Help FFG...I need more TIE Bomber Pilots

By Eryst, in X-Wing

... once again ...

A bomb slot upgrade card that provides a crew slot

'Tie Shuttle Refit' - Tie Bomber only - 0 points

And a PS 7 Pilot that is able to perform a speed 2 boost backwards after he hit a target. :)

My ideal TIE Bomber aces pack:

PS8 Pilot: Shira Brie - When you acquire a Target Lock, you may perform a free focus action. Has an EPT slot - 24-26 points.

PS6 Pilot: "Deathfire" McDibs - You can perform actions even if you overlap an obstacle or collide with another ship. Has an EPT slot - 21 points.

PS5 Pilot: Theta Squadron Pilot - Has an EPT - 19 points.

PS3 Pilot: 323 Squadron Pilot - No EPT - 17 points.

TIE/sh - TIE Bomber Only. Title. - Your upgrade bar loses a (Missile) and (Torpedo) upgrade icon and gains a (Crew) upgrade icon. This card has negative squad points. - -1 point.

Having Lumiya flying a TIE Bomber just seems like a really fun idea to me. I'm not totally sold on the ability I gave "Deathfire" but I sort of picture him as one of the bombers who chased after the Falcon into the asteroid field in Episode V, so I want him to have at least some ability to ignore obstacles, without just becoming a second Dash. The other two are just generics that I think we all really need. Theta Squadron was chosen because it's the squadron Lumiya was in charge of, and 323 Squadron was chosen because I stumbled across it while doing a WikiWalk through Wookieepedia and liked how it sounded.

Underachiever, I think Shira Brie would be a perfect platform for 2x Advanced Proton Torpedoes from Extra Munitions.

I think there should be a pilot or title that takes advantage of the Bomber's 5k. Afterall, it's a lumbering craft and one of the only Imperial slow-movers. Pull a 5k, slow move to clear stress the next turn and begin unleashing the hate.

Someone's suggested earlier idea of acquiring a TL upon K-turning is a good idea. I was thinking something like:

Bomber Pilot McGhee (21)

PS6, EPT

When you reveal a red maneuver, you may drop a bomb after completing the maneuver instead. You are immune to the effects of this bomb.

As far as ordnance use goes...

Bomber Pilot McSnuff (23)

PS7, EPT

You may re-roll any blank dice during a secondary weapon attack. This includes an opponent's rolls for mines.

EDIT:

Just thought of this dude:

Bomber Pilot McEdit (20)

PS5

When you dropping a bomb, you may acquire a Focus token. You may spend tokens to modify your opponent's attack dice rolls when dropping bombs.

Edited by ArdusKaine

Currently my two most favourite ships in the game: the X-wing and the TIE/sa Bomber.

The new X and the Punisher feel a bit like an attempt at unnecessary replacement.

I prefer to stick with the older (and cheaper) workhorses.

The X got a bit of a boost recently, now it is the bombers turn?

Would be fun to see some aces packs including these two favourites of mine ;)

But if it will happen we the comming movies? Progressing with the newer stuff?

I shall follow the games progress with great interest!

;)

Currently my two most favourite ships in the game: the X-wing and the TIE/sa Bomber.

The new X and the Punisher feel a bit like an attempt at unnecessary replacement.

I prefer to stick with the older (and cheaper) workhorses.

The X got a bit of a boost recently, now it is the bombers turn?

Would be fun to see some aces packs including these two favourites of mine ;)

But if it will happen we the comming movies? Progressing with the newer stuff?

I shall follow the games progress with great interest!

;)

I don't think the Bomber needs help, just some more named pilots would be nice, because Jonus is a bit boring and Rhymer unplayable. The Punisher doesn't replace it in any way and suffers from "I could do the same thing with a Bomber, but cheaper"-syndrome. The T-70 avoids just being a replacement quite nicely in my opinion. It maybe comes into that territory with the E-WIng, but Corran will stay with us no matter what.

How about a bomb projector?

Im not sure I know what you mean, like the ion projector?

I do think tossing bombs out the left and right would be a sweet bomber ace ability. Callsign Sidewinder.....

3 hard and toss a proximity mine onto a ship adjacent to you > :)

Exactly, though I was thinking that you use ANY movement template, instead of the 1 forward. Which would be better than a tail gunner!

A Bomber with a docked Tie Fighter? ... I mean .. something like this:

Huckepack%20klein.jpg

Bombers that bring their own fighter escort - aka Huckepack

Edited by TheRealStarkiller

I think it's generally agreed that Imperial Aces II should have Defender and Bombers.

