Bombing at first Regionals (in a pretty good way)

By Coenus Scaldingus, in X-Wing Battle Reports

The date, 13th of June, had been set in my agenda for a good while, and with all things that are a distant point in the future.. they get close awfully fast. And so it was with my first Regionals (Arnhem, the Netherlands). A month before, I had set two goals for the list I'd bring:

- Firstly, bring something original. After seeing lists taken to another local Regionals event, I was convinved of the need to get something 'different'. Certainly no big turret(s) and the likes, nor double IGs. At least one rare ship.. TIE Defender, Bomber, Advanced (before fix), HWK, something like that. Not just for the sake of it, but also to give my opponents some fun opposition rather than 5 games of turrets.

- Secondly, get some experience with whatever I decided to bring. It's a premier event, so one would expect a certain level of play. The only two tournaments I'd attended before were flown with lists I'd only ever played twice and never before respectively, and spending the first two games learning how to fly isn't great. Given the first goal, I also somewhat desperately wanted to show that those rarely-flown ships aren't actually all that bad - ending the tournament on five losses wouldn't help their reputation, even if player inexperience would have been to blame!

As it turns out, I didn't play a single game of X-Wing in the weeks preceding the tournament, so I already miserably failed at my second goal. Not a single game to try whatever list I decided to take. With that, I decided Defenders, StarVipers and other ships that required some finesse were out, as they wouldn't work without at least a good few games of trial-and-error. Luckily, two recently ordered ships arrived at my doorstep two days prior to the tournament: my second and third TIE Bombers. And so, after some deliberation, I decided upon the following list:

Colonel Jendon

-Fire Control System

-ST-321

-Weapons Engineer

Scimitar Squadron Pilot

-Concussion Missiles

-Proximity Mines

Scimitar Squadron Pilot

-Concussion Missiles

-Proximity Mines

Scimitar Squadron Pilot

-Concussion Missiles

Jendon is there obviously to get the Target Locks in the first turns, pass them to the Bombers, who will almost certainly have at least one turn at range 2-3 of their designated ships to give them one hell of a headache. Last few times of running a shuttle, I've gone with a similar setup (on a regular Omicron Pilot) minus the title, just to get free locks (even when stressed) on the current target and then another ship likely to be shot at some next round. Concussion Missiles simply seemed to give the most and reasonably guaranteed damage against most ships, when focussed likely 4 hits - which would decimate Decimators and slip through the defences of even 3-agility ships. Dropped my initial idea of 3x Seismics to two Prox Mines as Seismics are too easily evaded by high-PS ships with abilities to repositions (e.g. 90% of the meta). Dropping a Proximity on a ship will at least give guaranteed potential hits, if that makes sense.

Further factors were duration and weather. Given the expected long and warm day, this list seemed relatively straightforward, with very calculated first turns and durable ships.. flyable, even without any experience of something even somewhat closely resembling it, and even after 4 rounds of Swiss, just a few hours of sleep and in an environment more suitable for camels than me.

Anyway.. on to the games.

Game 1. Something along the lines of Corran, VI, FCS, R2-D2, EU; Dash, Lone Wolf, HLC, Recon, Outrider.

Not a match-up I was looking forward to. Cracking the agility and reasonable number of hull/shields is alright with the Missiles, but there weren't enough to get both ships down. Decided to focus on Dash, as the four red dice a turn would hurt most, and I felt able to kill him completely, while Corran would probably flee and recover. Also, I absolutely despise Dash.. big ship that ignores asteroids and all that. Set-up was in diagonally opposite corners with asteroids spread out (as was the case in all games). Two missiles did a good bit of damage on Dash (I later wasn't sure if I fired my third and forgot to discard the card or actually still had it - decided against using it to ensure I'd handicap myself rather than cheat my opponent). Several bombers took some hits, but only one went down after many rounds of shooting. Donut-Hole Dash decided to flee into a corner, where I managed to block him, lining up shots with another Bomber at range 1 and the Shuttle. No actions nor re-rolls (Corran decided to get a bit too close to his buddy), and Dash went down. I now had Jendon, a severly damaged Bomber with Mine and another, undamaged Bomber who should have had a Missile to get Corran. The E-Wing of course easily outmaneuvred the Shuttle, chasing him for a few turns with no return fire.. despite spectacularily bad attacking rolls (blanks galore, even with FCS), the Shuttle eventually succumbed to the incoming shots. Not willing to run away with the Bombers, I engaged and lost the damaged one in the last turn (would have survived with a focus token, but he barrel-rolled to get a shot at Corran). Loss, 53-80 (had the Bomber survived, it would have been a surprisingly close 53-57, although I had felt the game was completely out of my control once I tried to get Corran). I think I dropped one Mine in this game, but it came up with blank and focus results.

