Just curious, does anyone use TIE bombers?

By KILODEN, in X-Wing

It's a shame they're not used, they look cool. They simply have no real use in the game for the points they cost.

I've mentioned before, a way to breathe some life into these ships may be through new scenarios. That is, a bombing run scenario in which a player must bomb a specific target whilst his/her opponents try to stop them. The attacking player must choose, more bombers to ensure a hit .. or fewer bombers and a stronger escort to ensure the bomber's survivability.

I think this is a marketable product for FFG; Scenario packs. Each include some relevant terrain pieces (large Ion cannon or shield generator for example), accompanying rules and relevant tokens.

Other packs might include turrets, ground based units, etc.

I think it could be a fun variant to the standard Death Match games.

Bombers will be great when FFG introduces a ground attack expansion.

Scimitar 2 homing missiles, munitions failsafe and seismic charge is the same price as a blue heavy laser cannon

I'm wanting to give this a try when I get another bomber maybe spend the extra point and take proximity mine instead

Ordinance is so utterly pointless that I either run them naked or with bombs only, and then it's extremely rare. The ship itself isn't bad, but it's function is tied to a useless part of the game right now.

Absolutely, so this was my proposition a while ago in a "fix ordnance" type thread. I mean that was before other guys proposed fixes involving oneshotting a ship with every missile and such nonsense... The original idea came from Starkiller actually so kudos to him!

You bring out an ordnance additional rule card saying:

If a Torpedo, Missile or Bomb card instructs you to discard it, instead tap it. Tapped upgrade cards can not be used. Untap the card after your next turn.

That would also give ships with multiple Torp or Missile slots the advantage that they would always have something to fire with provided they pay for it.

Munitions failsafe would just mean then that you don't tap the card if you don't hit. Still an excellent mod!

Ordinance is so utterly pointless that I either run them naked or with bombs only, and then it's extremely rare. The ship itself isn't bad, but it's function is tied to a useless part of the game right now.

Absolutely, so this was my proposition a while ago in a "fix ordnance" type thread. I mean that was before other guys proposed fixes involving oneshotting a ship with every missile and such nonsense... The original idea came from Starkiller actually so kudos to him!

You bring out an ordnance additional rule card saying:

If a Torpedo, Missile or Bomb card instructs you to discard it, instead tap it. Tapped upgrade cards can not be used. Untap the card after your next turn.

That would also give ships with multiple Torp or Missile slots the advantage that they would always have something to fire with provided they pay for it.

Munitions failsafe would just mean then that you don't tap the card if you don't hit. Still an excellent mod!

And then they get sued by WotC for using tap.

And this was my contribution to a recent Tie Bomber improvement thread:

I agree that the Bomber needs help and that the point to start would be to make ordnance viable via a general ordnance fix.

Should that be asked too much from FFG, i would suggest the bomber getting a unique modification like this:

Heavy loadout

Modification. Tie Bomber only.

0 points

Missiles, Torpedoes and Bombs you equip cost -2 Squad points, to a minimum of 1 point.

As long as you have any Missiles, Torpedoes or Bombs equipped, you can not use your Barrel Roll action.

This encourages to play more ordnance and to fully load your Bomber, while asking a small sacrifice of it because it grants a huge discount of maximum 10 points. This would just be if they would not fix ordnance as a whole however!

I know people will now scream OP, but honestly a bomber can throw out one ordnance per turn, still pays for it, will still be quite vulnerable to crits and much easier to kill than a Phantom that throws out 4 AD per turn minimum, no matter what! It would however force the enemy to deal with it, it becomes a threat that when ignored, will bite you just like many other ships do.

If you think that it's still too much, just grant the discount for the two most expensive filled slots, or just say that on top of no barrel roll, any hard turn is a red maneuver while still packing ordnance.

I use them naked or with bombs, and in epic game I might use assault missiles on them if I'm using Jonus. I've seen them used as a tanky Howlrunner swarm, and it was impressive, but I haven't tried it myself.

If there was a ordnance fix that made Proton Torps and Concussion Missiles reusable and as efficient as the HLC (since they have the same attack dice and range), the Bomber would be incredible, as is would be the most versatile ordnance carrier in the game. I can dream...

I've flown Rhymer and Jonus casually today, flanked by Backstabber and Mauler:

Rhymer
Intimidation
Assault Missile

Jonus
Dead Eye
Ion Torpedos
Seismic Charge

Mauler Mithel
Outmaneuver

Backstabber

My ordnance strike was a complete and utter failure: of the 8 red dice rolled 6 were blank and 2 focus, my opponent didn't even have to roll his greens. With the munitions gone it was a maneuvering ballet that I lost just barely. It was really dramatic witnessing all these Squad Points for the munitions and related upgrades go to waste in a single round...

I really want to see more of the TIE Bombers/Y-Wings for that matter on the table!

I have had some luck recently.

I take Advanced sensors Push the limit on the name guys, it gives me a free target lock, sure you get stressed, but the early on the free target lock is really good, but both of their abilities work well together, making their torps and msisles much more deadly.