I don't agree. Aces II and III should be Defenders/Phantoms and Bombers/Punishers. So the Bomber/Punisher pack can be entirely focused on making ordnance awesome.

This was a suggestion I made last November!

The thing is though, the Bombers current stats are already meant to reflect that.

The Bomber was designed to carry torpedoes, or missiles OR bombs, not all 3 at once. The Bomber's upgrade slots are meant to allow for that kind of customizability.

Like the wookie says:

The TIE bomber was capable of carrying at least one of the following payloads, for a total of 15 metric tons:[12] sixteen concussion missiles, twelve proton torpedoes, eight proton rockets, six space mines, four proton bombs, sixty-four thermal detonators, or thousands of propaganda pamphlets.

Obviously though, meta-gamers can still use them all simultaneously, even though that's not how the ship was used.

Edited by DarthEnderX

PS8 "Hellcat" (the fem fatale from the tie fighter anime) may acquire TL after a green maneuver. does not have to spend TL to fire ordnance.

PS 6 Ace has EPT "may take actions even when stressed"

PS 7 may drop bombs like emon

....

This was a suggestion I made last November!

The thing is though, the Bombers current stats are already meant to reflect that.

The Bomber was designed to carry torpedoes, or missiles OR bombs, not all 3 at once. The Bomber's upgrade slots are meant to allow for that kind of customizability.

...

While I wouldn't meta with all three the fact that the bomber only has one bomb slot will always rub me the wrong way.

At the time of release, and for the longest time the bombers were the only ones WITH Bombs.

Until Wave 5, where the Decimator got it too, then at least it was an imperial thing until wave 6, where bomb loadout.

Exttra munitions gives them two, potentially 3 if you use both torp slots. job done.

Edited by DariusAPB

At the time of release, and for the longest time the bombers were the only ones WITH Bombs.

Until Wave 5, where the Decimator got it too, then at least it was an imperial thing until wave 6, where bomb loadout.

Exttra munitions gives them two, potentially 3 if you use both torp slots. job done.

You can't do that......

I think it's generally agreed that Imperial Aces II should have Defender and Bombers.

I don't agree. Aces II and III should be Defenders/Phantoms and Bombers/Punishers. So the Bomber/Punisher pack can be entirely focused on making ordnance awesome.

Unfortunately, ordnance will never be Awesome! It will never be really competitive, nor worth the points,(especially when compared to Cannons!). For 7 points I can shoot 4 dice all day long, without the need for a target lock. Versus Torpedoes and Missiles which for the most part are a one time 4 dice effect, which needs a target lock to function. And as we all know, it is difficult with low skill pilots to acquire one against a pilot skill greater than themselves.

FFG at this point CAN’T fix ordnance without a major re-haul to the game system, or an errata booster pack, which they will never do.
Don’t worry, I am very confident that FFG will come up with a better system in the second edition of X-Wing.
If I could change one thing, I would throw away Torpedoes and Missiles all together from the game and replace them all with cannons.
Edited by devotedknight

You can't do that......

Yeah, Extra Munitions is Limited, so only one per ship.

Versus Torpedoes and Missiles which for the most part are a one time 4 dice effect, which needs a target lock to function, it is difficult with low skill pilots to acquire one against a pilot skill greater than themselves.

And any of those things could be changed with cards.

Edited by DarthEnderX

Tried today Rhymer after playing with Redline the other day....... bombers suxx (the Adv. homings are awesome, if you play against Corran, or A-wings, and that's all). Both Punishers pilots are very good, poor bombers, they don't fill any role >_<

Edited by Rookie Pilot

Versus Torpedoes and Missiles which for the most part are a one time 4 dice effect, which needs a target lock to function, it is difficult with low skill pilots to acquire one against a pilot skill greater than themselves.

And any of those things could be changed with cards.

I wish that FFG will, but I wouldn't get my hopes up!

Tried today Rhymer after playing with Redline the other day....... bombers suxx (the Adv. homings are awesome, if you play against Corran, or A-wings, and that's all). Both Punishers pilots are very good, poor bombers, they don't fill any role >_<

Bomber don't suck, they are actually great ships but they have two things going against them; the ship itself has vulnerabilities in its dial that can be exploited and the munitions themselves are situationally useful. So you have stand a good chance that your ship and loadout won't be optimal against your opponent, unless you really have the meta dialed in (down to PS because bombers need those TLs). I guarantee, guarantee, that if your load out was optimal enemy ships would be terrified every time bombers hit the table.

At the time of release, and for the longest time the bombers were the only ones WITH Bombs.

Until Wave 5, where the Decimator got it too, then at least it was an imperial thing until wave 6, where bomb loadout.

