In light of the recent Tie Advance fix and Tie Pilots excellent thread on the x-wing, I got to thinking about the Tie Bomber. Along with many other players, I'm rather fond of this ship; it's cheap and durable, has a great upgrade bar allowing variation, and flies just how you'd expect a bomber to. There was an excellent thread a month or two back on tie bomber tactics that went into the tie bombers dial and went into the benefits of its two best moves (ie. the 3 hard turn and 5-k). Does anyone know the thread I'm talking about, I like to link it here.
When flying this ship it feels very similar to flying a defender, another under appreciated ship; but the bomber sees almost no table time.
As a disclaimer, I would say that I'm pretty firmly in the camp which thinks that every ship in the game doesn't need a buff, but I would love to see bombers flying around, launching missiles/torps much more, as they were intended to!
Now, the first thing that springs to mind is the ordnance buffs that get talked about on here on a regular basis. I'm not sure they need a buff, but rather the bomber pilots need to be able to use ordnance better than any other ship. Fluff wise, let's say the bombers got the best targeting computer out there. Sable Gryphons use of prox mines on bombers is great, but they still lack secondary weapon abilities.
Going through the pilots, first we've got Major Rhymer. He's pretty **** expensive and pays 5 points for his ability, which then needs another 3 points minimum for each use of said ability. A shame to see one of the nicest abilities (not to mention sweet artwork) never see any use. At 30+ points, the Major becomes a centrepiece of a list for one or two shots.
Next up, we've got Jonus. A nice ability and not too bad of a price to pay for it. But still not used to deliver any secondaries that often.
The generics are in theory the best carriers for ordnance due to their lowish cost, which allows you to stick on 2 secondaries whilst still keeping the cost between 20-25. But there is a fatal flaw with these guys.. and thats the PS level. At Ps 2 and 4 it can be really hard to grab those necessary target locks on the juicy targets that you had in mind when spending all those points. Save for Assault Missiles, you don't really pack a secondary with an Academy Pilot in mind!
There are 2 upgrade cards that would be the perfect fit for these guys, but they cannot take them. Adrenaline Rush and Deadeye; These cards are great ideas but they don't really fit anywhere, apart from maybe AR on defenders and Deadeye on Nera (see Theorist's recent post on Team Covenant for some great thoughts on good cards with no good options.)
If these two cards existed as bomber only mods I think that it would give the bomber a fitting place in the game, as the only ship which can reliably use ordnance.
How would this help them out? Deadeye is pretty straightforward as you could slow roll your bomber towards the enemy taking focus as your action. You could then have the option of using the focus for defence or save it to launch your payload at a high Ps target. AR would have a couple of uses: first it would allow you to take a red and still gain a target lock (if you do a 5-k then you are most likely going to be in range to pick up the TL) and secondly it would allow you to cause a bit more havoc with any prox. mines you might be carrying. Launching a mine seven moves forward from where you start the round is mighty useful.
Looking through the list of secondaries, I can't see any that might become overpowered with this buff, save for the homing missiles. Rolling with Jonus, you would now be able to easily launch a 4 dice focused attack with 2 re-rolls and no evade token for the defender. Pretty **** good, but at the cost of 6 points for one attack, plus the cost of taking Jonus so not crazy overpowered. You might take a squad that looks something like this:
Captain Jonus (25)
+Determination +Seismic Charges
Scimitar Squad (25pts)(x3)
+Homing Missiles +Prox Mine +Deadeye
Each bombers got a couple of tricks up its sleeves and once the first missiles are out it becomes easier and easier to avoid them.
Another card which this would affect would be Fleet Officer. Equipped with Deadeye, a lowly Scimitar could now flip past the enemy and launch a missile/torpedo of his choice using a focus token from FO, better yet you could do this with 2 bombers at a time.
There's a few other nice things that you could do with this such as simply using the AR to take a hard 2 for navigating through the rocks a bit better, which is fair enough if you're only using the bomber without a payload, and flying with Howlrunner.
I'll leave it at that as it's getting a bit long...
But I'd love to hear everyone's thoughts on this idea and more than that, if anyone would like to play-test this with me on vassal I'd be able to see what it's like in practice.
Thanks for reading and a Happy New Year to everyone in this great community!