TIE Bomber list - but which ordnance?

By Nikolishin, in X-Wing Squad Lists

I am looking for a Bomber list, but can't decide on which ordnance.

So help me; which missiles and or torpedoes would you use on the Bombers?

Scimitar Squadron Pilot (16)
Extra Munitions (2)
Guidance Chips (0)

Scimitar Squadron Pilot (16)
Extra Munitions (2)
Guidance Chips (0)

Scimitar Squadron Pilot (16)
Extra Munitions (2)
Guidance Chips (0)

Scimitar Squadron Pilot (16)
Extra Munitions (2)
Guidance Chips (0)

Total: 72

View in Yet Another Squad Builder

With the prevalence of u-boats, you might want to consider Gamma pilots.

The nice thing about ordnance becoming more useful is that you can tailor your choices to your meta. Do you see a lot of swarms? Take some assault missiles. See a lot of large-based ships, or just a lot of low agility stuff? Take cluster missiles. See a lot of Soontir and other hard to hit aces? Take homing missiles. Flechette torpedoes can also be handy alongside cluster missiles since they are cheap and give you that extra damage potential at R3.

For an 'all-rounder' damage heavy list, I would probably take 2 with homing and 2 with assault (or perhaps 1 assault and 1 with clusters and thread-tracers).

Gamma + extra munis + guidance chips = 20, so any mix of 5 point ordnance per ship fits in pretty well.

I'd go Gamma's too. Otherwise you increase your chances of one of your bombers to get deleted before it even gets a chance to fire.

My favorite ordnance is Homing missiles. They work really well with guidance chips. I think the average hit rate is something like 3.5 hits. Sometimes if you are lucky you don't even have to spend the TL and keep it for another attack. Also, not being able to spend the evade token is huge for getting a hit on Soontir.

However, if you are rolling all Bombers, I'd go with a mix. That way you can have options for all sorts of targets.

Edited by Jo Jo

I like Proton Torpedoes and Cluster Missiles myself. Liberal scattering of Conner Nets if you can afford them.

I actually don't hate Proton Rockets, Homing Missiles and Extra Munitions. If you're going to run Guidance Chips, then Proton Rockets are essentially 4 dice double modified (or at least, focus token to spend and fix one blank), which is handily better than a native 3 dice attack with only a single modifier. It comes with a 3pt tax, but you can do it twice. Without those PRockets, a cunning foe might just decide to exploit your weak spot by launching themselves into R1. With the PRockets, you're now a threat at any range.

Gamma Squadron Veteran (19)
Deadeye (1)
Extra Munitions (2)
Homing Missiles (5)
Proton Rockets (3)
Guidance Chips (0)
Total: 30

This is my working project:

Gama Veteran

CrackShot

Homing Missile

Extra Munitions

Long Range Scanners

27 points

The idea is to have a colossal punch on the first engagement.

I was trying to figure out my own bomber list of a Punisher and two Tie Bombers. The points get tight getting in ordinance. Extra munitions helped, and now guidance chips are welcome to getting secondary weapons a place at the table, so to speak. I agree that Omega's on your list will help give you a better shot, and/or maybe add Capt Jonus - who I try to fit into every list with ordinance. ;)

I was trying to figure out my own bomber list of a Punisher and two Tie Bombers. The points get tight getting in ordinance. Extra munitions helped, and now guidance chips are welcome to getting secondary weapons a place at the table, so to speak. I agree that Omega's on your list will help give you a better shot, and/or maybe add Capt Jonus - who I try to fit into every list with ordinance. ;)

Jonus is no longer worthwhile. Long-range scanners and guidance chips have left him without a job. About all he's good for now is keeping Rhymer and Fel's Wrath company in the officer's lounge...

Ouch. :)

I'm not ready to go to his retirement party just yet, but, perhaps as the LRS card gets released, it my be inevitable.

I also like the Gamma Veteran; but they are not released yet... until further, I have to work with the Scimitar pilots.

Rather than scimitar pilots, why not

Gamma Squadron Pilot 18 (x4)

-extra munitions 2

-homing missiles 5

-guidance chips 0

25 points a piece and man do homing missiles hit hard with chips. Oh and you PS kill u-boats. (cause in ordnance vs ordnance ps will matter more, otherwise I'd probably pick scimitars.)

