Will you use your Tie Bombers after wave 7?

By TheRealStarkiller, in X-Wing

I'm sure I'll still use them simply because I like the idea of squadrons with a single leader in a much more advanced ship than the rest of his squadron, but the squadron is still based around the same role.

Like a fighter squadron of an Advanced leading two Fighters.

Or an interceptor squadron of a Defender leading two Interceptors.

So in wave 7, I'll probably have a bomber squadron with a single Punisher leading two Bombers.

Edited by DarthEnderX

A Scimitar with a Homing Missile, Seismic, and Extra munitions isn't a bad option at 25 points. You potentially get two, 4 dice attacks with a TL, which the defender can't spend evade tokens on. Pretty decent even against Interceptors. The 2 bombs are just frosting on the cake. In fact 4 of these could do some work...

Swap Homings for Concussions and with Ion Pulse Missiles you are able to gang-bang pancakes.

But you could do this right now even without Extra Munitions.

True, but I like Homings for anti fighter stuff. I've just come up with an awesome post Wave 7/Raider list in my head:

Scimitar + Homing + Seismic + Extra Munt. X 2

Tempest + Title + AC + Cluster Missile X 2

Scimitars unleash Homings at long range, while the Tempests get in close and unload the CMs. Pretty nasty alpha strike.

I plan on running two bombers flanking a punisher after wave 7. Load them all up and jam.

EDIT: xwing wiki lied to me... Ignore this rant against seismic charges

Edited by nigeltastic

I plan on running two bombers flanking a punisher after wave 7. Load them all up and jam.

Also why do people keep suggesting seismic charges, they're so bad... They explode on things within range 1, not at range 1 like proton bombs, and that is a hugely important range distinction that makes them so bad.

I just bought a second bomber to do the same thing, if it don't work at 100 there's always epic :)

I plan on running two bombers flanking a punisher after wave 7. Load them all up and jam.

Also why do people keep suggesting seismic charges, they're so bad... They explode on things within range 1, not at range 1 like proton bombs, and that is a hugely important range distinction that makes them so bad.

What are you talking about? Seismics work exactly like Proton bombs. Only difference is that a Proton Bomb gives you a crit no matter what and a Seismic is just 1 damage. You don't have to be within range 1. Where did you even get that from?

Edited by Jo Jo

I plan on running two bombers flanking a punisher after wave 7. Load them all up and jam.

Also why do people keep suggesting seismic charges, they're so bad... They explode on things within range 1, not at range 1 like proton bombs, and that is a hugely important range distinction that makes them so bad.

What are you talking about? Seismics work exactly like Proton bombs. Only difference is that a Proton Bomb gives you a crit no matter what and a Seismic is just 1 damage. You don't have to be within range 1. Where did you even get that from?

Made the mistake of reading the xwing wiki... Looked up the bomb reference card just now and you're correct it says at...

I really, really really want to use the bomber, at least one or two of them in a role. Really though my ideal is an interceptor pointman, a bomber heavy and a couple of fighter wingmen.

Some time ago in the stone age of X-Wing I played with:

Jonus + Squad Leader

Scimitar + APT + Concussion Missiles

Scimitar + APT + Concussion Missiles

Scimitar + Clusters + Clusters

I did a fun game against:

Vader, Prockets, Outmaneuver, EU

Bounty Hunter

Shuttle with ??

And I pretty much destroyed him with 2 bombers lost.

Ok, he played not really smart; I got an APT shot at Vader early and quickly finished him off, with the shuttle following in the next rounds, eating a Concussion, Clusters and Jonus' lasers. But I lost the second APT due to a critical hit.

The Bounty Hunter was tough. He fled and heavy fire came from his rear arc. But finally the last Bomber with Clisters came in range, still with Jonus in R1. That finished him off.

Some lucky rolls but fun.

My problem with Extra Munitions now would be that I would need to specialize the Bombers, which I dont really like.

If you go with APTs you are going to need stuff for the 2-3 range band as well.

But 4+6+2 points are too much for a Scimitar Bomber. Even 10 points is too much.

With Jonus around you could use Flechettes, just because to save the 2 points you are going to need for Extra Munitions ...

But thats a serious loss of firepower.

An extra munitions bomber with 2 cluster missiles will be able two double tap up to 4 times, which is a lot of stopping power (to me, I still consider myself a newbie), especially against lower agility large ships. I'm looking forward to a running a bomber!

Yes.

I love flying TIE Bombers. I finally now have added a fourth and fifth Bomber to my fleet. Whether Munition, Bomb or hybrid build I'm excited to add Extra Munitions to my options.

Jonnuss

Schmicx3 EM Concussion

Acad

100 points the imperial version of bbbbz

Will I be still using my Tie Bombers? Hell yes!

The Tie Interdictor(punisher) should have a lesser dial due to the extra bulk.

Will the munitions "fix" make me want to use missiles and torpedos?? Hell NO!!

It will help a little but they are still overcosted due to the amount of setup they need.

"Bombs are great"* so EM will be great for them, and I can't wait to see the what the New bombs are all about.

* does anyone here get that quote?? Hint RTS 95

OOOOHHHHH YYYYEEEEAAAAA!!!!!

4 bomber fully loaded, and just watch the fire works. Wow, look at all the pretty colors! :-)

With EM you don't need to fully load them. Two ordnance upgrades should be all the boom they'll need/are likely to use. Maybe up to 3 in Epic.

You want to make the bomber more effective - Allow Colonel Jendon to pass Target Locks to anyone on the board regardless of range.

Doesn't even need to be that much. All the Lambda pilots would be great at just one range increment higher.

Edited by TIE Pilot

Thinking about it, a bomber with extra munitions and 1 cluster mines or a proximity mine seems like a fun movement control mechanism

I'm sure I'll still use them simply because I like the idea of squadrons with a single leader in a much more advanced ship than the rest of his squadron, but the squadron is still based around the same role.

Like a fighter squadron of an Advanced leading two Fighters.

Or an interceptor squadron of a Defender leading two Interceptors.

So in wave 7, I'll probably have a bomber squadron with a single Punisher leading two Bombers.

I was thinking the exact same thing but pretty much as an epic play squad. Bombers aren't fighters and should get torn apart by them, I used to hate bomber escort missions in any video game I played. It was always epic keeping those POS's alive long enough to empty their missle bays.

Edited by LordFajubi

I have only one Bomber, but think of buying a second. Not sure about the punisher though. But I do like the bomber a lot. It is sturdy enough to survive the first confrontation and I disagree with those who say you can't manoeuvre with them.

:)

Yes. In fact, I'm buying 4 Punishers and at least 1 K-Wing just so I can run:

5x Scimitar

-Extra Munitions

-Seismic Charge

The Punishers I'll run with Accuracy Corrector and Twin Ion Engines. No ordinance :P

Yes. In fact, I'm buying 4 Punishers and at least 1 K-Wing just so I can run:

5x Scimitar
-Extra Munitions
-Seismic Charge

I had a similar thought. It sure would be entertaining. ;)

No, this fix isn't enough to make me play them.

No, this fix isn't enough to make me play them.

Yes, I know what you mean.

A modification card that eleminates the prerequisites for ordnance mayve would levy loaden Bombers into competitive spheres.

Right now its more or less casual - with or without Extra Munitions.