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The usual set-up. First turn: move forwards 1, get Target Locks with Jendon. Hand them out over the

subsequent two turns, when the Bombers move 1 again, while Jendon stops. Next turn, bank 2 with the

upper-right Bomber and bank 1 with the rest, staying in a nice formation with the Shuttle behind, who

now lost the stress to take (and give away) a TL to the final Bomber.

Game 2. IG88-D, VI, Mangler, FCS, Dampeners; Serissu, Wingman, Heavy Scyk, Flechette Cannon; Kavil, Ion Turret, Unhinged.

While the Y-Wing looked like a tasty target for a good Concussioning, I decided to throw one Lock (and thus, hopefully, a Missile) at Serissu, as any hits saved by her ability would otherwise feel unneccesary. Wasn't happy with facing the Mangler either, theoretically Bombers don't really like Crits, and I wasn't looking forward to finding if the practice matched the theory. Both forces started moving slowly, but the Scum then sped up and turned in near my board edge, while I had started turning just under halfway along the edge. Serissu moved over a stone, losing a shield. As we got in firing range, some hits landed on my Bomber Squadron, but nothing too serious.. aside from an annoying Ion, not only resulting in my Bomber flying on an asteroid next turn, but also meaning it wasn't - as planned - able to do a nice three turn and lob a Mine on (or just in front of) Kavil that next round. Jendon tried to hit Serissu to take her Evade token away, but failed to hit. This turned out not to be a major issue, as the Missile did a tidy 4 hits (probably rolling 2 hits, a focus and a blank), Serissu evaded 1, took two damage (after Evade token) and died. With the evasive re-rolls gone, the other Bombers fired at Kavil (one Missile, the other was in range 1 I believe), but only stripped his shields and did 2 hull damage or so - the aforementioned asteroid blocking some hits. As Kavil wheeled around and the IG bumbed into the Shuttle, the Y-Wing landed another Ion hit, meaning yet another Bomber would land on a stone. The Shuttle got no further shots, the IG got no further shots, the Ion Turret did little damage and the Bombers were too slow to turn to get many shots, ending the game with just Serissu and a single Bomber gone. Win, 26-23. The remaining Bombers as well as the Shuttle were mainly unharmed, if anything, I would have expected Kavil to finally go down soon.. but in an untimed game, I would then have struggled against the IG. Little one can do with 2-attack ships against reasonably durable, high Agility ships that are also certainly more maneuverable.

DSCN3493_3.jpg

TIE Bombers. Aren't they lovely?

Game 3. Han Solo, PtL, EU, Kyle, Nien, Falcon; Green Squadron, VI, Refit, Test Pilot, Determination; Red Squadron Pilot

