TIE Bomber Alpha Strike

By Demethostes, in Star Wars: Armada

So I'm putting this here instead of fleet builds because at the moment its just tactical theory and not a fleshed out fleet.
Also, its all just conjecture at the moment, but bear with me.

So looking at the preview cards for Wave 1, I saw some synergy and an opportunity to let the humble TIE Bomber shine.

The Victory SD title card "Corrupter" states: "(Squadron Icon) The speed of each squadron with BOMBER you activate is increased by 1 until the end of its activation."

In addition, the TIE Bomber hero "Major Rhymer" states: "Friendly squadrons at distance 1 can attack enemy ships at close-medium range using all dice in their battery armament."

Meaning, a Corrupter VSD with expanded hangar bays and an a squadron command dial and token could issue an alpha strike with Major Rhymer and friends. A TIE Bomber being activated by Corrupter moves Distance 5, rivaled only by TIE Interceptors and A-Wings. Then, with Major Rhymer, they can conduct an attack on an enemy ship at Medium Range, Giving a total Alpha Strike threat range of roughly 19.5". Even accounting for enemy A-Wing/Interceptors, you still have an extended strike zone of ~4-4.5" over their threat zone, giving you some "wiggle room". Then you're looking at 5 black dice on the enemy hull zone(s) of your choosing.

While not the be-all end-all, I think this kind of threat range can really give the imperial player some options, and keep the rebel player on his toes.

Thoughts? Anyone interested in fleshing this out as a fleet?

Yes, and thanks for advertising it to everyone. :/

Dont forget that some of the cards have changed from preview... Rhymer might be one of them.
And it means you need to get your planned three turns in advance orders and tokens right.
So it looks totally like a thing, unless anything changes, but it wont be easy. But I imagine nothing awesome will be :)

Or you just take an Offensive Liaison on your carrier and when the moment arrives feed it a spare command token and send out those alpha strike orders.

Of course the real weakness here is keeping your bombers safe and unengaged.

Yes, and thanks for advertising it to everyone. :/

Sorry, I wasn't aware you held the copyright. Could an admin delete this thread please?

Dont forget that some of the cards have changed from preview... Rhymer might be one of them.

And it means you need to get your planned three turns in advance orders and tokens right.

So it looks totally like a thing, unless anything changes, but it wont be easy. But I imagine nothing awesome will be :)

This is true. Honestly, the preplanning for squadrons isnt really that difficult... you won't be using it the first turn (but hell, maybe you will with this strike range), and you'll almost certainly be using it the 2nd or 3rd turns. Tarkin makes getting the requisite tokens a cinch.

It seems like a risky, all-in gamble... however I dont think pulling off the alpha strike will be difficult, but capitalizing on it to maximum effect will be. Its especially risking since you are dumping ~50% of your squadron budget on bombers rather than air space superiority fighters. I was thinking maybe follow the bombers with a well timed squadron commanded cluster of TIE interceptors, or just maximimze your numbers and spam 8pt TIE fighters?

I was thinking using Darth Vader as the bomber escort since his defensive tokens make him pretty resilient.

It is a Very nasty combo, which is why I will run it when I play Imperials and I will take A-Wings when I run Rebels.

The trick will be to keep the Rebel A-Wings of them till they can make their bomb run becuase no one wants to get caught by that. I would say Interceptors will be handy in doing that, so keep them in mind.

Just remember the rebels have similar combos so don't focus too heavily on your own ships. If those B-Wings get past your Squadron Escorts it will spell the end of one of your ships.

Even if the bombers get taken out, they're still enough of a threat to tie up your opponent's squadrons, which can also make the difference.

On the same not watchout for Yavaris and its B-Wings.

The options that we will have are going to be fantastic when the Fighter packs get here.

Even if the bombers get taken out, they're still enough of a threat to tie up your opponent's squadrons, which can also make the difference.

Except they wont though because they have Heavy, they can't engage a single thing.

I was thinking using Darth Vader as the bomber escort since his defensive tokens make him pretty resilient.

Not to mention he's a murder machine when he gets to shoot and would get to chuck an additional black die into the alpha strike with Rhymer around.

Even if the bombers get taken out, they're still enough of a threat to tie up your opponent's squadrons, which can also make the difference.

Except they wont though because they have Heavy, they can't engage a single thing.

I wasn't refering to them in the context of tying up squadrons via the engagement rule. Your opponent still has to commit fighters and perhaps a squadron dial to counter them, which in a six round game, can be very important.

It's a tactic I've called the bomber slingshot where you load up on TIE Bombers (Or Y-Wings...) Activate them to pummel your target first, then open up with your capital ship on the freed angle.

Even if the bombers get taken out, they're still enough of a threat to tie up your opponent's squadrons, which can also make the difference.

Except they wont though because they have Heavy, they can't engage a single thing.

Heavy: You do not prevent engaged squadrons from attacking ships or moving.

I wonder if that applies to the heavy squadrons themselves.

No. Heavy doesn't mean you are immune from the effects of being engaged. Your presence just doesn't effect other squads in the same way. TIE Bombers can still be engaged.

Bombers cannot engage enemy squadrons.

But enemy squadrons can engage the bombers.

No. Heavy doesn't mean you are immune from the effects of being engaged. Your presence just doesn't effect other squads in the same way. TIE Bombers can still be engaged.

That's what I was pondering, and it makes sense, thanks. Basically Heavy means you're slow. You don't chase things, things chase you.

I wouldn't see the bomber alpha as some amazing combo as much as another avenue to compensate for the victory's horrible speed. I'm more interested in the Corrupter because of the flexibility it gives the Victory when it comes to engaging enemy capital ships, forcing them to deal with a great threat that isn't tied down to the Victory's front arc.

Edited by ficklegreendice

I wouldn't see the bomber alpha as some amazing combo as much as another avenue to compensate for the victory's horrible speed. I'm more interested in the Corrupter because of the flexibility it gives the Victory when it comes to engaging enemy capital ships, forcing them to deal with a great threat that isn't tied down to the Victory's front arc.

Our other ships will fill that gap. The GSD is nimbler than the VSD, and I can't wait to see how plucky the Raider will be. We'll be able to set up some vicious hammer and anvil maneuvers.

I was thinking that is why it is good to have a Picket of smaller ships, or a Fighter squadron Screen, that would prevent FIghter/Bombers from attacking bigger ships

I think the ideal first strike is Rhymer, Vader and two or three bombers. Vader can jump in first if you need to clear an Awing (yes it is something of a gamble), and if you don't Vader still throws a black die against the ship with crits at least counting as hits (he would be the second one in after Rhymer).

Five black dice on average is 5 hits.