick is knowing how to fly it properly to accentuate the positives and minimize the negatives.
I've not got enough Bombers (yet) to try it out. What do you suggest are ways to fly/not fly the ship?
You can one shot a tie, but not a bomber.
I beg to differ...
I had a full strength Bomber take a Range 1 shot from an X-wing. 3 Natural Crits and 1 hit. Roll to evade: blank.
Criticals: Blinded Pilot, Direct Hit, Direct Hit.
A likely outcome? Definitely not. But it can happen... And it's absolutely heartbreaking when it does.
I only have one bomber, but it has become an auto-include in most of my lists, due to the cost efficiency of its hull. stick some ordinance on there, and it serves as a distraction from the rest of your force.
You can one shot a tie, but not a bomber.
I beg to differ...
I had a full strength Bomber take a Range 1 shot from an X-wing. 3 Natural Crits and 1 hit. Roll to evade: blank.
Criticals: Blinded Pilot, Direct Hit, Direct Hit.
A likely outcome? Definitely not. But it can happen... And it's absolutely heartbreaking when it does.
Always a kicker when you get those. I had one of my interceptors with a stealth device get one shotted at range 3 through an asteroid by an xwing. Its so incredibly statistically unlikely i still can hardly believe i saw it.
...like anything in this game, the real trick is knowing how to fly it properly to accentuate the positives and minimize the negatives.
I've not got enough Bombers (yet) to try it out. What do you suggest are ways to fly/not fly the ship?
look at it's dial and native actions. just based on that, you can tell it shouldn't be used in the same manner as TIEs or INTs as pursuit dog fighters, which they obviously are not. however, the 6 hp and 5 k-turn makes them one of the best jousting ships in the game. also, they only have a white 3 turn and at first glance you can think that limits it's maneuverability. however, executing that turn plus a barrel roll to the inside can do wonders to mitigate that, only at the cost of your action for that turn. the bomber has the native ability to target lock, which is unique for TIEs/INTs, so if you plan your moves ahead 1 to 2 turns, you can make sure to take those TLs so you can have that important dice modification on your shots when you execute those turns plus barrel roll (that take that action) or the impressive 5 k-turn that leaves you stressed and unable to take actions. dice modification is important for them to do damage as they've only got 2 attack dice standard. that's a good place to start and i recommend just getting one or two on the table keeping those points in mind when you fly it initially.
Edited by barn34