Lets See Your Post Wave 8 and Imp. Aces Tie Bomber Builds

By Jo Jo, in X-Wing Squad Lists

So I am really glad to see the Tie Bomber being brought back from the brink like the Y-wing has been. Before you really couldn't do much with the Tie Bomber except use it as a cheap filler with a lot of hull, or put some bombs on it. Extra Munitions helped, but it still didn't solve the worst part of ordnance: Dice

Now with LRS and GC's (Long Range Scanners & Guidance Chips) the bomber has a way to modify its dice and bring the pain. We also get some new bomber pilots! Tomax Bren looks insane with his never ending Crack shot or Adrenaline Rush, but I'm most excited about these guys:

I need a name -

Gamma Squadron Veteran (19)
Crack Shot (1)
Homing Missiles (5)
Long-Range Scanners (0)

Gamma Squadron Veteran (19)
Crack Shot (1)
Homing Missiles (5)
Long-Range Scanners (0)

Gamma Squadron Veteran (19)
Crack Shot (1)
Homing Missiles (5)
Long-Range Scanners (0)

Gamma Squadron Veteran (19)
Crack Shot (1)
Homing Missiles (5)
Long-Range Scanners (0)

Total: 100

View in Yet Another Squad Builder

This is the Alpha Strike from hell. 16 attack dice all with full modification TL + Focus (as long as no blocks). Stuff will die. You can either pop the crack shot on the alpha to get rid of aces or save them for the follow on attack with your primary. Good luck with your evade tokens, this squad doesn't care. Should be really good against quad TLT lists, because you'll shoot before them. You can also split your fire and target two Y-wings with two bombers each. 8 modified dice can kill them or severely wound them with one volley. You can also throw Assault Missiles on two of them if swarms are prevalent in your area.

Cold Dead Eyes -

Gamma Squadron Veteran (19)
Deadeye (1)
Extra Munitions (2)
Proton Torpedoes (4)
Guidance Chips (0)

Gamma Squadron Veteran (19)
Deadeye (1)
Extra Munitions (2)
Proton Torpedoes (4)
Guidance Chips (0)

Gamma Squadron Veteran (19)
Deadeye (1)
Proton Torpedoes (4)
Guidance Chips (0)

Gamma Squadron Veteran (19)
Deadeye (1)
Proton Torpedoes (4)
Guidance Chips (0)

Total: 100

View in Yet Another Squad Builder

The alpha strike isn't as severe with this squad, but its way more flexible. All you need is a focus and a target in front of you and you can let the Protons rip. Since they are a point cheaper you can put Extra Munitions on two of them giving you another two volleys of torps.

Lets see yours!

Tie shuttle + Tactician x2 (18 each) 36

Tie Shuttle + Vader 19

Whisper 44

VI

SJ

ACD
Rec Spec

either this or go Whole ham and forgo the SJ and go buzzsaw to allow for maximum vader

buzzsaw being FCS Gunner still being 44

or or

if we can assume Maarek Stele is 36 points

PTL

D title

Ion cannon

Mk2

brings him to 43

or go to brath for 44

99 points total

Edited by Panic 217

Jendon

Tie shuttle

Fleet officer

2x bomber/punisher with ordanace and extra muntions to taste.

The 3 ships blob, jendon hands out free focus and reroll for modding the ordanance

so before it was the Chadwick bomber (Scimitar w/Homing missiles + extras + seismics)

times four, or three if you like Omega (dump a seismic)

now, it's the same exact thing...but with scanners/chips :D!

The Bren Gun is also fairly easy to fit as a Chadwick bomber at 34 points (crackshot assumed stapled to the pilot, because it is). Hell, you could fit him with 3 Juke FOs, or drop seismics to fit in two Juke x7 Glaives

Edited by ficklegreendice

Nothing extravagant, but I think Imperial Veterans will finally complete one of my favorite build from last year, because I don,t really see how it can improve from there:

The Colonel, the Baron and the Uglies

Colonel Vessery with Tie/X7 title and Veteran Instinct (or Crack Shot)

Soontir Fel with Push the Limit, Royal Guard Title, Autothrusters, Targetting Computer

Scimitar Squadron with Long-Range Scanners

Scimitar Squadron with Long-Range Scanners

so before it was the Chadwick bomber (Scimitar w/Homing missiles + extras + seismics)

times four, or three if you like Omega (dump a seismic)

now, it's the same exact thing...but with scanners/chips :D!

