A new Imperial Archetype, Ace + Bombers

By Biophysical, in X-Wing

The Ace+Miniswarm is a tried and tested Imperial squad archetype. With new improvements to Ordnance, I think replacing the miniswarm with a reduced number of TIE Bombers carrying missiles or torpedoes.

A brief overview of the recently released cards that make this archetype stronger:

Gamma Squadron Veteran: A PS 5 bomber that comes with an EPT.

LongRange Sensors: Allows TIE Bombers to gain Target Locks only at Range 3 or longer, very effective for setting up a powerful single shot, but makes follow-up shots difficult.

Thread Tracers (missile): Allows TIE Bombers to set up Target Locks for their fellows within Range 2.

Guidance Chip (modification): Allows TIE Bombers to make any one of their Missile or Torpedo dice a hit

Extra Ordnance (torpedo slot): A wave 7 card, and not that new, but it is still useful for making Ordnance more cost effective.

The differences between a Miniswarm and TIE Bombers with payloads:

Typical Miniswarm ships (TIE Fighters, TIE/fos, perhaps TIE/v1) are fast and excellent close-range fighters. Their long range effectiveness is usually reduced, because 2-dice has trouble putting substantial damage through at long range. Bombers are slower, (but not that slow), and Bombers with payloads are much stronger at Range 3, where their Ordnance will not suffer downside of granting the target a Range 3 defense bonus. Bombers will generally be relatively stronger against high AGI targets, because Ordnance is particularly powerful against these targets, and the Miniswarm is relatively stronger against low AGI targets where their low attack dice will not be strongly opposed by green dice. Finally, due to greater numbers and a better dial, Miniswarms are generally better blockers.

Example squads of this proposed archetype:

Soontir Fel, Royal Guard title, PTL, Stealth Device, Autothrusters 35

Scimitar Squadron Pilot, Plasma Torpedo, Seismic Charge, Guidance Chip, 21

Scimitar Squadron Pilot, Proton Torpedoes, Thread Tracers, Guidance Chip, 21

Scimitar Squadron Pilot, Proton Torpedoes, Thread Tracers, Guidance Chip, 21

98 points.

The Scimitars are there to do a lot of front end damage to ships that are problems for Soontir. The Thread Tracers allow the Bombers to set up locks against higher PS ships (and let Soontir do some extra damage), and combined with the Bomber’s action and Guidance chip allow for some highly damaging shots early in the game.

Rexler Brath, TIE/D, Predator, Ion Cannon, Hull Upgrade 46

Gamma Squadron Veteran, Crack Shot, Homing Missile, Extra Munitions, LongRange Sensors = 27

Gamma Squadron Veteran, Crack Shot, Homing Missile, Extra Munitions, LongRange Sensors = 27

The Gamma Vets can lock the same ship, or two different ships in the opening turn. Their main purpose is to remove the biggest problem ship as early as possible, then disengage to set up their next Target Locks. Alternatively, they can lock separate ships and elect not to spend their Target Locks when they fire their Homing Missiles, leaving them in play for another missile salvo. Crack Shot can be combined with a Homing Missile shot if necessary, or simply used to augment their primary weapon in close quarters.

I am looking into this as well. My build of choice has been the 22 point scimitar:

Scimitar: LRS, EM Concussion Missiles

Today I played two of the bombers above and 2 x7 Deltas against Chewy/Corran. It was an intense matchup but I think I would prefer to take 3 bombers and Carnor Jax. I was missing that high PS ace to add some maneuverability.

I love my Soontir Crackshotminiswarm build, but this might be cool.