An A-Wing. An X-Wing. And a beautiful target for Concussion Missiles in the form of Han. I was happy. My list was somewhat designed to take down low-agility high-health ships, so this would hopefully be a blast in a rather literal sense. Set up and asteroids as before, opponent had the A-Wing in the far corner, Han nearer to the centre and the X-Wing between them. With some space in the centre of the board, I once more turned in with the Bombers and the Shuttle behind them. Han got close.. and faced a tough choice. Staying would result in 2-3 Concussion Missiles coming his way (I may have had 1 locked on the Red Squadron), boosting forward would give range 1 shots instead (and 1 Missile). Han boosted. Combined fire of a Shuttle, a Concussion Missile and 2 x 3 Attack dice stripped him of the Shields and brought him down to 5 hull (have to add, all his green dice ended up blanks if I'm not mistaken.. may have been a single focus in there). Next turn, 1 Bomber flew just past him (straight 4) and landed a Mine on his head. His colleague behind him wouldn't make it, instead turning 3, leaving another present. A total of 5 hits showed up on the two rolls of 3 dice. Dead Falcon. Shuttle and two bombers went straight at the X-Wing, killing him quickly with the last Missile. I slowly reformed my little group of bulky ships, and eventually got the A-Wing in my sights. It took a fair few shots to get through the 3 Agility, and the A-Wing almost survived for another round when the last shot gave him a crit.. but alas, Determination wouldn't save him, and the Bombers had their biggest victory yet. Win, 100-0.

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Not too important after the first few rounds, but still gets the occasional hard-hitting shot, and at least

secures 34 points remaining on the table. If the opponent focusses fire on him, at least the Bombers

have time to get back into the fray.

Game 4. Dash (nooooo...), PtL, Mangler (ouch), EU, Kyle, Outrider; Keyan, PtL, HLC, Advanced Sensors, Hull upgrade.

Another tough choice of targets. Bombers neither like Manglers nor HLCs (well, I suppose that's true for most ships). Dash's agility would be tough to get through with just primary weapons, but Keyan could go down quickly with two Missiles thrown at him. Decided to get two locks on the latter, saving the third for Dash. Keyan and my force turned in near the centre of the board, while Dash skirted further towards my board edge. Keyan hard-turned 1, but was unable to lose the stress as we weren't quite in firing range yet. Next turn, he had little choice but to enter a Debris field, removing (green move) but giving (debris) stress. While able to use it offensively, he now faced the full might of the Empire (sort of), having been unable to barrel-roll out of an arc or two. Jendon did some damage, and the following two Concussion Missiles all-but finished him.. they would have, if it wasn't for the pesky Hull Upgrade! The remaining Bomber shot with his primary, and finished the job. All against Dash now. What followed was a game of many maneuvres and very few shots. With Dash's speed and unpredictability (especially with boost and/or barrel roll), I felt uneasy about doing hard-turns on speed 2 (stressful, leaving me with no defensive focus), and three turns as well as the 5-koiograns often required more space than I had available (especially when wanting to evade debris fields, for yet more stress, or table edges, for obvious reasons). There was a little blocking by the Shuttle, but only a single Bomber nearby to swoop in. Many turns of flying and evading later, with the time limit closing in, my opponent gentlemanly agreed to approach Jendon and give him one final shot, as the Shuttle hadn't been able to do anything since his shot at Keyan nearly a game ago. Scored a hit or two as well, I believe, but none of it mattered. Tough ships had once again prevailed, with only a single Bomber lost in the process. Win, 45-23.

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Perhaps not as sleek as Interceptors, but these truly are the stars of the show. Tough and reliable.

Game 5. Soontir, PtL, Autothrusters; Howlrunner, Swarm; 4 x Academy.

A match-up I dreaded more than all other alternatives bar double IG. I would be very unlikely to get a Missile on Soontir, and they were somewhat wasted against lowly Academy Pilots. Nonetheless, I locked onto two of them (third on Howlrunner) and went for it. It was slowly dawning on me that, with 3 wins and a loss, this game could actually get me in the top 4. A prospect that, while glamorous, was not actually that appealing to be entirely honest, as temperatures were stifling. My Bombers once more turned in about a third up the board length, while the enemy TIEs rushed forward and turned near my board edge. Shuttle had to cross the length of the board to avoid asteroids and jousting with a TIE swarm, something bound to end badly for him, turning at the upper corner.. and meeting Soontir there, who had started at a 90 degree angle and quickly sped out of his arc. Speed of maneuvres meant that the first engagement of Bomber vs. Fighter was just with 1 vs 2 ships at the very edge of range 3, meaning few missiles would be likely the next round, with the Fighters probably rushing forwards to close the gap (as indeed they did). Got my projectile on Howlrunner (who was nearer to the back, and thus at range 2), but she actually evaded. Taking a good few hits, I turned away and nearly got a bomb on Howly, but it just missed her, instead killing a damaged TIE next to her. The many TIE shots were slowly crippling the Bombers, not least as there were surprisingly many crits among them. While I laughed at Injured Pilot, getting Stunned Pilot against a TIE swarm isn't great. In the final rounds, the Shuttle had finally gotten back into the game, having some choice shots at a turtled-up Soontir and Howlrunner, the latter of which he eventually managed to destroy. The single Bomber left alive at this point (very slowly getting back into the game, nearly unable to turn, perform red maneuvres or whatever other crits he'd taken) was hunted down by two TIEs and eventually Soontir, and went down in the final turn. Loss, 32-66. In one of the last turns, the Shuttle somehow managed to get into a position where he was out of the arcs of two or three TIEs aiming at him. Arc-dodging Shuttles, why not.