The Bren Gun is also fairly easy to fit as a Chadwick bomber at 34 points (crackshot assumed stapled to the pilot, because it is). Hell, you could fit him with 3 Juke FOs, or drop seismics to fit in two Juke x7 Glaives

I feel like Bren with Cool hand can also be a thing. with fleet officer + Kallus/tactician

Edited by Panic 217

Tomax Bren (24)
Crack Shot (1)
Flechette Torpedoes (2)
Extra Munitions (2)
Cluster Missiles (4)
Ion Pulse Missiles (3)

Guidance Chips (0)

Soontir Fel (27)
Push the Limit (3)
Autothrusters (2)
Stealth Device (3)
Royal Guard TIE (0)

"Omega Leader" (21)
Juke (2)
Comm Relay (3)
Stealth Device (3)

Total: 100

View in Yet Another Squad Builder

Inspired by that TIE Fighter anime from a year or so back.

Colonel Vessery (35)
Adaptability (+1) (0)
Tractor Beam (1)
Twin Ion Engine Mk. II (1)
TIE/D (0)

"Redline" (27)
Fire-Control System (2)
Extra Munitions (2)
Flechette Torpedoes (2)
Cluster Missiles (4)
Concussion Missiles (4)
Guidance Chips (0)

Scimitar Squadron Pilot (16)
Tactician (2)
Fleet Officer (3)
Twin Ion Engine Mk. II (1)
TIE Shuttle (0)

Total: 100

View in Yet Another Squad Builder

One of various variations on this theme which I've tried out to excellent effect. Depends of course on Adaptability working how I think it will (i.e. pick at the start of the game which side you have up for that game).

Edited by thespaceinvader

3 ordnance is too many on a named pilot bomber (same for a generic). They will be target priority numero uno, because they will put out a lot of damage but not be able to withstand a lot of fire back. All the Punisher is, is a Y-wing with a Hull upgrade. The regular Tie Bomber while tanky, will wither under a few attacks. At most I would run 2 ordnance, or maybe just 1 with Extra Munitions. Then add a bomb. You'll never fire 6 munitions unless your opponent simply ignores your 40 point ship.

Also note that Tomax Bren's ability is once per round. You can't use Crackshot twice for Cluster Missiles or you will lose it for good.

3 ordnance is too many on a named pilot bomber (same for a generic). They will be target priority numero uno, because they will put out a lot of damage but not be able to withstand a lot of fire back. All the Punisher is, is a Y-wing with a Hull upgrade. The regular Tie Bomber while tanky, will wither under a few attacks. At most I would run 2 ordnance, or maybe just 1 with Extra Munitions. Then add a bomb. You'll never fire 6 munitions unless your opponent simply ignores your 40 point ship.

Also note that Tomax Bren's ability is once per round. You can't use Crackshot twice for Cluster Missiles or you will lose it for good.

Yeah, I'm aware of that. The main reason for having 6 ordnance is because I want options, not because I expect to fire all of them. I've been able to use 4 in the past, and have frequently found games where having the ability to auto-stress at range 3 on squishy ships would have been very handy. 2 points for 2 flechette torps is a solid investment that would otherwise wind up being spent on a single expensive torp or missile, either Assault Missile or Ion Torp. Redline is definitely a traget - but you target him, and you're likely ignoring Vessery, who will eviscerate you, or the bomber shuttle, who will be stressing you and feeding focus to the other two. The whole list is designed to leave opponents no good target to focus on first because the other two are just as scary.

Also aware that Tomax's ability is 1/round. It's there to punch a hit through per round, unless I think he's about to die in which case it can punch through 2 with Clusters.

I could swap in bombs instead on both lists, but I really don't have a lot of experience playing with or against them, they're just not that common in my local meta

5 Gamma Vets with VI

3 ordnance is too many on a named pilot bomber (same for a generic). They will be target priority numero uno, because they will put out a lot of damage but not be able to withstand a lot of fire back. All the Punisher is, is a Y-wing with a Hull upgrade. The regular Tie Bomber while tanky, will wither under a few attacks. At most I would run 2 ordnance, or maybe just 1 with Extra Munitions. Then add a bomb. You'll never fire 6 munitions unless your opponent simply ignores your 40 point ship.

Also note that Tomax Bren's ability is once per round. You can't use Crackshot twice for Cluster Missiles or you will lose it for good.