However, I would never take all bombers, they need some support.

I nearly won the store tourney, people were caught off guard by the target locking as a action, plus the focus with push. I had rymer and Jonus do 8 points to a Decimator in 1 turn with 3 criticals, from protons, I always take munitions failure with both. Then I hit him with a ion and gave him another plus ion. Believe me he was shocked!

One game I moved up 3 first turn, next turn I moved up and locked onto whisper with both of my guys and got focus with push. Then I lauched my attack, rymer first I ended up getting 4 hits, 2 crits with and my re-rolls from Jonus,, he blocked 2 with his 4 defense, Then Jonus hit him and it ended Whisper. Was pretty neat I must say, but even with that I just barely won the game. Shew!

Edited by eagletsi111

I take Advanced sensors on the name guys, it gives me a free target lock, sure you get stressed, but the early on the free target lock is really good, but both of their abilities work well together, making their torps and msisles much more deadly.

How do you put Advanced Sensors on a TIE Bomber?

I take Advanced sensors on the name guys, it gives me a free target lock, sure you get stressed, but the early on the free target lock is really good, but both of their abilities work well together, making their torps and msisles much more deadly.

How do you put Advanced Sensors on a TIE Bomber?

I bet he meant Push the Limit

This might be the wrong place, but:

How about a "Guidance Computer" for Tie Bombers (and for Y-Wings maybe), that help to get the Torps'n'Missiles off:

"After you chose an enemy ship to be the target of your attack you may discard a focus token to accquire a target lock on this ship"

So you would swich a focus token to a TL, the prerequisite is that you are able to attack the ship, meaning the enemy needs to be in your firing arc.

Basically this would work almost like 'Deadeye' - so 1 point for the Guidance Computer as a modification (?)

I fought a loaded bomber today and it wrecked face.

The answer really isn't titles or modifications to bombers, ordinance needs fixing not just for one ship but for all.

I have had some luck recently.

I take Advanced sensors on the name guys, it gives me a free target lock, sure you get stressed, but the early on the free target lock is really good, but both of their abilities work well together, making their torps and msisles much more deadly.

However, I would never take all bombers, they need some support.

I nearly won the store tourney, people were caught off guard by the target locking as a action, plus the focus with push. I had rymer and Jonus do 8 points to a Decimator in 1 turn with 3 criticals, from protons, I always take munitions failure with both. Then I hit him with a ion and gave him another plus ion. Believe me he was shocked!

One game I moved up 3 first turn, next turn I moved up and locked onto whisper with both of my guys and got focus with push. Then I lauched my attack, rymer first I ended up getting 4 hits, 2 crits with and my re-rolls from Jonus,, he blocked 2 with his 4 defense, Then Jonus hit him and it ended Whisper. Was pretty neat I must say, but even with that I just barely won the game. Shew!

Edited by ForceM

I take Advanced sensors on the name guys, it gives me a free target lock, sure you get stressed, but the early on the free target lock is really good, but both of their abilities work well together, making their torps and msisles much more deadly.

How do you put Advanced Sensors on a TIE Bomber?

Sorry it was late when I got back. Not advanced sensors, duh!!! Push the limit.

I have had some luck recently.

I take Advanced sensors on the name guys, it gives me a free target lock, sure you get stressed, but the early on the free target lock is really good, but both of their abilities work well together, making their torps and msisles much more deadly.

However, I would never take all bombers, they need some support.

I nearly won the store tourney, people were caught off guard by the target locking as a action, plus the focus with push. I had rymer and Jonus do 8 points to a Decimator in 1 turn with 3 criticals, from protons, I always take munitions failure with both. Then I hit him with a ion and gave him another plus ion. Believe me he was shocked!

One game I moved up 3 first turn, next turn I moved up and locked onto whisper with both of my guys and got focus with push. Then I lauched my attack, rymer first I ended up getting 4 hits, 2 crits with and my re-rolls from Jonus,, he blocked 2 with his 4 defense, Then Jonus hit him and it ended Whisper. Was pretty neat I must say, but even with that I just barely won the game. Shew!

A Whisper that is dumb enough to end in the front arc of Two Tie Bombers moving before him deserves to die. Even moreso if it is at range 2-3 when you exactly know the enemy has Range 2-3 missiles or Torps!

I totally agree. But it showed how fearless he was of the bombers, he was more worried about my ties and bombs, then my missles and torps. Plus I deployed them in the middle of the table and he deployed in the corner, so where ever whisper went, I cut the table in half and just made a move towards him. I'm sure he won't fall for that again.

Edited by eagletsi111

My fix for Ordinance would be the following:

I listed this in the other thread, but here it goes again.

Ordinance Combat Phase: Break combat into two phases, Ordinance and Primary Weapons.

Ordinance phase: All ordinance weapons (Missiles and Torps) fire according to descending pilot skill. This phase is before Primary Weapons, so a PS=1 firing a Torp would shoot before a PS=9 wedge using his primary weapon.

