So, I've been playing around with some of the upgrades coming with the Punisher & K-Wing sets to try to see how I could make TIE Bombers more viable, and I came up with the following
Essentially, my thought was that Fel would do his thing and flank around while Jonus and Rhymer fly in formation and work their way up slowly, spitting out ordnance along the way. If my opponent chooses to deal with the Bombers, then hopefully that leaves Fel mostly unmolested to work his way into a good firing position.
Conversely, if Fel becomes the focus of my opponent, then I concentrate on flying him in a way that leads my opponents into optimal firing position of the bombers.
Having Rhymer fire last (using a AHM at any range) will hopefully mean his target has spent any focus/evades by that point, and Jonus' ability will help to maximise the chances of the missile getting through and landing that face-up damage card. I've given Jonus Plasma Torps and Cluster Missiles as I figure it gives him a 4 attack at any range (technically 8 at range 1-2), which should help deal with large ships, particularly those with lots of shields.
The only toss up I've got is whether I go with the TIE Engine Mk II upgrade for the Bombers, or replace it with Munitions Failsafe to ensure I don't waste ordnance.
Interested in hearing people's thoughts.
Cheers,
Doc Z.
Edited by Dr Zoidberg
INTERCEPTOR & 2 BOMBERS
Soontir, Rhymer, Jonus
100 points
PILOTS
Captain Jonus (33)
TIE Bomber (22), Plasma Torpedoes (3), Extra Munitions (2), Cluster Missiles (4), Veteran Instincts (1), Twin Ion Engine Mk. II (1)Major Rhymer (35)
TIE Bomber (26), Extra Munitions (2), Advanced Homing Missiles (3), Advanced Homing Missiles (3), Twin Ion Engine Mk. II (1)Soontir Fel (32)
TIE Interceptor (27), Push the Limit (3), Targeting Computer (2)