Scope for Ion and/or Stress bombs/mines?

By Duck of Doom, in X-Wing

As usual I was fantasy list building (who doesn't when funds don't match up to wants?) and I started looking at the Andrasta title & Eamon's pilot ability just for fun.

Bearing in mind I started mid/late Wave 4, I only had one Tie bomber up to this point so I haven't really looked into using bombs much. Now that I've finally got a FireSpray re-issue I'm prompted to spend some quality time with them.

After looking through the rules & regs for the current selection of bombs, I wondered if there could be scope for both ion and stress variations in bomb or mine format.

The precedent is there with the Proton bomb dealing face up damage and the Prox mine able to do so as well as they are capable of dealing more than a standard hit. Given that we've seen extra abilities added to cannons (mangler's hit to crit & flechette cannon's stress) come through with S&V, can anyone think of a reason we shouldn't see these abilities passed on to bombs as well? Or would that be interfering to much with torpedo and missile roles in the game?

It could add another depth of strategy IMO to the game. Thoughts?

Good ideas! I expect to see those types of bombs in Wave 7. There is supposed to be some TIE Bomber love in that wave. A bomb that doesn't do damage, but only ionizes, would be interesting.

Torpedoes and Missiles are very different already - since bombs are fired directly behind you and can hit your own ships, I don't think new bombs will step on the toes of other munitions too much.

I've been flying bombers only or bombers with slave/decimator all year. Now with scum and villainy, I plan on flying Eaman's Slave I: three prox mines, flechette cannon, outlaw tech, inertial dampeners; x2 Syndicate Thug Y-wing: Bomb Loadout, Proximity mine, Blaster Turret, Genius (only on one since it's a unique)

This is 5 Proxy mines! Add the turrets, a slave's primary and auxilary firing arcs and mobility, combined with Eamans ability. That's a nasty minefield enplaced in 3 turns with lot's of firepower during all that. I plan to make some heads spin next week during out league matches.

So many Proximity Mines.

if only prox mines didnt use up your action... and then didnt just roll for 3 naked dice for 1.5 average hits.

True, but if you lay out 5 proxy's in an asteroid field its enough to eat up most of the board and scare the opponent into over think their movements.

if only prox mines didnt use up your action... and then didnt just roll for 3 naked dice for 1.5 average hits.

Free damage is always good, even if its not as much as it COULD be. Remember those three dice are uncontestable.

True, but if you lay out 5 proxy's in an asteroid field its enough to eat up most of the board and scare the opponent into over think their movements.

Also this. Prox Mines are the best form of board control you can get. It's not even a problem if you lay out five of them but only one of them triggers. You made the enemy totally rethink their maneuver strategy, and made it MUCH harder for arc dodgers to maintain shots AND stay out of your way without taking free damage. Generally, they'll have to pick either attacking or dodging and can't do both with 3+ more obstacles on the table.

Edited by Engine25

quick question do prox mines only hit/blow up the enemy? meaning once they are laid you can fly over/through them but the enemy cant?

quick question do prox mines only hit/blow up the enemy? meaning once they are laid you can fly over/through them but the enemy cant?

I'm pretty sure they detonate on whatever ship overlaps them with their base or template.

Another idea, magnetic or propelled mines? How about a hexagonal bomb token that, after deployed, at the start of the combat phase, moves a 1 straight in one of the six directions, or towards the closest ship, enemy or ally. It then detonates and is otherwise the same as a Seismic Charge.