TIE Bombers

By ishikabe, in X-Wing Squad Lists

What type of upgrades do you guys suggest? Going to have a build using 2 Bombers combined with Cpt Oicunn. (EU, PTL, Gunner, Vader)

Well, that doesn't leave a lot of points left. I'd go with:

2 x Scimitar Bomber w/ Homing Missile

That leaves you with 1 pt left.

I recommend Homing Missile as it lets you keep the TL and use it for your attack die. That means you can ensure that you do enough damage.

If you want to use bombs somehow, then I would recommend:

2 x Scimitar Bomber w/ Seismic Charge, Flechette Torp, and Munitions Failsafe

That gives you the ability to drop bombs where the congestion happens and do even more damage to everyone. You can also get some control by firing the Torps at high agility targets every turn.

I've done extremely well with Oicunn two bombers and a tie, proximity mines on the bombers

For me proximity mines on scimitar

I can't fly them without Tbh.

After that maybe another upgrade on oicunn

Im afraid I don't like vader on there

You have two ships that deal two dmg

Vader will only cause your biggest threat to die faster

If oicunn dies I don't think two bombers even with proximity mines will finish the job

I also love rebel captive and Mara jade

The bombers escort oicunn, try to take the dmg.

If you get oicunn in range one no action for anyone

I've done extremely well with Oicunn two bombers and a tie, proximity mines on the bombers

For me proximity mines on scimitar

I can't fly them without Tbh.

After that maybe another upgrade on oicunn

Im afraid I don't like vader on there

You have two ships that deal two dmg

Vader will only cause your biggest threat to die faster

If oicunn dies I don't think two bombers even with proximity mines will finish the job

I also love rebel captive and Mara jade

The bombers escort oicunn, try to take the dmg.

If you get oicunn in range one no action for anyone

I'm not sure about bombs just yet. My group hasn't gotten that advance in play for me to see them used. But you can just discard the card and keep your Target Lock? It says Target Lock on the card because you need one before hand, right?

With the good damage from Oicunn, my plan is the Bombers will either:

1) Take hits with their 6 hull each(another Oicunn in life just about)

2) Luck of the dice, while rolling 2 attack, maybe 3 at Range 1.

Edited by ishikabe

No bombs do not use a target lock

Missles and torpedoes do

Seismic bombs and proton bombs you can drop when you reveal you dial

Best used on High ps ships

Proximity mines you drop as an action, best used on low ps ships

Bombers are tough, but six hull can disappear pretty fast.

The way I do it is after the bombers get I'm close, fly by opponent, use action to lay proximity mine and hope it huts

hits

Next oicunn moves and collides into something, and it takes a dmg and next my opponent ships usually fly into it as it's easy to jam up the lanes.

Next Mara jade gives everything at range one a stress that doesn't have it so no kturning or manuevers, and oicunn may have another Chace to run into something.

Plus I use the Dauntless title so even when I collide he gets an action.

Bombers kturn and are now behind the enemy.

My bombers never leaves the dockingbay without a prox.mine!

I like to run 4 bombers with prox.mine, and a Vader Doomshuttle. It is a fun list to run.

Edited by Nikolishin

How do you prevent the D from hitting the bombs? 1 movements?

Fly it to the side, or in front.

If your using proximity mines they detonate if you lay one under a ship.

Which is why they are good on scimitar.

Move

Action

Lay proximity mine under a ship

Opponent rolls three dice, hope it hits.

On average you'll do 1-1.5 dmg.

What I was thinking with the Seismic Charges, is that if you can create a traffic jam, you can use the bombs. Try to have the bombers drop the charges just out of R1 of where the Decimator is going to be. Maybe even have them try to block up other routes of escape for your opponents? Then, everyone bumps and the bombs go off. It might even be worth it to have the bombs hit the Decimator if you can get a few of your enemy in the blast range. 1-2 hits on your Decimator is well worth it against a bunch of Z's or even B's taking the same.

You might do better with Cluster Missiles on the Bombers. This way the Bombers stay on the R and L of the Decimator as it moves up in a blocking formation. The bombers move just a bit forward and perhaps block any passage to the sides of the Decimator. Everyone meets in the middle and the Bombers should have a TL and good shot on whomever gets stuck in front of the Decimator. Works great for low agility ships, but not so much vs Interceptors and such.

Seismic can be hard to hit when using low ps ships.

Since after you move your opponent moves, he may no longer be where you think he is

Of coarse if you can block that's good, but a ship of yours may take dmg, and depending on what's going on, could be a bad thing.

The decimator dies pretty fast if focus fired so imo you want to avoid doing extra dmg

As for cluster missles.

They work best if you have a way to modify your rolls

I've seen many timed with no modifiers roll a bunch of focus and miss

Leaving only 1-2 dmg out of 6 dice

How about just naked Bombers?