And so it endeth. Three wins and two losses, ranking 11th out of 29 players. By far my best tournament result, with a list I've never flown before. With TIE Bombers, of all things. All positive results due to ordnance, of all things. Had a lot of fun, in all games. As it turned out, my opponent in the last game (who then started with identical tournament points: 1 loss, 3 wins, one of them a marginal) did indeed get into the top 4 cut. I, instead, went home, happy and with my first earned acrylic tokens.

Some other observations:

- There was rather a good variety of lists at this event. Yes, the expected meta was present (although I didn't face a Decimator, there even was a list consisting of two of those space-hippos), other things were available. Scum with 2 HWKs. In the first game, both the table to the left as the one to the right of me had a Shuttle. I saw a fleet with, I believe, 4 Tansarii Point Veterans with Manglers and VI.

- No idea where the latter ended, but I do know that various Turret+something builds ended well below my now-beloved Bombers. That'll teach them. Hopefully.

- Looks of surprise had a habbit of turning into shocked expressions as those Concussion Missiles did their job. Casually throwing those 4 dice and more-often-than-not turning them into 4 hits is fun. Real good fun.

- Given that the list is certainly unusual, I guess many opponents would approach it very differently a second time. Advancing quickly can stop my ships getting the required Target Locks in time. An interesting aspect is the choice of targets - sometimes, X-Wing can be a matter of shooting at whatever you happen to have in arc. Here, I plan my prime target in the first turn of the game, and somewhat have to stick to it. I feared opposing two-ship lists may actually keep the main target out of range for a while, forcing me to get normal shots on the other ship, or switch full attention to the less appealing Missile target. However, I reckon most two-ship builds can't afford to lose the firepower of half their list in this manner, by keeping one pilot out of the game. Especially since...

- This list if tough. 18 hull with two agility, another 5 hull/5 shields on the shuttle. That is a lot to chew through in 70 minutes, certainly once 1 of your ships explodes after the missile bombardment. At no point did I lose all my ships, and the single or several ships remaining tended to be at full health. Definitely not a bad list for MOV considerations.

I you somehow managed to read through a reasonable part of the above.. wow. It became lengthier than expected. Please leave a comment, so that I know somebody read it.

TL;DR. Bombers are lovely. And don't let anybody tell you otherwise.

Edited by Coenus Scaldingus

Very cool, I have also been playing around with bombers lately. Did they shuttle pay his way? My latest list is like this :TIE BOMBER: Scimitar Squadron Pilot (16)

Proton Torpedoes (4)

Proximity Mines (3)

TIE BOMBER: Scimitar Squadron Pilot (16)

Proton Torpedoes (4)

Proximity Mines (3)

TIE FIGHTER: Academy Pilot (12)

TIE FIGHTER: Academy Pilot (12)

TIE FIGHTER: Academy Pilot (12)

TIE FIGHTER: · "Howlrunner" (18)

Proton torpedoes or concussion missles.. I don't know what the arguments are for one over the other.

I don't use bombers, so I can't remember if they have evade action?

If so, it might be worth taking fleet officer on jendon instead of weapon engineer so that 2 bombers can have TL, focus & evade on first turn of engagement...

