I want a bomber pack

By NukeMaster, in Star Wars: Armada

Would anyone else be interested in a bomber only squadron pack? I'm thinking something like a pack that contains 2 B-Wings, 2 Y-Wings and 4 Tie Bombers.

If I'm reading things right for heavy squadron builds to work they have to reliably do damage to ships and for squadrons to reliably damage ships they need to be bombers. The Rebels have multiple bomber options and can build a decent list with 1 or 2 squadron packs, but the imperials are stuck only getting 2 Tie Bombers per pack.

I would really like to try a large Bomber swarm but it's going to be too costly to acquire that many bombers. Well, as far as my gaming budget goes I would rather buy an ISD over 3 additional imperial squadron packs.

If they were to release a bomber pack what would you like to see in it? Would you prefer they kept the factions separate or go with a mix like I suggested at the beginning of the post.

Try trading?

Who wants any tie other than bombers? LMK since I'll trade the rest of mine away too :D

Who wants any tie other than bombers? LMK since I'll trade the rest of mine away too :D

I mean if and when squadrons become a thing, a mass of Interceptors (+Dengar and Howlrunner?) would be terrifying, but for now you're right. I think I've got like... 14 squadrons of generic TIE Fighters and no idea whatsoever what I'm supposed to do with all of them.

You would need to delve deeply into the EU to give Imperial bombers more models such as TIE Punishers.

Also, I think it's a design choice that Rebel fighters have more bomber options since they have more expensive, well-rounded ships while Imperials tend to have cheap, specialized ones.

Who wants any tie other than bombers? LMK since I'll trade the rest of mine away too :D

I mean if and when squadrons become a thing, a mass of Interceptors (+Dengar and Howlrunner?) would be terrifying, but for now you're right. I think I've got like... 14 squadrons of generic TIE Fighters and no idea whatsoever what I'm supposed to do with all of them.

In a 400 point game,,,,14 Tie fighters=Howly+Mauly+12 x Tie's=127 points

In a sqaudron hvy list, this is insane... :lol:

Also I was one those who bought 2(good idea btw>>>Thanx Crabbok)core sets and started playing 400 pointers way back after Armady was released. I don't care what anyone says. this mass of death can ruin yer day......

Edited by Shadowmax

LOL I use my Tie fighters to wipe space of Reb. fighters all the time :D and when you have 6 or more hitting a Reb. ship they seem to get that last point of damage you need to take it out. ;):o Ho :o Ho :o Ho......

Edited by ouzel

An upgrade card pack would be splendid..

Would anyone else be interested in a bomber only squadron pack? I'm thinking something like a pack that contains 2 B-Wings, 2 Y-Wings and 4 Tie Bombers.

If I'm reading things right for heavy squadron builds to work they have to reliably do damage to ships and for squadrons to reliably damage ships they need to be bombers. The Rebels have multiple bomber options and can build a decent list with 1 or 2 squadron packs, but the imperials are stuck only getting 2 Tie Bombers per pack.

I would really like to try a large Bomber swarm but it's going to be too costly to acquire that many bombers. Well, as far as my gaming budget goes I would rather buy an ISD over 3 additional imperial squadron packs.

If they were to release a bomber pack what would you like to see in it? Would you prefer they kept the factions separate or go with a mix like I suggested at the beginning of the post.

I'd buy that.

Who wants any tie other than bombers? LMK since I'll trade the rest of mine away too :D

I mean if and when squadrons become a thing, a mass of Interceptors (+Dengar and Howlrunner?) would be terrifying, but for now you're right. I think I've got like... 14 squadrons of generic TIE Fighters and no idea whatsoever what I'm supposed to do with all of them.

Play a grand campaign with permadeath rules, everytime something dies you smash it with a hammer.. you will get through them fast enough :P

To be honest I would really like to have the packs splitted, so that you could buy individual blisters with two or three squadrons of the same type. But I understand that this would mean an insane increase in logistic and production management with no real commercial benefit, so that will stay a wish tbh.

My hopes are to beaf up my imperial bombers with some rogues and hopefully to be able to trade another firespray or so, as the diversity of imperial bomber wings is.. disturbing.

And for the abundantly available TIEs I have also not found any use so far. I remember a game with proxied squadron cards where we replaced the middle guy from a TIE squadron with a bomber to represent TIE bombers, but that only works on friendly grounds and is still difficult to remember due to the squadrons different bases.

300 pt game.

Rhymer

10xTie Fighter

Effective.

...and before someone says it, yes 9 bombers would be better at shooting ships. The thing is, when someone shows up with even the lightest fighter air support, your bombers are done.

10 Ties can defend themselves.

Edited by Deadshane

10 TIEs would also chew through a Nebulon-B in short order as all of it's defence tokens are useless against them. However, they would need to all be activated to be able to shoot before the Nebulon-B's anti-squadron guns get to fire. I have no idea how you plan on simultaneously activating your 10 TIEs without seriously gimping the rest of your list in the process. Also, that is one Nebulon-B. While you are manoeuvring literally your entire list in a predictable way to deliver this TIE-strafing, your opponent will have free reign to flank you at full speed and then you are screwed.

It's a great idea on paper, but then so is ramming a ship with 7 raiders at the same time.

On the table, it won't work smoothly enough to not be a massive liability.