Another option,

Modification

Self Guidance Weapons

1 Pts

May only be added to Munitions Failure Modification, While a Missile or Torpedo is still unused on your ship. At the start of Combat Phase, you may gain a free target lock action, which can only be used for Missiles or Torpedoes.

Edited by eagletsi111

I have had some luck recently.

I take Advanced sensors Push the limit on the name guys, it gives me a free target lock, sure you get stressed, but the early on the free target lock is really good, but both of their abilities work well together, making their torps and msisles much more deadly.

However, I would never take all bombers, they need some support.

I nearly won the store tourney, people were caught off guard by the target locking as a action, plus the focus with push. I had rymer and Jonus do 8 points to a Decimator in 1 turn with 3 criticals, from protons, I always take munitions failure with both. Then I hit him with a ion and gave him another plus ion. Believe me he was shocked!

One game I moved up 3 first turn, next turn I moved up and locked onto whisper with both of my guys and got focus with push. Then I lauched my attack, rymer first I ended up getting 4 hits, 2 crits with and my re-rolls from Jonus,, he blocked 2 with his 4 defense, Then Jonus hit him and it ended Whisper. Was pretty neat I must say, but even with that I just barely won the game. Shew!

So your list was:

Rhymer

PTL

Ion Pulse Missiles

Munitions Failsafe

Jonus

PTL

Ion Pulse Missiles

Munitions Failsafe

= 62 points

(please complete)

Here is my list:

Rymer, Protons, Clusters, Push, Prox Mines, Failsafe

Jonus, Protons, Ion Pulse, Push, Seismic Charges, Failsafe

Academy Pilot

Academy Pilot

100 pts.

I call it Bomber Escorts

I can tell you that deploying in the middle of the battlefield, really confuses some people. They usually deploy in a refused flank, and it works perfect for me. I just bank slightly and can unleash my payloads early on. It really surprises some people.

I figured I would see a lot of decimators and these guys excel and putting the hurt on them quickly. Plus a lot of people take mara jade, and since I'm already stressed because of push it's a waste of points when they get in close.

Also, the missiles allow me to have a diversified list and handle all other unique lists. Clusters rip decimators at any range it's effective 6 dice vs 0 defense, with a focus and re-rolls from Jonus. Also, the Ions allow me to control big ships or other ships if I need to.

I always try to take unique lists, so no one has any idea what I might show up with next time.

Edited by eagletsi111

I'd change it to:

Captain Jonus (34)
TIE Bomber (22), Flechette Torpedoes (2), Ion Pulse Missiles (3), Concussion Missiles (4), Push the Limit (3)

Major Rhymer (42)
TIE Bomber (26), Advanced Proton Torpedoes (6), Ion Pulse Missiles (3), Cluster Missiles (4), Push the Limit (3)

Academy Pilot (12) x 2

... no risk, no fun ... ;D

I already tried:

Captain Jonus (36)
TIE Bomber (22), Concussion Missiles (4), Concussion Missiles (4), Veteran Instincts (1), Proton Bombs (5)

Major Rhymer (40)
TIE Bomber (26), Cluster Missiles (4), Cluster Missiles (4), Veteran Instincts (1), Proton Bombs (5)

Academy Pilot (12) x 2

Rhymer did nothing due to an early crit from Whisper and had PS0 thereafter.

Still, Jonus managed to hit Whisper with his Proton Bomb - but it was only a 'Munitions Failure' so I got wiped in the end.

Maybe I'll try this again in a casual game.

I have tried all kinds of builds before this one, I have tried the advanced proton on Rymer too, but it's just too many points and I feel it makes me to one use. I like the protons because they can give crits, which can really hurt phantoms or other ships like Soont and ships without much shields.

Plus Flechets don't work on big hull ships, I don't like that. I want all my weapons to work on any ship.

I do understand using the Advanced protons on Rymer though, I think it just takes too many points from everyone else.

Rhymer naked is already too many points.

He would be of more use if he had no ability for 21 points instead ;)

may I suggest a simple fix?

2 options in mind:

1- ship modification = Long range target lock, allows you to acquire a target lock on any ship in your firing arc no matter the range.(within your arc to make it different than the shuttle unique)

2- a bomber only modification = auto targeting computer, if you do not have a blue target lock token on your ship, you may immediately acquire a target lock on your target before you roll the attack dice.

Edited by KILODEN

Agreed.

Maybe they could come out with a Title

Title

TIE Bomber Only
Tie Interdictor

1 Pts

Add 1 Crew Upgrade to your upgrade bar, and the cost of all crew upgrades is reduced by 2 squad points (Minimum of 1)

This would help all bombers alot!

may I suggest a simple fix?

2 options in mind:

1- ship modification = Long range target lock, allows you to acquire a target lock on any ship in your firing arc no matter the range.(within your arc to make it different than the shuttle unique)

2- a bomber only modification = auto targeting computer, if you do not have a blue target lock token on your ship, you may immediately acquire a target lock on your target before you roll the attack dice.

I like the 1st one. The 2nd one is not bad either, but how many points for these? Are they bombers only?

Edited by eagletsi111