Help me out with TIE Bombers

By Funkleton, in X-Wing

In an effort to give some table time to ships I rarely use, I tried a few Tie Bomber lists yesterday at my FLGS

I had an absolute blast with them but I've got a long way to go before I really get the hang of them.

Often they just ended up jousting with their primary weapons (although they are abso-bloody-lutely terriffic at this!!) as I struggled to get the requisite TLs in - and when I did I struggled to get the right range to fire them - Prockets seemed like a waste of time too as I just didn't seem to have the PS or maneuverability to get in close.

I didn't get a chance to try them, but I'm beginning to think that cluster missiles are possibly the way forward.

I realise I could just send them in naked, but that seems to go against the grain for a ship designed as a secondary weapons platform.

So, bomber pilots - what tips can you give me to build and fly bombers effectively ?

I just went to a Store Championship yesterday and was undefeated going into the Final Four. Here's my battle report and list:

http://community.fantasyflightgames.com/index.php?/topic/135555-4-tie-bombers-store-champion-report/

That was 4 Bombers, though. If you don't have that much, then you need something different.

They are hard to learn to fly, but after that, you learn their tricks. You will find that someone you play on a regular basis will learn your tricks, but people you play once or twice will be befuddled by them. Your two main maneuvers are the 5 K-turn and the 3 sharp turn. Get used to them.

If you have just a few, I would try to put some ordnance on them that helps them out. Take either the Homing Missiles or Concussion Missiles as those are the ones that are forgiving. When you are looking for a target, find either the thing that is the largest threat in their list vs you or find the target that has the least evade dice. That way you will be the most effective against your opponent's list.

How do you get the TL's? Well, that can be tricky. I would suggest that you use two bombers as flankers. Try to get them to edge in on the combat. That's about the only way. Either that or slow roll at first, and then jam your way up there. You might have to get within Range 1 to get the TL and then K-turn behind them to fire. People don't usually see that coming. It is also helpful if you drop bombs before you do it.

Hope this helps!

Sadly for now the only good use for bombers is using Jonus as a reroller for other ships or a tanky tie swarm with Howlrunner. Proton bombs are too expensive and proximities use an action so the only thing I ever put on them are seismics. The good news is that they are extremely good swarm ships and take forever to kill compared to a regular tie. At the cost of one agility and some manuverability you gain double hit points so it's a decent trade IMO.

Homing Missiles are only a point more and let you keep the re-roll. Concussion will ensure you get at least one hit. Most of the time you will do a lot of damage, but it will flub on occasion.

Knuckesamwich: You espouse the strengths of the bomber fairly late in your post, but start it so inflammatorially that it's hard not to initially disagree with you.

Bomber's Strengths

Ordnance is considered by most to be sub-par, but if you're wanting to Alpha-Strike with Torpedoes, the Bomber is your cheapest option, and comes with Capt. Jonus to boot.

The Scimitar has the best Survivability/Cost ratio in the game, and can easily be swarmed.

Bombs.

Seismic Charges have the best Damage/Utility to Cost ratio of any upgrade in the game, even if they are only used the once.

Proximity Mines act as area denial, choking down high-mobility ships' options.

Proximity Mines also can be used as a pseudo-Autoblaster.

For an action, you roll 3 attack dice against an opponent you've placed the Mines directly on, and they roll no agility to dodge. You attack this way behind you and do not lose your normal attack for the round, but these dice cannot be modified, and you have one less action to modify your normal attack. Still, a huge bonus.

Proton Bombs have a 7/33 chance of annihilating any Z-95, A-Wing, E-Wing, or Phantom with a single successful detonation, and will kill in two guaranteed.

Bombs in general convince your opponent to fly differently, specifically in staying off of your 6, so you gain a maneuvering advantage

The Bombers' mobility is surprisingly unpredictable, having quite a lot in common with the Defender, surprisingly.

Yes its Koiogran is still Red, but it's a 5, which is still substantially better than normal. And it sheds stress far more easily than the D, which is a bonus.

Edited by DraconPyrothayan

Knuckesamwich: You espouse the strengths of the bomber fairly late in your post, but start it so inflammatorially that it's hard not to initially disagree with you.

Bomber's Strengths

Ordnance is considered by most to be sub-par, but if you're wanting to Alpha-Strike with Torpedoes, the Bomber is your cheapest option, and comes with Capt. Jonus to boot.

