Tie Bombers For the Win!!!

By clontroper5, in Star Wars: Armada

I was thinking about wave one lists, especially regarding fighters and come upon an interesting conclusion,

so a good list (well part of a list) would be:

victory class (doesn't matter which) with Corrupter title

the title allows bombers that are activated by this ship to go speed 5

And then Major rhymer with 2 additional bombers

Why is this so interesting?

so first of all the the bombers become very fast, and when you play on a board the size of 6x3 this is important

secondly major rhymer extends there range from distance 1 (about 2"- 2 1/2"ish) to medium range (about 6 or 7 inches)

third the bombers can be placed up to distance 5 from the edge( 1 foot)

if you take a squadron command on the first turn activating all 3 bombers (or 4 with token or even 5 with expanded hanger) and have them set up at distance 5 (1 foot) they are then able to move an additional distance 5, then fire at medium range (6ish inches)

that means the bombers will be able to shoot at the opponent BEFORE he has even activated a single ship!

since you can set up 1 foot from the edge travel 1 foot on the command then shoot an additional 1/2 foot with the opponent being set up 1/2 foot from their edge (distance 3 setup area)

1'+1'+ 1/2'+1/2'=3' (width of the board)

major rhymer+corrupter=first turn (nearly) unavoidable alpha strike!!!

Edited by clontroper5

TIe bombers only have black dice, granted this works with ties and their blue dice but yeah

yeah we had this idea rotating around for quite some time now :P

the weakness of course is enemy fighter screens versus bomber's heavy and single black die, so it's scary awesome but probably not as supremely awesome as we believe

personally want to run it with at least two Victories, one with Tarkin and the other rocking corrupter and the offensive liaison (you never know when those bombers will come screaming at you :D)

Edited by ficklegreendice

TIe bombers only have black dice, granted this works with ties and their blue dice but yeah

incorrect, major rhymers wording just says that they may fire ALL Dice in there Battery armament at medium range

(even black dice)

Edited by clontroper5

Rhymer specifically allows all dice colors to be used at medium range by squadrons.

yeah we had this idea rotating around for quite some time now :P

the weakness of course is enemy fighter screens versus bomber's heavy and single black die, so it's scary awesome but probably not as supremely awesome as we believe

personally want to run it with two Victories, one with Tarkin and the other rocking corrupter and the offensive liaison (you never know when those bombers will come screaming at you :D)

true, but i just want to see the look on my opponents face when his neb-b gets attacked by 3-5 bombers before he has even touched one of his ships! :)

I can't find major rhymer's exact wording to see if there are any other restrictions on his ability, but I know you don't have to activate only bombers with the corrupter. So, if there are no other restrictions, we can have Rhymer leading tie interceptors

what bizarro world are we living in :wacko:?

Edited by ficklegreendice

major rhymer leading tie interceptors

wtf bizarro world are we living in :wacko:

well i wouldn't do that, but i would pair him with darth vader(who has super bomber, and can "bomb"(crit) squadrens as well as caps)

I can't find major rhymer's exact wording to see if there are any other restrictions on his ability, but I know you don't have to activate only bombers with the corrupter. So, if there are no other restrictions, we can have Rhymer leading tie interceptors

what bizarro world are we living in :wacko:?

Probably one where he's a major and can boss lieutenants and captains around. ;)

I think his ability might specify "enemy ships" which would leave interceptors out in the cold since they're suited for targeting "squadrons"

makes sense, can't imagine the good major knows much about dogfighting in a ship known as a bomber :P

I think his ability might specify "enemy ships" which would leave interceptors out in the cold since they're suited for targeting "squadrons"

makes sense, can't imagine the good major knows much about dogfighting in a ship known as a bomber :P

yea i am pretty sure his ability works for all freindlys but only when shooting at ships so tie intercepters/fighters wont gain much from it

I think his ability might specify "enemy ships" which would leave interceptors out in the cold since they're suited for targeting "squadrons"

makes sense, can't imagine the good major knows much about dogfighting in a ship known as a bomber :P

yea i am pretty sure his ability works for all freindlys but only when shooting at ships so tie intercepters/fighters wont gain much from it

I'd imagine so

at the same time though, you gotta make due with what you have on hand ;)

I wouldn't get tlo excited ... until you have the cards in hand I'm sure that it will change ... its hard to plan around the changing of the cards before release.

At the moment Rhymer seems too powerful in my books because if they go first its alot of distance and I'm not sure that the Rebels can get Awings out to it fast enough.

I think his ability might specify "enemy ships" which would leave interceptors out in the cold since they're suited for targeting "squadrons"

makes sense, can't imagine the good major knows much about dogfighting in a ship known as a bomber :P

yea i am pretty sure his ability works for all freindlys but only when shooting at ships so tie intercepters/fighters wont gain much from it

Then again a small gaggle of mediocre dice at medium range is a small gaggle of mediocre dice. Sometimes that one good die roll is all you need.

plus there's the surprise/humiliation factor. Fist-fuls of blue dice will scare the squishy or heavily damaged ships in addition to Rhymer's own offense.