That list makes me a little bit teary-eyed. I played so many alterations over the same thing the first many tournaments I flew in, eventually adding a Defender (Vessery) to the mix when it was released.

I was back and forth about whether to go to Arnhem yesterday, but ultimately decided not to. I would have been so happy to see your list, though, and hope to see that bomber squadron patrolling the Imperial skies in the Hague and Leiden Regionals in the coming weeks.

Thanks for the report, and for providing some variety to our meta. Nice list indeed, three concussion missiles can indeed ruin almost everyone's day. I expect to see more lists like this once Wave 7 is out.

We will see if I ever make it to the Netherlands. Where can I find tournament announcements for you guys? You don' t find much on T3 like you do for Ger, Bel, Fra?

I love Bombers.

My Worlds list, which I did very well with and absolutely love, is this:

4x Scimitar Squadron Pilot + Proximity Mines

Omicron Group Pilot + Vader

If you are liking the bombers, it's a really solid list. Even more hit points. You lose out on the initial punch of the alpha strike, but you don't telegraph your target and you gain a lot of flexibility. Being able to Prox Mine four times is incredibly painful. The Doom Shuttle is an excellent closer. It's a very solid list. Here's my full article on it: http://teamcovenant.com/sablegryphon/2014/11/10/victory-is-mined-2014-worlds-list-recap/

We will see if I ever make it to the Netherlands. Where can I find tournament announcements for you guys? You don' t find much on T3 like you do for Ger, Bel, Fra?

Announcements are mostly made on the Dutch X-Wing Facebook group. Look for Star Wars X-Wing Miniatures Game Nederland.

Thanks for the comments people.

Very cool, I have also been playing around with bombers lately. Did they shuttle pay his way? My latest list is like this :TIE BOMBER: Scimitar Squadron Pilot (16)
Proton Torpedoes (4)
Proximity Mines (3)
TIE BOMBER: Scimitar Squadron Pilot (16)
Proton Torpedoes (4)
Proximity Mines (3)
TIE FIGHTER: Academy Pilot (12)
TIE FIGHTER: Academy Pilot (12)
TIE FIGHTER: Academy Pilot (12)
TIE FIGHTER: · "Howlrunner" (18)

There is of course a pretty popular and strong case against ordnance of all types - and for some good reasons. The various problems (that happen to overlap for a very tricky situation) are the range limitations, requirements to have and (more often than not) spend a Target Lock to use it (giving limited dice modification options) and low PS on normal ships using it. This means that a ship either moves near the enemy, enemy ships move into range 3 (but now, it's too late to take a Target Lock), and you (and otherwise your opponent) will move into range 1 to stop many pieces from being fired; or alternatively, you move into range 3, get a lock, opponent moves into range 1.. same issue. In either case, you will only have a target lock, no focus to accompany it. Same problem if moving close to the enemy, taking a lock, then doing the 5 koiogran - should give a good range, but no additional action.

With Jendon allowing the target locks to be taken well in advance, you not only get the chance to spend at least one turn at range 2-3 with a lock, you additionally get to perform a focus action - which is fundamental to get the maximum possible damage out of your single, 4pts costing shots. This is why I eventually went with Concussion Missiles: they turn a blank into a hit, giving less need for the re-roll that the spent Target Lock would have given. Focus results will already be turned into hits (unless you have spent the token previously on defence, which I tended not to do - as long as I survived anyway), and while Proton Torpedoes give a crit (rarely a bad thing), any blanks are nothing. Proton Torps may somewhat alleviate the need for focus, but that's a token I could have anyway. Without Jendon, I might have considered them - they'll probably net you 2 hits and a crit per shot, vs. the expected 3 hits from Concussion (without focus).

An alternative, which may work with the sturdy Bombers, is to fly past the opponent, get a Target Lock on the driveby, then turn around and return for a focussed shot.