The Scimitar has the best Survivability/Cost ratio in the game, and can easily be swarmed.

Bombs.

Seismic Charges have the best Damage/Utility to Cost ratio of any upgrade in the game, even if they are only used the once.

Proximity Mines act as area denial, choking down high-mobility ships' options.

Proximity Mines also can be used as a pseudo-Autoblaster.

For an action, you roll 3 attack dice against an opponent you've placed the Mines directly on, and they roll no agility to dodge. You attack this way behind you and do not lose your normal attack for the round, but these dice cannot be modified, and you have one less action to modify your normal attack. Still, a huge bonus.

Proton Bombs have a 7/33 chance of annihilating any Z-95, A-Wing, E-Wing, or Phantom with a single successful detonation, and will kill in two guaranteed.

Bombs in general convince your opponent to fly differently, specifically in staying off of your 6, so you gain a maneuvering advantage

Bombers' mobility

It's hard to be excited about a ship when it's intended use is almost worthless.

I just went to a Store Championship yesterday and was undefeated going into the Final Four. Here's my battle report and list:

http://community.fantasyflightgames.com/index.php?/topic/135555-4-tie-bombers-store-champion-report/

That was 4 Bombers, though. If you don't have that much, then you need something different.

They are hard to learn to fly, but after that, you learn their tricks. You will find that someone you play on a regular basis will learn your tricks, but people you play once or twice will be befuddled by them. Your two main maneuvers are the 5 K-turn and the 3 sharp turn. Get used to them.

If you have just a few, I would try to put some ordnance on them that helps them out. Take either the Homing Missiles or Concussion Missiles as those are the ones that are forgiving. When you are looking for a target, find either the thing that is the largest threat in their list vs you or find the target that has the least evade dice. That way you will be the most effective against your opponent's list.

How do you get the TL's? Well, that can be tricky. I would suggest that you use two bombers as flankers. Try to get them to edge in on the combat. That's about the only way. Either that or slow roll at first, and then jam your way up there. You might have to get within Range 1 to get the TL and then K-turn behind them to fire. People don't usually see that coming. It is also helpful if you drop bombs before you do it.

Hope this helps!

Great post - Thanks!

I hadn't really considered trying to flank with Bombers - I had them down as out and out jousters - but now you mention it that makes a lot more sense.

I could probably do with adding another bomber or two to my collection as I do play a fair bit of Epic, but what with Scum and the Raider .....

Whether Bombers or ordnance, are considered competitive doesn't really interest me - they're part of my collection so I should take a little pride in being able to fly them competently even if I never take them to a tournament - otherwise what's the point in even having them?

I myself like to fly a list with a Lambda Shuttle and 3 Tie-Bombers. I call it the

"Lambda AWACS"-List:

  • Lambda Shuttle Colonel Jendon (St-321, Engine Upgrade)
  • Scimitar Bomber (Concussion Missiles, Seismic Charges)
  • Scimitar Bomber (Concussion Missiles, Seismic Charges)
  • Scimitar Bomber (Concussion Missiles, Seismic Charges)

You set it up with the shuttle in one of the corners and the Bombers as a block next to it. The Lambda advances for 2 turns "Straight 1", while the Tie Bombers do a "Straight 2". All the while you lock onto the most expensive or least agile Target of the opponent. Depending on what your opponent plays and how he moves you can let a Bomber break the formation to spread out and go hunting once it received "its" Target Lock. Or you stay in formation with your swarm.

A Tie Bomber-Squadron-Alpha-Strike really bites chunks out of the enemy line. And if your opponent shields his target with his escort you can still gamble on your hitpoints to weather through the first barrage in order to get to the tasty bits behind it.

The Seismic Charges act as a potential hitpoint for the missiles (against an "Ammunition Failure" Crit*), a "Spider web" against the designated target once it passes your Bombers or as a sucker punch if you cross the escort on the way to your target.

Once the packages are delivered you can let your archers bombers go wild and jump aggressively up-and-close into the knife-fight using their primary guns.

^_^

It's a fluffy AND crunchy list all the same and quite fun to fly, honestly.

Edited by John Tenzer

I run Jonus, plus two Scimitars with Proton Torpedoes and Cluster Missiles, plus an escort fighter of some kind. Jonus' loadout varies, but usually includes either a Homing Missile or some control-oriented ordnance. It's a very good list against Large turrets, which means it's a fun dark horse in the current meta.

