It is generally known that Tie Bombers could pack a punch, but its not easy to win with them.
Some like them naked as a beefy fighter, others use them as minelayers ...
But their main (canon) role (in space) as a torpedo and missile platform is the hardest way to play and win.
In the one hand thats because one-time use weapons are not cost-effective/too difficult to use on targets with higher PS - on the other hand it was because of the presence of Biggs.
The bombers also triggered the first run to a high PS, since Gammas have PS4 and you don't wanted to let the Tie Bombers get a first torpedo shot on your ships.
Engaging Biggs currently is a rare event, so maybe Jonus' Scimitars got a chance in current meta?
Im not going for Gammas for 2 reasons:
Fluff: Jonus was an officer 2nd in command of Scimitar Squadron
Points: I want to get 2 serious shots for each generic bomber and some points left to equip Jonus.
Captain Jonus (26)
TIE Bomber (22), Flechette Torpedoes (2), Deadeye (1), Munitions Failsafe (1)
Scimitar Squadron Pilot (25)
TIE Bomber (16), Assault Missiles (5), Cluster Missiles (4)
Scimitar Squadron Pilot (25)
TIE Bomber (16), Assault Missiles (5), Cluster Missiles (4)
Scimitar Squadron Pilot (24)
TIE Bomber (16), Proton Torpedoes (4), Cluster Missiles (4)
Assault Missiles in case you are to oppose swarms or close formation flying synergy squads.
Cluster Missiles are Scimitars best friends, since it is very likely that you end up in combat range 1 or 2 if you move first and take a target lock. Jonus tries to stress high agility targets.
Captain Jonus (24)
TIE Bomber (22), Squad Leader (2)
Scimitar Squadron Pilot (26)
TIE Bomber (16), Advanced Proton Torpedoes (6), Concussion Missiles (4)
Scimitar Squadron Pilot (26)
TIE Bomber (16), Advanced Proton Torpedoes (6), Concussion Missiles (4)
Scimitar Squadron Pilot (24)
TIE Bomber (16), Cluster Missiles (4), Cluster Missiles (4)
I actually used this list once in a fun game and completely annihilated my opponents' squad while losing one bomber. (opponent had Vader+Procks+other stuff, BH, Shuttle+Captive)
The Concussions are used for the opening salvo in range 2 + 3 or APT in range 1.
The bomber with clusters is meant for the end game.
High-PS pilots in ships with high maneuverability like Han+EU and Whisper are a challenge, of course. Each bomber would need to get a bomb for 'area control'. On the other hand, this would reduce their firepower.
Captain Jonus (26)
TIE Bomber (22), Squad Leader (2), Seismic Charges (2)
Scimitar Squadron Pilot (25)
TIE Bomber (16), Proton Rockets (3), Concussion Missiles (4), Seismic Charges (2)
Scimitar Squadron Pilot (25)
TIE Bomber (16), Proton Rockets (3), Concussion Missiles (4), Seismic Charges (2)
Scimitar Squadron Pilot (24)
TIE Bomber (16), Ion Pulse Missiles (3), Ion Pulse Missiles (3), Seismic Charges (2)
Proton Rockets can be lethal due to Jonus rerolls + focus, even if you don't get 5 red dice. Ion Pulse Missiles used with right timing (and a bit of good old luck of course) may ruin Fat Hans next meal. I'd love to run them with Proton Bombs instead of the Seismics to scare Phantoms away.
So is it harder now in the current meta for Jonus' Bombers since the Tie Bomber was released? Or even easier?
What do you think?