The only ship with a bomb.. aside from the Firespray-31, released prior to the Bomber. ;)

I think it's generally agreed that Imperial Aces II should have Defender and Bombers.

I don't agree. Aces II and III should be Defenders/Phantoms and Bombers/Punishers. So the Bomber/Punisher pack can be entirely focused on making ordnance awesome.

Unfortunately, ordnance will never be Awesome! It will never be really competitive, nor worth the points,(especially when compared to Cannons!). For 7 points I can shoot 4 dice all day long, without the need for a target lock. Versus Torpedoes and Missiles which for the most part are a one time 4 dice effect, which needs a target lock to function. And as we all know, it is difficult with low skill pilots to acquire one against a pilot skill greater than themselves.

FFG at this point CAN’T fix ordnance without a major re-haul to the game system, or an errata booster pack, which they will never do.
Don’t worry, I am very confident that FFG will come up with a better system in the second edition of X-Wing.
If I could change one thing, I would throw away Torpedoes and Missiles all together from the game and replace them all with cannons.

That's all very nice for, say, an Outrider or B-Wing, but cannons don't compete with ordnance on the TIE Bomber - can't equip them, so partially irrelevant. An R2 or Unhinged astromech is better than Twin Ion Engine Mk II, but seeing how my Defender can't equip the first two, the latter will have to do. TIE Bombers have an excellent survivability, with 6 hull and agility 2, but at the same time lack solid damage output with just two red dice (which you could get from a TIE Fighter at 75% of the points). They can make up for that with a few solid ordnance attacks. While I agree that getting that to work is perhaps harder than it should, there are plenty of ways. Getting locks on the approach and only firing the torps or missiles later could work, but aside from complicated flight patterns, there is Jendon, Squad Leader and soon

xx-23.png

(very cheap, doesn't require a target lock on the firing ship, works at all ranges - especially perfect for Jonus)

Combine that with Munitions Failsafe, Extra Munitions and some of the great missiles and torpedoes available (sure, some aren't especially fantastic, but the same can be said for several of most upgrade types), and you know what, ordnance is just fine. Not game-breaking, but very effective under the right circumstances.

Because.. never awesome? Blowing up a bloody Fat Han in 1.5 turns with two concussion missiles, primary shots of a Bomber and Lambda followed by two Prox mines is, as far as I'm concerned, awesome. As is killing a 40pt B-Wing with just two well-placed concussion missiles. Or keeping Wedge out of the game for 3 turns with some 2pt Flechette torpedoes.

At the time of release, and for the longest time the bombers were the only ones WITH Bombs.

Until Wave 5, where the Decimator got it too, then at least it was an imperial thing until wave 6, where bomb loadout.

The only ship with a bomb.. aside from the Firespray-31, released prior to the Bomber. ;)

I think it's generally agreed that Imperial Aces II should have Defender and Bombers.

I don't agree. Aces II and III should be Defenders/Phantoms and Bombers/Punishers. So the Bomber/Punisher pack can be entirely focused on making ordnance awesome.

Unfortunately, ordnance will never be Awesome! It will never be really competitive, nor worth the points,(especially when compared to Cannons!). For 7 points I can shoot 4 dice all day long, without the need for a target lock. Versus Torpedoes and Missiles which for the most part are a one time 4 dice effect, which needs a target lock to function. And as we all know, it is difficult with low skill pilots to acquire one against a pilot skill greater than themselves.

FFG at this point CAN’T fix ordnance without a major re-haul to the game system, or an errata booster pack, which they will never do.
Don’t worry, I am very confident that FFG will come up with a better system in the second edition of X-Wing.
If I could change one thing, I would throw away Torpedoes and Missiles all together from the game and replace them all with cannons.

That's all very nice for, say, an Outrider or B-Wing, but cannons don't compete with ordnance on the TIE Bomber - can't equip them, so partially irrelevant. An R2 or Unhinged astromech is better than Twin Ion Engine Mk II, but seeing how my Defender can't equip the first two, the latter will have to do. TIE Bombers have an excellent survivability, with 6 hull and agility 2, but at the same time lack solid damage output with just two red dice (which you could get from a TIE Fighter at 75% of the points). They can make up for that with a few solid ordnance attacks. While I agree that getting that to work is perhaps harder than it should, there are plenty of ways. Getting locks on the approach and only firing the torps or missiles later could work, but aside from complicated flight patterns, there is Jendon, Squad Leader and soon

xx-23.png

(very cheap, doesn't require a target lock on the firing ship, works at all ranges - especially perfect for Jonus)

Combine that with Munitions Failsafe, Extra Munitions and some of the great missiles and torpedoes available (sure, some aren't especially fantastic, but the same can be said for several of most upgrade types), and you know what, ordnance is just fine. Not game-breaking, but very effective under the right circumstances.