I run my Bombers as scouts for Vessery.

Scimitar Squadron Pilot one: ''Enemy ship detected in the asteroid field. Pinpointing his location for you my Colonel.''

Scimitar Squadron Pilot two: ''Just found another one getting around the field trying to flank. I'm locking in on his position for you my Colonel.''

Colonel Vessery: ''Eeexcellent.... Show time now!''

I run my Bombers as scouts for Vessery.

This is also great. I was eyeing something like it as a Store Champ list for a while, and I'm coming back around to the idea:

Colonel Vessery (35)

Scimitar Squadron Pilot (16)

Scimitar Squadron Pilot (16)

Bounty Hunter (33)

Total: 100

View in Yet Another Squad Builder

I run my Bombers as scouts for Vessery.

Scimitar Squadron Pilot one: ''Enemy ship detected in the asteroid field. Pinpointing his location for you my Colonel.''

Scimitar Squadron Pilot two: ''Just found another one getting around the field trying to flank. I'm locking in on his position for you my Colonel.''

Colonel Vessery: ''Eeexcellent.... Show time now!''

I ran a pair of Gammas with Vessery HLC and a Lone Academy yesterday - had a great time with it and even won a few games

Got totally outclassed by whisper and Chubby - tho

I run my Bombers as scouts for Vessery.

This is also great. I was eyeing something like it as a Store Champ list for a while, and I'm coming back around to the idea:

Colonel Vessery (35)

Scimitar Squadron Pilot (16)

Scimitar Squadron Pilot (16)

Bounty Hunter (33)

Total: 100

View in Yet Another Squad Builder

Switch the Bounty Hunter for Fel with TC or Autothrusters (if legal) and give Vessery VI and you're good to go!

I tried with the Bounty Hunter and it was lacking a little something, like a flanker. Fly Vessery with both Bombers and let Fel do his thing. Bonus point for Fel if you meet Dash or a Phantom.

That's what I brought to mine and it was wonderful.

Edited by Red Castle

Great post - Thanks!

I hadn't really considered trying to flank with Bombers - I had them down as out and out jousters - but now you mention it that makes a lot more sense.

Part of the problem with flankers is that you need to have enough of a threat to make people leave your flankers alone. A mini Tie Swarm might do the trick. Or a Firespray or something. It has to be something resilient enough to suffer a round of firing.

Great post - Thanks!

I hadn't really considered trying to flank with Bombers - I had them down as out and out jousters - but now you mention it that makes a lot more sense.

Part of the problem with flankers is that you need to have enough of a threat to make people leave your flankers alone. A mini Tie Swarm might do the trick. Or a Firespray or something. It has to be something resilient enough to suffer a round of firing.

I like the idea of maybe running 3 bombers with Vader and Squad Leader - especially when ATC is legal

That might be enough to focus my opponent's attention to send someone around the flanks

Scimitar Squadron Pilot (21) TIE Bomber (16), Ion Pulse Missiles (3), Seismic Charges (2)
Scimitar Squadron Pilot (22) TIE Bomber (16), Concussion Missiles (4), Seismic Charges (2)
Scimitar Squadron Pilot (22) TIE Bomber (16), Proton Torpedoes (4), Seismic Charges (2)
Darth Vader (35) TIE Advanced (29), TIE/x1 (0), Squad Leader (2), Experimental Interface (3), Advanced Targeting Computer (5)

I had a good list with Vader and one Tie Bomber.

Vader w/ Concussion Missiles and Squad Leader

Scimitar w/ Concussion Missiles and Cluster Missiles

Dark Curse

2 x Academy

I had Vader and Scimitar go on the flanks with the Ties as the anchor. If my opponent veered for one, I would move ahead with the other and slow roll the one he went for. Vader and Scimitar would get in range and TL the same target. They would fire. Scimitar usually hit better as it did a Focus and then got the TL when Vader gave him one. Dark Curse is best to lead the anchor group as he is hard to kill. People forget about the TL and Focus to hit him.

I've only used them for casual games, where they sometimes really clean up, but 4 bombers is a lot of fun. Squad Leader on Jonus sometimes helps too if you put all the munitions on his buddies, or if you are going to use him to shoot them without his reroll, take PtL. Flechette Torpedoes really help this, and I'm curious about the Ion Torpedo, but haven't tried it yet.

not sure if it's actually that great but I've really been enjoying Rhymer with Predator and Proton Rockets.

also wait for wave 7. Bombers will be getting some love in that wave apparently.