10 blue dice that only deal damage on a hit and which have to get activated with squadron commands from 2 dedicated carriers every turn to be effective - means 5 damage average per turn from a 100 pts investment that requires activation by command each turn.. Not sure if that qualifies for a great idea, even on paper.

Nice thought, but we might as well hope for other "unicorns" while we are here....card only packs, Imperial Nebulon-B's, a 24"+ Super Star Destroyer....

All nice, but never gonna happen!

10 blue dice that only deal damage on a hit and which have to get activated with squadron commands from 2 dedicated carriers every turn to be effective - means 5 damage average per turn from a 100 pts investment that requires activation by command each turn.. Not sure if that qualifies for a great idea, even on paper.

Fair point.

I think Demolisher and 2 TIE interceptors would do a much better job.

10 Ties with Rhymer dont need squadron activation from a carrier. They have the range to park in a spot and just continue shooting while the capital ships do their own thing.

Pretty simple really.

10 Ties with Rhymer, 10 blue dice and one black fired out to med range, is quite effective and a pain to deal with. You guys dont see it evidently, but thats par for the course as most peeps on this board dont understand squadrons and how they work...and dont care to learn.

Dont try it. Dont try to learn why it IS good.

Just wave your hand and dismiss it.

Edited by Deadshane

I haven't seen this done with 10 ties, but I've faced it and run it with 8 bombers, Rhymer and an Advanced (to protect Rhymer). Squadron commands are needed minimally. In this set up, you have a 50 HP ship firing 10 Black dice in any direction at medium range. Trust me when I tell you it's devastating. I brought fighters to tackle it and it's still a nasty set up. Ships alone will hate it, trying to plink of 1 or 2 HP's a turn. Add Chiraneau and Corrupter and you will make your opponent cry.

For all those that think squadrons don't work, I can tell you that is a misconception. 10 Ties and Rhymer isn't as effective as the above, but it's no laughing matter either. With the advent of wave 2, scoff at these things at your peril....

This can be effective with A-wings, Y-wings and X-wings mixed as well. You can't get medium range, but it is still very effective.

Edited by Englishpete

10 Ties with Rhymer dont need squadron activation from a carrier. They have the range to park in a spot and just continue shooting while the capital ships do their own thing.

Pretty simple really.

10 Ties with Rhymer, 10 blue dice and one black fired out to med range, is quite effective and a pain to deal with. You guys dont see it evidently, but thats par for the course as most peeps on this board dont understand squadrons and how they work...and dont care to learn.

Dont try it. Dont try to learn why it IS good.

Just wave your hand and dismiss it.

Wow, pretty bold statement to say the least. Would you care to drop the cocky attitude and elaborate your thoughts, please?

From my expercience and point of view, med range is not that much and definitely not enough to "park in a spot and just continue shooting". But even in that rare case I still doubt that 5 average damage per turn at med range is worth ~100 pts, even with the added bonus that def tokens are largely mitigated.

Clontrper5 has taken to running all bombers and 3 Victories in the latest Vassal tourney. He put flight controllers on one of the ships. It is surprisingly effective even against other fighters. One black and one blue add up quickly when there are five bombers hitting one squadron.

Edited by Truthiness

Nope. Dont care to elaborate.

I know it works, someone just also pointed out a traditional Rymerball that works. Im not particularly fond of that version as it IS more dependant on squadron commands. 10 Ties is more independant. Neither truly needs squadron commands to be effective.

Dont look to me to hold your hand and show you how. Try it, like I said, and see for yourself why it works.

Rhymerball is already a thing. Its established. It works.

Either figure it out or like I said, wave your hand and dismiss it. Keep flying Gencon Special.

Or you can be innovative for yourself and learn why these formations work, and why they are to be feared.

As far as me being cocky about it...

Whatever.

Well, aren't you a ray of sunshine?

It's not a bad setup. I prefer ships over such a high investment in fighters myself, but it can work. Average damage is too low on the fighter version for my liking, but different strokes for different folks.

Edited by Extropia

You would need to delve deeply into the EU to give Imperial bombers more models such as TIE Punishers.

Also, I think it's a design choice that Rebel fighters have more bomber options since they have more expensive, well-rounded ships while Imperials tend to have cheap, specialized ones.

I'm not asking for more imperial bomber options. I think your last statement is spot on and I think it was a good design choice on FFG's part. My issue is I look at the Tie Bomber and think it is screaming to be used in mass but there isn't a very cost effective way to do that.

Nice thought, but we might as well hope for other "unicorns" while we are here....card only packs, Imperial Nebulon-B's, a 24"+ Super Star Destroyer....

All nice, but never gonna happen!

For X-Wing FFG has come out with Aces packs to fix some of it's under performing ships. The argument about the usefulness of squadrons has been going on the entire time I've been interested in this game. Whenever the superiority of a all ship list is brought up people counter with a squadron heavy list that makes good use of bombers. Usually B-Wing are mentioned but sometimes someone will talk about a Rhymer ball.

My thoughts are perhaps the real issue holding squadrons back is the cost in obtaining a large bomber wing. This seems particularly true for Y-Wings and Tie Bombers. If making those two ship more readily available would do a lot of what needs to be done to "fix" squadrons then I think a bomber pack is completely in line with FFG's modus operandi.