Yeah, I'm aware of that. The main reason for having 6 ordnance is because I want options, not because I expect to fire all of them. I've been able to use 4 in the past, and have frequently found games where having the ability to auto-stress at range 3 on squishy ships would have been very handy. 2 points for 2 flechette torps is a solid investment that would otherwise wind up being spent on a single expensive torp or missile, either Assault Missile or Ion Torp. Redline is definitely a traget - but you target him, and you're likely ignoring Vessery, who will eviscerate you, or the bomber shuttle, who will be stressing you and feeding focus to the other two. The whole list is designed to leave opponents no good target to focus on first because the other two are just as scary.

Also aware that Tomax's ability is 1/round. It's there to punch a hit through per round, unless I think he's about to die in which case it can punch through 2 with Clusters.

I could swap in bombs instead on both lists, but I really don't have a lot of experience playing with or against them, they're just not that common in my local meta

Options are never a bad thing, but if Redline goes down while only expelling 2 or 3 missiles, you are throwing points away.

Try some Bombs. They don't require an action at all and can be dropped whenever the opportunity arises. My favorite is the Proton Bomb but it gets spendy. Seismic are usually a better option and less than half the cost. I haven't tried Ion bombs just because they don't do any damage. However, the Ion potential might be worth it to allow your bombers to turn around for another run. Just remember the higher your PS the more accurate you can be in your bombing. Redline at PS 7 is a decent bomber, because quite a lot of pilots will move before him. That allows you to see if you have a target behind you to drop a bomb on. If the enemy is higher PS, its more of a guessing game. So for generic pilots, mines are a better option as you can drop them right on top of an enemy ship before they move.

What I find with Bombs is either your opponent forgets about them until its too late or they worry about them so much they put themselves out of position. If they aren't common in your area you might have quite the advantage.

Edited by Jo Jo

Tomax Bren

Coolhand

(shuttle title)
Fleet officerInt

Agent

MK2 engines

Rexler Brath

Outmaneuver (or PTL)

Tractor Beam

/D

Mk2

Omega Ace

PTL

Comms Relay

3 ordnance is too many on a named pilot bomber (same for a generic). They will be target priority numero uno, because they will put out a lot of damage but not be able to withstand a lot of fire back. All the Punisher is, is a Y-wing with a Hull upgrade. The regular Tie Bomber while tanky, will wither under a few attacks. At most I would run 2 ordnance, or maybe just 1 with Extra Munitions. Then add a bomb. You'll never fire 6 munitions unless your opponent simply ignores your 40 point ship.

Also note that Tomax Bren's ability is once per round. You can't use Crackshot twice for Cluster Missiles or you will lose it for good.

Yeah, I'm aware of that. The main reason for having 6 ordnance is because I want options, not because I expect to fire all of them. I've been able to use 4 in the past, and have frequently found games where having the ability to auto-stress at range 3 on squishy ships would have been very handy. 2 points for 2 flechette torps is a solid investment that would otherwise wind up being spent on a single expensive torp or missile, either Assault Missile or Ion Torp. Redline is definitely a traget - but you target him, and you're likely ignoring Vessery, who will eviscerate you, or the bomber shuttle, who will be stressing you and feeding focus to the other two. The whole list is designed to leave opponents no good target to focus on first because the other two are just as scary.

Also aware that Tomax's ability is 1/round. It's there to punch a hit through per round, unless I think he's about to die in which case it can punch through 2 with Clusters.

I could swap in bombs instead on both lists, but I really don't have a lot of experience playing with or against them, they're just not that common in my local meta

Options are never a bad thing, but if Redline goes down while only expelling 2 or 3 missiles, you are throwing points away.

Try some Bombs. They don't require an action at all and can be dropped whenever the opportunity arises. My favorite is the Proton Bomb but it gets spendy. Seismic are usually a better option and less than half the cost. I haven't tried Ion bombs just because they don't do any damage. However, the Ion potential might be worth it to allow your bombers to turn around for another run. Just remember the higher your PS the more accurate you can be in your bombing. Redline at PS 7 is a decent bomber, because quite a lot of pilots will move before him. That allows you to see if you have a target behind you to drop a bomb on. If the enemy is higher PS, its more of a guessing game. So for generic pilots, mines are a better option as you can drop them right on top of an enemy ship before they move.

What I find with Bombs is either your opponent forgets about them until its too late or they worry about them so much they put themselves out of position. If they aren't common in your area you might have quite the advantage.

Yeah, I want to try out more bombs, but I'm currently practicing for tournaments and not using either of these lists at all.

I need a name -

How about: CrackHouse ?

3x Scimitar with EM, Concussion Missiles, Seismic Charge, Guidance Chip

CPT Jonus with EM, Tracers and Hull Upgrade

Pretty much what I play now. For me, Bombers have always been worth playing.