Edited by BleakSquadron

My buddy runs a disgusting 5 bomber list

Scimitar Squadron pilot - 16 x5

- Guidance chimps

- thread tracers 1

- plasma torps 3

On the turn of engagement everyone focuses and one bomber thread tracers to give 4x plasma shots with guidance chips and focus. This does significant damage to anything and the likely hood of being one-shotted is fairly low given their 6 hull 2 shield.

23 minutes ago, JD0GE said:

My buddy runs a disgusting 5 bomber list

Scimitar Squadron pilot - 16 x5

- Guidance chimps

- thread tracers 1

- plasma torps 3

On the turn of engagement everyone focuses and one bomber thread tracers to give 4x plasma shots with guidance chips and focus. This does significant damage to anything and the likely hood of being one-shotted is fairly low given their 6 hull 2 shield.

They only have 6 hull, getting killed in one turn is fairly common. Might not matter too much if you have 5 bombers, though.

Trick is in hitting with the thread tracers against key targets. Also in what you do when you alpha a third to a half of their list to death, blow 4/5 of your missiles, and Something Survives...

56 minutes ago, thespaceinvader said:

Trick is in hitting with the thread tracers against key targets. Also in what you do when you alpha a third to a half of their list to death, blow 4/5 of your missiles, and Something Survives...

Replace 2 of them with Whisper?

On 30.3.2016 at 7:34 PM, Jehovah Netto said:

This is my working project:

Gama Veteran

CrackShot

Homing Missile

Extra Munitions

Long Range Scanners

27 points

The idea is to have a colossal punch on the first engagement.

Love this!

I'd go with 4 of them with Extra Munitions, Homing Missiles, Flechette torpedoes and guidance chips (but one with Long Range scanners). It gives you strength against both swarms and aces.

If I can get the bombers, I'd really love to try the following:

Gamma Squadron Veteran (25) - TIE Bomber
Crack Shot (1), Unguided Rockets (2), Plasma Torpedoes (3), Long-Range Scanners (0)

Gamma Squadron Veteran (25) - TIE Bomber
Crack Shot (1), Unguided Rockets (2), Plasma Torpedoes (3), Long-Range Scanners (0)

Gamma Squadron Veteran (25) - TIE Bomber
Crack Shot (1), Unguided Rockets (2), Plasma Torpedoes (3), Long-Range Scanners (0)

Gamma Squadron Veteran (25) - TIE Bomber
Crack Shot (1), Unguided Rockets (2), Plasma Torpedoes (3), Long-Range Scanners (0)

That's an expected 12 hit results on the opening engagement, with crackshot to push them through greens. Even if one gets alpha'd, on average you've got enough firepower to take down a jumpmaster (with the extra damage from plasma). Unguided rockets then keeps you ahead of the damage curve in the end game, especially if you can stay at range 3.

On 30/03/2016 at 2:05 PM, Nikolishin said:

which missiles and or torpedoes would you use on the Bombers

If you stick with Scimitars I'd change Guidance Chips to Long-Range Scanners and take Homing Missiles. LRS compensates for the low PS getting target locks and you keep the target lock for dice modification or the next shot.

Otherwise try Gamma Vets with Guidance Chips, Veteran Instincts and Proton Torps or Homing Missiles. I find VI (PS7) more useful than Deadeye especially if they use their ordnance up this is still a useful upgrade. Proton Torps have dice modification built in which is useful with Chips compensating for having to spend your lock and are 1 point cheaper than Homing Missiles.

Gamma Squadron Veteran (26) - TIE Bomber
Veteran Instincts (1), Extra Munitions (2), Proton Torpedoes (4), Guidance Chips (0)

Scimitar Squadron Pilot (23) - TIE Bomber
Homing Missiles (5), Extra Munitions (2), Long-Range Scanners (0)

Edited by Sasajak
On 10/06/2017 at 3:30 PM, WAC47 said:

Gamma Squadron Veteran (25) - TIE Bomber
Crack Shot (1), Unguided Rockets (2), Plasma Torpedoes (3), Long-Range Scanners (0)

Cool build!

Tomax Bren, Crackshot, Plasma, EM, chips (30)

Captain Jonas, VI, Plasma, EM, chips (28)

Scimitar Sq. Plasma, EM, LRS (21)

Scimitar Sq. Plasma, EM, LRS (21)