Tie Bomber crew upgrade...is this an improvement?

By 1mikethebuilder1, in X-Wing Squad Lists

"Your upgrade bar loses all missile, torp, bomb upgrade icons and gains two crew icons. You cannot equip a crew upgrade card that costs more than four squad points."

I'm failing to see how this helps the bomber which only has two attack dice without missiles, but I'm sure no pro at this game. Could someone tell me what this is all about? In a game where we're trying to improve the value of missiles and torpedoes and get them back in the game this seems counterintuitive.

"Your upgrade bar loses all missile, torp, bomb upgrade icons and gains two crew icons. You cannot equip a crew upgrade card that costs more than four squad points."

I'm failing to see how this helps the bomber which only has two attack dice without missiles, but I'm sure no pro at this game. Could someone tell me what this is all about? In a game where we're trying to improve the value of missiles and torpedoes and get them back in the game this seems counterintuitive.

The TIE Shuttle card isn't meant to be an ordnance fix. It's a way to completely revamp the TIE Bomber and give it a new role to fill - cheap crew carrier. It isn't necessarily better than the stock TIE Bomber, just different and interesting. It gives the Imperials an inexpensive platform for Tactician and lets Jonus become an even better support ship by taking a Fleet Officer. This improves TIE Bombers by giving them something totally new to do, not by making them better at what they were already doing.

I like the idea of a TIE Shuttle with Intel Agent as a cheap effective blocker-- similar in cost to a Chardaan+Autothrusters Prototype pilot. Also a good platform for Mara Jade, potentially.

If you want an ordnance fix, I'd direct you to Long Range Sensors (to help generics who have trouble getting their own Target Locks) or Guidance Chimps.

I would totally Vader it!

I've probably said this now on here about a dozen or more time, but I am lovin running 3 scimitar with Tactician and Rebel captive on one, Tactician, Mara jade on another, and lastly Tactician and Intel agent.

Left me with enough pts to put vessery in with the new d title, an ion Cannon and crackshot.

Now though I'm really looking forward to trying this with the tractor beam.

Which will also help those bombers get more hits in with their two red dice.

Edit

Actually I'm in the air now about taking crackshot off vessery and maybe put in a fleet officer instead of Intel agent.

Though Intel agent has worked in the past to help aim the bombers at those pesky aces who like to dance.

One thing is for certian, aces don't want to get caught in any of their front arcs with the threat of Tactician, and Rebel captive I keep in front.

Oh decisions decisions.

I personally am lovin it. Missles are just too costly and hard to make work.

This just flies itself

Edited by Krynn007

I don't like this idea. I love my torpedoes and missiles. People seem to think they suck, but I've had great success with them. I'm running at least one in my store tournament coming up. I have that much faith in them.

"Your upgrade bar loses all missile, torp, bomb upgrade icons and gains two crew icons. You cannot equip a crew upgrade card that costs more than four squad points."

I'm failing to see how this helps the bomber which only has two attack dice without missiles, but I'm sure no pro at this game. Could someone tell me what this is all about? In a game where we're trying to improve the value of missiles and torpedoes and get them back in the game this seems counterintuitive.

The TIE Shuttle card isn't meant to be an ordnance fix. It's a way to completely revamp the TIE Bomber and give it a new role to fill - cheap crew carrier. It isn't necessarily better than the stock TIE Bomber, just different and interesting. It gives the Imperials an inexpensive platform for Tactician and lets Jonus become an even better support ship by taking a Fleet Officer. This improves TIE Bombers by giving them something totally new to do, not by making them better at what they were already doing.

Fleet Officer is of special significance here. It's always been a card that isn't truly awful like Flight Instructor, but the Imperials haven't had a good platform for it. The Shuttle doesn't want stress when there are stops or turns to dial in, the Firespray and Decimator are too expensive to stress, and the Phantom does not want stress at all.

A TIE/sh has the ability to take Fleet Officer and remain cheap or take Wired as an EPT. That provides you with a new cool option to support a squad.

If you like the ordnance, you still have it. Throw something like Homing Missiles and Crack Shot on Tomax and you'll be icing Interceptors pretty rapidly. The key thing is that we have a new option now for an existing ship so you can take the model without having to lug munis with it.

I don't like this idea. I love my torpedoes and missiles. People seem to think they suck, but I've had great success with them. I'm running at least one in my store tournament coming up. I have that much faith in them.

Best of luck

Try running the tie shuttle with tactician and rebel captive. It's a great 3rd ship especially along side more durable ships and with ion weaponry. It will basically roll around with impunity blocking and causing trouble. Very solid 21 pt investment.

Mara Jade and Rebel Captive fulfils roughly the same roll, too.

As noted, it gives the option of a cheap support ship, and makes Jonus (who was already awesome) even better because he can replace his own ordnance (that his pilot ability doesn't help) with fleet officers, tacticians, etc.

I don't like this idea. I love my torpedoes and missiles. People seem to think they suck, but I've had great success with them. I'm running at least one in my store tournament coming up. I have that much faith in them.

I look forward to hearing you win a tournament using ordinance

Best of luck

The tournament is Sunday. I'll let you know.

Try running the tie shuttle with tactician and rebel captive. It's a great 3rd ship especially along side more durable ships and with ion weaponry. It will basically roll around with impunity blocking and causing trouble. Very solid 21 pt investment.

But for just a couple of extra points you can get a lambda shuttle which does the same job with more attacks and hit points.

"Your upgrade bar loses all missile, torp, bomb upgrade icons and gains two crew icons. You cannot equip a crew upgrade card that costs more than four squad points."

I'm failing to see how this helps the bomber which only has two attack dice without missiles, but I'm sure no pro at this game. Could someone tell me what this is all about? In a game where we're trying to improve the value of missiles and torpedoes and get them back in the game this seems counterintuitive.

As noted above, it's an alternative, not an improvement. A Scimitar Squaddie with a Fleet Officer and some sort of stress-imposer (I've been wavering between Tactician, Mara Jade and Rebel Captive) is 24 points of strong support for two aces flying in formation. Or you put in Weapons Engineer and have it spot for Vessery. Jonus is a very strong option with a similar loadout wth a secondary-heavy list, as will Tomax Bren be with some sort of discardable EPT; Cool Hand goes well with Fleet Officer, and Crack Shot makes him worryingly potent even with only two attack dice.

I've been running a fairly potent list with Vessery with TIE/D and Tractor Beam, Redline with FCS and Chimps, and a TIE Shuttle with Fleet Officer and a second seat filled with... something... to try out the Imperial Vets material, and it owns.

3 more points gets you a lambda with a vastly worse dial that is easier to block, easier to keep arc on and harder to keep up with the squad. It's not a definite yes or no, but I'm liking the feel of the TIE Shuttle as an option.

I don't like this idea. I love my torpedoes and missiles. People seem to think they suck, but I've had great success with them. I'm running at least one in my store tournament coming up. I have that much faith in them.

I look forward to hearing you win a tournament using ordinance

Best of luck

Well I was less than successful. Corran got either swarmed by multiple TIEs or out maneuvered by Interceptors. However after learning from my mistakes I finally got the perfect shot with his advanced proton torpedo and got two criticals and three regular hits. I won that game. It went to time with me having Corran (50 pts) left on the board and his Poe left. In the end I was one win and two losses. But now that I know what to expect, I hope to do better.