If you have a support vessel which can take crew, consider also using an intelligence agent. That way you can use the bombs better, since you will know where one ship will go!

For instance:

Scimitar Squadron Pilot (22) x 2 TIE Bomber (16), Cluster Missiles (4), Seismic Charges (2)

Captain Jonus (24) TIE Bomber (22), Seismic Charges (2)

Shadow Squadron Pilot (30) TIE Phantom (27), Intelligence Agent (1), Stygium Particle Accelerator (2)

That clocks in at 98 points, so you can add some EPT for 2 points on Jonus, for instance. And with the phantom, chances are your bombers are not top priority of your opponent.

It's a very good list against Large turrets, which means it's a fun dark horse in the current meta.

Yeah! I'm meta!

I'm a big fan of the bomber. It's tanks and a solid ship, can be run as a swarm with Howlrunner or laden with a ton of ordinance. They're a great time, and you don't get that "oh I just got one shotted" feel.

In an effort to give some table time to ships I rarely use, I tried a few Tie Bomber lists yesterday at my FLGS

I had an absolute blast with them but I've got a long way to go before I really get the hang of them.

Often they just ended up jousting with their primary weapons (although they are abso-bloody-lutely terriffic at this!!) as I struggled to get the requisite TLs in - and when I did I struggled to get the right range to fire them - Prockets seemed like a waste of time too as I just didn't seem to have the PS or maneuverability to get in close.

I didn't get a chance to try them, but I'm beginning to think that cluster missiles are possibly the way forward.

I realise I could just send them in naked, but that seems to go against the grain for a ship designed as a secondary weapons platform.

So, bomber pilots - what tips can you give me to build and fly bombers effectively ?

If you're going to use bombs, keep this in mind.

Prox mines work best on the scimitar. At ps2 you'll move before most, and therefore get a good chance to lay the mine right under your opponents ships.

I've killed well over a dozen ships, maybe two dozen using prox mines.

Don't let anyone tell you prox mines are no good.

Imo they're probably the best bombs in the game

Even if you don't hit with them, placing them between two asteroids your opponent was likely to head down closes off lanes, decloak areas, and really makes your opponent second guess.

Just having them at times is enough to play mind games with your opponent.

They work best using two or more.

If you only have one and do hit there is a chance to do 0 dmg. I've killed many ships using two prox mines. The first either does 0-1 dmg, and the other 1-3 often finishing off a ship.

Second, the charges, seismic, and proton are best on higher ps ships. So I don't find much use with them on bombers. Since you want to lay the bomb down before moving. High ps ships can have a good idea as to where the other ships are. Using low ps ships to drop them means your guessing if your opponent will be within the range one limit.

Scimitar bombers naked are also great fillers. I'll put two in a list sometimes instead of two regular Tie fighters.

At 6 hp a piece and two agility, they are tough to kill, and do the same dmg as a tie.

It takes more concentrated fire to bring one down vs a tie fighter.

5 scimitar bombers and howlrunner is a nasty little swarms.

Comes in at 33 hp it's a lot of hull to chew through, and has the same effect as using regular ties. Dmg wise that is.

If you are wanting to load them out with missles I do suggest proton rockets

Three pts is cheap.

Cheaper than homing missles by two pts

Also doesn't require a target lock which is huge on low ps ships.

Problem that arises with low ps ships is you move and are just beyond range three of target locking. Then your opponent moves and if he's smart will fly right at ya getting in range one if your using concussion missles or proton torpedoes etc. Anything range 2-3 is even harder to hit with

Also proton rockets Doesn't require to spend your modifier like other missles.

Leaving you to spend your focus, and you don't need to build am entire squad trying to give them extra actions, like Jendon with the target lock passing ability, squad leader and etc

Yes proton rockets are range one, but two lone bombers with proton rockets is scary enough to put your opponent into a possible tough decision making. Focus fire on one bomber with hopes maybe bring it down before firing or go after a bigger threat if you happen to have something more scary such as interceptors, defender, firesprays etc etc.

If you decide on cluster missles, I highly suggest having jonus fly alongside the bombers that have them equipped.

It's a good way to be able to get some modification to both attacks. Since you have to use your action for the target lock and have to spend it to fire.

There are other ways, but things like squad leader, fleet officer etc will only give you an action to modify the one attack.

So this is why i suggest jonus. His ability works on both.