Because.. never awesome? Blowing up a bloody Fat Han in 1.5 turns with two concussion missiles, primary shots of a Bomber and Lambda followed by two Prox mines is, as far as I'm concerned, awesome. As is killing a 40pt B-Wing with just two well-placed concussion missiles. Or keeping Wedge out of the game for 3 turns with some 2pt Flechette torpedoes.

I don't know, the more I look at this the less good it looks for bombers compared to z-wings. Lt. Blount will always get this to go off, so a z-swarm alpha strike is very strong and guaranteed. For the Imperials who will be shooting this? Jonus doesn't buff himself so he would be the best to shoot it but the least likely to get 3 hits and if he doesn't get it to stick then the rest of the squad is screwed for that turn of shooting because ideally they would have taken focus. I took it a few times on Jonus and while I never fought two ship build I always got much more utility out of squad leader. For 1 point I can spare the points to place it on Jonus in case I fly against a two ship build but I think in general I would have gotten more use out of the Tie Mk. II upgrade.

Thoughts?

Tried today Rhymer after playing with Redline the other day....... bombers suxx (the Adv. homings are awesome, if you play against Corran, or A-wings, and that's all). Both Punishers pilots are very good, poor bombers, they don't fill any role >_<

Yes, both Punisher pilots are good. The generics are however outclassed by the TIE Bomber generics in most cases. To me the Scimitar Squadron Pilot is hands down the best ship to fill a 19-22 point hole in an imperial list. One single Bomber with a single Proximity Mine can be incredibly frightening to any low health ship, massively restricting your opponents manouvering options. That is just 19 points. Got 20 points? Conner Nets are fantastic and even more devastating and they also make any large base high health centerpiece sweat. Then you can add Extra Munitions however you like. This is the niche the TIE Bomber has at the moment and it fills it out perfectly.

Now you might say 21 points? I can get an AC TIE Advanced for that! That is true, but In my opinion they aren't that good unless you have more than one of them. A single Advanced isn't anywhere near as scary as the high powered assasination machine the TIE Bomber in this configuration is. It is of course a meta call, because the Bomber suffers against lists where there are no obvious high priority targets, but I don't think these will fall out of favour that badly with the advent of TLT in the tournament scene.

Tried today Rhymer after playing with Redline the other day....... bombers suxx (the Adv. homings are awesome, if you play against Corran, or A-wings, and that's all). Both Punishers pilots are very good, poor bombers, they don't fill any role >_<

Yes, both Punisher pilots are good. The generics are however outclassed by the TIE Bomber generics in most cases. To me the Scimitar Squadron Pilot is hands down the best ship to fill a 19-22 point hole in an imperial list. One single Bomber with a single Proximity Mine can be incredibly frightening to any low health ship, massively restricting your opponents manouvering options. That is just 19 points. Got 20 points? Conner Nets are fantastic and even more devastating and they also make any large base high health centerpiece sweat. Then you can add Extra Munitions however you like. This is the niche the TIE Bomber has at the moment and it fills it out perfectly.

Now you might say 21 points? I can get an AC TIE Advanced for that! That is true, but In my opinion they aren't that good unless you have more than one of them. A single Advanced isn't anywhere near as scary as the high powered assasination machine the TIE Bomber in this configuration is. It is of course a meta call, because the Bomber suffers against lists where there are no obvious high priority targets, but I don't think these will fall out of favour that badly with the advent of TLT in the tournament scene.

What payload would you suggest for a Scimitar that is going to accompany Vader and Soontir at their traditional format? I was thinking about Proximity, Ion Pulse and Extra Munitions.

If you use the loadouts on Vader and Soontir that I assume that brings you to 96, which I think is too much of an initiative bid. You can upgrade the mine to a Conner Net, giving you more controll and guaranteed damage. 97 also is a pretty good spot for two ships that are so dodgy.

However, if you give your Bomber an IPM you bring it into the Doomshuttle territory. You might get more mileage out of that, but ultimately that is a matter of taste. Your hole is a bit bigger than the "perfect" spot I described.

I don't know, the more I look at this the less good it looks for bombers compared to z-wings. Lt. Blount will always get this to go off, so a z-swarm alpha strike is very strong and guaranteed. For the Imperials who will be shooting this? Jonus doesn't buff himself so he would be the best to shoot it but the least likely to get 3 hits and if he doesn't get it to stick then the rest of the squad is screwed for that turn of shooting because ideally they would have taken focus. I took it a few times on Jonus and while I never fought two ship build I always got much more utility out of squad leader. For 1 point I can spare the points to place it on Jonus in case I fly against a two ship build but I think in general I would have gotten more use out of the Tie Mk. II upgrade.