For nearly completely getting rid of the TL-based issue above, Jendon was almost worth it alone. Definitely worth the upgrade costs over a normal Shuttle, something I wasn't sure of beforehand. He also tended to get a few good shots in during the games (generally in the 3rd-4th turns and near the end), often of course with Target Locks and occasionally a focus too. On own firepower alone, very much helped taking down Dash (game 1), Han (3), Keyan (4) and Howlrunner, all by himself (5), while also blocking an Aggressor (2) and Dash (4) which certainly wasn't bad. As always, it's a shuttle, so requires some experience to fly. Being slow and cumbersome, most opponents decided against attacking him, (rightfully) focussing their attention on Bombers, especially those with a Mine up their sleeves. As such, Jendon only died once, leaving me with at least 34 points on the table.

I don't use bombers, so I can't remember if they have evade action?

If so, it might be worth taking fleet officer on jendon instead of weapon engineer so that 2 bombers can have TL, focus & evade on first turn of engagement...

While Bombers can't evade (TL, Focus, Barrel-roll), I can imagine a few nice scenarios with a Fleet Officer. As a reverse of the Jendon strategy, one could TL with the Bombers once in range and then give them a focus to power up the shots. Aside from not-actually-owning a Fleet Officer, I would only be reluctant to use it due to the stress - a big enough problem on a Lambda at the best of times. It works as a purely supporting ship, but if wanting to point the Shuttle at the enemy for some extra shots, being unable to perform any hard turns is quite a struggle. As my list is left with three two-attack-dice ships once the Missiles are gone, having an extra shot with 3 attack dice is pretty important.

That list makes me a little bit teary-eyed. I played so many alterations over the same thing the first many tournaments I flew in, eventually adding a Defender (Vessery) to the mix when it was released.

I was back and forth about whether to go to Arnhem yesterday, but ultimately decided not to. I would have been so happy to see your list, though, and hope to see that bomber squadron patrolling the Imperial skies in the Hague and Leiden Regionals in the coming weeks.

Had been toying with the idea of some Bombers (probably just with bombs) and Vessery, just to get him the free Target Locks, provide some tough and slightly dangerous ships, while also fielding a Defender for the sake of it. Eventually chickened out as flying Defenders well is quite a daunting task, but may return to the idea for some casual games - new TIE Advanced will probably be even better companions for Vessery though. At least I now got to try (and fall in love with) ordnance.

I won't be further advertising the Imperial Bomber case for a while however, no further tournaments on my agenda and not one to fly the same list twice, at least not with the many, many great potential (or potentially great) lists to be tried. Perhaps they'll return as a full Bomber squad with Jonus at some point... (probably some Cluster Missiles then, to make best use of the re-rolls.. and to allow throwing some 20 attack dice in a single round of shooting)

Thanks for the report, and for providing some variety to our meta. Nice list indeed, three concussion missiles can indeed ruin almost everyone's day. I expect to see more lists like this once Wave 7 is out.

It certainly will be very interesting to see how Wave VII changes the ordnance taken. At first, I expected the Extra Munitions to be of limited use, but given the apparent durability of TIE Bombers, they may well stick around to lob a second missile at their target later in the game. Perhaps more interestingly, we'll get a few extra options for bombs and projectiles, who knows what those end up doing. Certainly looking forward to trying them out.

Well done. Sorry I 'made' you play armada instead of practicing your list!

Incredible work sir. Firstly congratulations on such a good placement with a list that steers clear of all the usual suspects in your regional meta. Secondly to do it without any practice games - incredible!!

I love your list and once I get over playing Dual Defenders I'll eventually get to it as the TIE Bomber is without a doubt one of my favourite Imperial ships and deserves some love.

Do you plan on continuing to use the list?

Ha! Good job. I love Tie Bombers and have had a lot of fun with them. I almost took them to my Regionals, but the number of Bro Bots turned me off. Their 3 green dice can be crazy to just shake off the hits. If that happens, then you are dead in the water. It turned out to be a good call as my first 2 matches were near identical bro bot lists.

I think with Extra Munitions, I'll be happy to try:

4 x Scimitar Pilot w/ Homing Missile, Seismic Charge, and Extra Munitions

If you want to make Jendon even better, try to fit Weapons Eng. on him. That will give you 2 TL per turn.