Cluster missles are best on low agility ships. Falcons, bwing, ywing etc fear them. Luckily for them though they just aren't very effective unless you make your squad work around them.

If you just try using them with no modifiers, your basically gambling. You may roll crit crit crit, but more times than not I've seen 0-1 dmg roll with them. Focus focus hit fir example. Too bad didn't have that focus or reroll

Jonus is also good if your flying another ship with hlc or some other form of secondary weapons.

He usually becomes a big target, so keep upgrades to a min on him

Proton rockets would probably be best on him. Mid ps shot before some, if he is besides a ship with hlc your opponent again has some choices he must make.

Unless you want to revolve a whole squad off of using concussion missles, or something like that, I say don't bother with them. To revolve an entire squad around ordinance has a major weakness. Once you fire them off, your left with low dmg output.

If your opponent rolls well on defense, or you really mess up on your rolls it's a waste of points along with your entire theme.

For fun play sure, but definitely not for competitive.

Imo bombers naked are awesome ships.

One squad I did extremely well

Oicunn

Rebel captive

Mara jade

Dauntless

2x scimitar

Proximity mines

Academy

Total of 31 hp it is a lot of hull to burn through. The proximity mines have won me many games with this list.

With over a dozen wins and one loss.

You don't need to load them up to the gills.

For 16 pts a scimitar is an excellent ship even if it's there for fodder.

It can be hard to kill, and it's taking the fire away from your more important ships

Their dial while not the best once you get use to it, it'll get easier. The 5 kturn is nice to really get past your opponent ships.

Just keep in mind it only white turn is three move so when setting up allow yourself some space if you plan on turning in on your opponent

As for using them as flankers they are probably best to joust. Especially if you have proximity mines.

Their fastest maneuver is a four straight, so then can be a little slower than a regular flanker. Interceptor etc.

They don't have boost which is what a flanking ship needs imo. And their only turn is a three maneuver. Again making it harder to possibly close in.

As a jouster they are great dmg absorbers, and can get off the range one shots easier than ties, and at ps2 scimitar do make excellent blockers

Edited by Krynn007

I had to borrow them, but used 4 bombers in an epic. Jonus and three scimitars all 4 a seismic charge. The scimitars all had one cluster missile and one flechette torp (either to fire away or to lose due to munitions failure)

If jonus had ordnance I can't remember, the squad totalled 97 points (played 3vs3, 100 points each)

Great fun! Firing a bunch of clusters is amazing thanks to Jonus.

And dropping three seismic made everyone scurry away in panic. I have to improve on this a lot more, but had great fun!

As i mentioned above the seismic would work much better on high ps ships.

On a scimitar you may drop a seismic charge, but then your opponent moves and if he is smart will see it coming and fly in a different direction and or avoid it altogether

On high ps ships, your opponent moves firs. Now you get to view the board in its current state and can visually see either yes this will hit x amount of ships, or no it won't and hold on to it until your in a better position

Nothing worse when dropping a charge with a scimitar only to see your opponents higher ps ships fly away, or not the way you had hoped and doesn't hit anything. Becomes nothing but a waste

If your really set on using a bomber, proximity mines will do 10 times better on a scimitar vs seismic

Edited by Krynn007

I'm the 'bomber guy' in my local meta.

I won't add to what other people have said about ordnance or laying up the target locks. I'm basically in agreement with all that stuff.

However, I'd like to build off of what heychadwick said, to wit:

You will find that someone you play on a regular basis will learn your tricks, but people you play once or twice will be befuddled by them.

Because the TIE Bomber is a dark horse towards the meta, a lot of people will not know the bomber's virtues (or vices). It's great to use in order to be underestimated as someone who is too new to the game to know that you're not *supposed* to bring TIE Bombers to a tournament, or to know that ordnance is bad.

Unfortunately for me, at my home Store Championship, all my matches were against people whom I've flown my list against before. They had all been trounced by my bomber list before in more casual games and knew not to underestimate it. I went 1-2 that day.

So, the lesson is: the TIE Bomber is a ship you use against people who don't know the bomber. Because it's so rare, they won't know its tricks. Bombs are a big part of that, because they can be devastating but mostly because people forget about them. So, it's the opposite of the action denial in that respect.

In short, the TIE bomber is there to prey on the unsuspecting.

In short, the TIE bomber is there to prey on the unsuspecting.

The quintessential Imperial ship then