Thoughts?

Oh, sure, Blount with the tracers will be terrific, but again - Imperials gotta make do with what they got. I'm definitely not saying they're that miraculous fix for ordnance, but instead just one of the various ways to make it work. Jonus with two tracers and perhaps PtL (for a focus+target lock to make those tracers stick) could be a decent support ship for an ordance heavy squadron - and indeed, best used against a single big target, no idea if the new meta will still contain many of those. Will be interesting to see how they stand up to TLT Y-Wing spam; I reckon they may be alright. A few concussions, proton torps or cluster missiles should be able to get some solid damage on the first salvo, and those Ys will be a lot less threatening once half of them are destroyed. Hmm... I really have to purchase that 4th Bomber now.

If you use the loadouts on Vader and Soontir that I assume that brings you to 96, which I think is too much of an initiative bid. You can upgrade the mine to a Conner Net, giving you more controll and guaranteed damage. 97 also is a pretty good spot for two ships that are so dodgy.

However, if you give your Bomber an IPM you bring it into the Doomshuttle territory. You might get more mileage out of that, but ultimately that is a matter of taste. Your hole is a bit bigger than the "perfect" spot I described.

Well, Doomshuttle won't work since Vader is already in the force as a pilot.

I played in a Rebs vs Imps event today and placed second behind an adv swarm. I used 2 Scimitar squadron bombers with Cluster Missiles and Extra Munitions and they were stars, pretty much won me 2 of the 4 games without Vader's help, won another game with Vader (and Squad Leader)'s help. Cheap, tanky and capable of putting out a good amount of damage against low Ag opponents (Han, Y-wing, K-wing, B-wing), I was sure sold on them today.

Here are my ideas for cards to help bring the tie bomber back AND to differentiate it from the Tie Punisher, these would be in a new Imperial Aces back having a bomber and defender in them ideally.

Logistical Support

Type: Title Cost: 0

Missile and Torpedo upgrades with a starting cost of 3 or more cost -2 points (To a minimum of 2).

The Tie Bomber is a great ship, but it really suffers from the fact that if you equip all of its ordnance slots you can easily spend more on the ordnance than you did on the ship itself! You have the catch 22 that if you equip it to be able to perform its designated roll it becomes too expensive to effectively perform its designated roll. This title would make it reasonable to equip a Tie Bomber with a full ordnance loadout for 10 points (adding a seisim charge), but wouldn't give it an unreasonably high advantage over other ordnance caddies. It would also help make more types of ordnance viable in the game. Here would be the adjusted price chart for missiles and Torps.

Cluster Missiles 2

Concussion Missiles 2

Assault Missiles 3

Homing Missiles 3

Ion Pulse Missiles 2

Proton Rockets 2

Advanced Homing Missiles 2

Proton Torpedoes 2

Advanced Proton Torpedoes 4

Flechette Torpedoes 2

Ion Torpedoes 3

Extra Munitions 2

Plasma Torpedoes 2

I didn't include bombs in the title as they are more reasonably priced than missile and torp cards, but they could be included as well easily enough. As you can see it doesn't make the prices too crazy, a fully equipped Tie Bomber will still be expensive but you could realistically take a well equipped squad of 4 bombers with this title. The really good missiles and torps still cost more than 2 as well.

Here is another card which would be cool to see with the Tie Bomber kit:

Autoloader

Type: Bomb Cost: 2 points

After firing a Torpedo or Missile as long as you are not stressed you may fire another Torpedo or Missile as long as you meet its Fire conditions. Then gain 1 stress token.

This would help with the issue of it being very hard to shoot off all your ordnance in a game, but would be challenging to use well as you would still need to have target locks and such to shoot your missils.

Ok, onto pilots

Pilot 1:

PS 8, has an EPT

You may perform a secondary weapon attack on an enemy ship as long as it has a Red Target Lock token.

Basically an elite pilot who gets to use other people's target locks without consuming them, obvious synrgy with Autoloader.

Pilot 2 (chick from Tie Fighter Anime)

PS 5, has EPT

After you acquire a Target Lock you may perform a free Barrel Roll action.

That is literally what she does in the film, and it would be a cool action economy card.

Pilot 3:

PS 3, no EPT

After you acquire a Target Lock on a ship it recieves 1 stress.

This guy is fun as he's the alert siren telling you "warning: missile lock". Fun but not broken.

Edited by Green Squad Leader