"hey, I heard you lost an AF MK 2. That's rough news. How'd it happen. Did it go down in glorious combat against a victory?"

"...no..."

"did the gladiators trap and catch it?"

"...no..."

"well what--"

"IT WAS TIE FIGHTERS, OKAY!?"

Edited by ficklegreendice

plus there's the surprise/humiliation factor. Fist-fuls of blue dice will scare the squishy or heavily damaged ships in addition to Rhymer's own offense.

"hey, I heard you lost an AF MK 2. That's rough news. How'd it happen. Did it go down in glorious combat against a victory?"

"...no..."

"did the gladiators trap and catch it?"

"...no..."

"well what--"

"IT WAS TIE FIGHTERS, OKAY!?"

Priceless

I'm excited by the prospect of Rhymer + some bombers, but it's important to bear in mind that if the enemy sees this coming (he will, he can see your list), they can simply deploy further back, or even just deploy his ships far forward and then put his fighters 2 range in front of that. With a 2 range picket line in front of his capital ships, your bombers will absolutely not get shots in unless you can destroy the screening fighters, and how does one do that effectively? With your own interceptors. Then it becomes a game of who has put more points into fighters, and you hope your ~50 points of fighters can destroy their ~50 points of fighters so your ~50 points of bombers can start shooting 5 dice per turn at an enemy ~50 point ship. Not terrible, but not awe inspiring.

The OP scenario does not work if there is an opposing fighter squadrons set out at range 2 from the ships. The general consensus is that while squadron command lets you move and shoot, in this case, you can move, and then shoot those opposing squadrons who have you in engagement range. Rebel fleet only need one, that 1 range is pretty wide because the TIE bombers would have to converge. Then, just leave some squadron back for full attack next turn, if needed after ship anti-squadron batteries.

Edited by wjgo

It'll be interesting to see how the corruptor and rhymer work with wave 2 squadrons

I think I spied the generic firespray sporting 2 blue dice with bomber :)

Edited by ficklegreendice

The OP scenario does not work if there is an opposing fighter squadrons set out at range 2 from the ships. The general consensus is that while squadron command lets you move and shoot, in this case, you can move, and then shoot those opposing squadrons who have you in engagement range. Rebel fleet only need one, that 1 range is pretty wide because the TIE bombers would have to converge. Then, just leave some squadron back for full attack next turn, if needed after ship anti-squadron batteries.

Actually in this scenario, one just waits for the opponents ship to move forward before activatingstud bombers bring ing the opponents ship out far enough that either the fighters will be overlapped or to close to the ship to screen from a medium range attack

Now this will not work in every Situation but it will work in most situations, the only sure way to avoid it would be to use a squadren command turn 1 to properly screen the ships but then the bombers just won't advance and you "wasted" an opportunity to bank a command

... but i would pair him with darth vader(who has super bomber, and can "bomb"(crit) squadrens as well as caps)

One important difference between Vader and the Bomber keyword that may not be immediately evident- While Vader does count [Crit] icons in the damage count, it does not allow him to trigger a critical effect.

... but i would pair him with darth vader(who has super bomber, and can "bomb"(crit) squadrens as well as caps)

One important difference between Vader and the Bomber keyword that may not be immediately evident- While Vader does count [Crit] icons in the damage count, it does not allow him to trigger a critical effect.

That is true...

I still want to just blow squads up and crits against squads means his dice are...well deadly

How many turns will the SD keep the squadron command in queue though? Might be a great help to the Rebel player to bring the SD straight out, and overlap his squadrons. Corrupter only works when the ship uses a squadron command dial or token. The bombers are already at the edge of their range. Someone will see - Tie bombers, rymer, corrupter... and just set up differently and as ships are laid out, and in the deployment areas is wide enough to set up well outside such an attack. It will certainly change plans for the rebel player, but I don't think it will work out well as a first turn attack very well, by the end of the round.

Edited by wjgo

How many turns will the SD keep the squadron command in queue though? Might be a great help to the Rebel player to bring the SD straight out, and overlap his squadrons. Corrupter only works when the ship uses a squadron command dial or token.

no need to keep commands in queue

with the weapons liason, you can spend a command token to change your top command to a [concentrate fire] or [squadron!] command before you reveal it

Squadron command, on demand (especially with Tarkin) ^_^

Incidentally, also very potent for pesky rebels running alongside you. The CF command chucking 3 red dice + 1 blue or potentially black is nothing to scoff at

Edited by ficklegreendice

That is what I mean, you are on turn two already, rebel player sees the TIE bombers did not move. By that time, interceptor screens, or even X-Wings are out, or - the TIE's are attacked by interceptors and put into engagement. Meanwhile. The the SD has moved straight ahead two turns. The bombers can go with him, but - then just that much closer for opposing squadrons. Already, the the Rebel player knows exactly where the SD will be on turn 3 if he's watching, and will probably just position squadrons to get a free rear arc shot at the SD, or engage squadrons. Its a tactic for the Imp player, buts its going to be complicated. Its definitely interesting, but you are showing your cards when you set up, literally, and then your squadron commands, titles and upgrade are committed to that attack.

Edited by wjgo