Tomax Bren: How Many Munitions (and other points)?

By ArdusKaine, in X-Wing

Tomax%20Bren.jpg

Image credit goes to SableGryphon, shamelessly stolen from this fantastic thread.

So, the singularly spoiled Bomber ace from the upcoming Imperial Veterans expansion gave us a lot to discuss earlier in the year -- namely, "What disposable EPT to run on this dude!?" and, "How do we combine this with TIE Shuttle to make him one badass support ship?"

This was a few months ago, however. Before we knew the cost of the Contracted Scout and what that meant for S&V's ability to create an alpha strike of doom for any low agility ship. So, this thread isn't really meant to discuss the EPT or TIE Shuttle options for Tomax Bren, especially since I think they've been covered pretty well. I do realize some Munition choices may be dependent on EPT choice, so in that case feel free to give an explanation.

In Sable's initial thread, many of the proposed builds included using two Munitions in tandem with Extra Munitions on Tomax. Of course those proposals aren't the exhaustive, ultimate options for this exciting new pilot, but they cover a lot of ground.

With the current state of the meta allowing powerful alpha strikes to become a real threat, my question becomes: How many points do we want to invest in Tomax Bren when it is a real possibility he can be removed in a single turn?

To be fair, I think this is a question that should be asked of every build. However, it's unlikely that a high-agility, token-stacking pilot like Soontir or a beefcake like the Ghost has to worry about this issue so much.

The follow-up questions then become: Do we want Tomax to attempt to survive long enough to fire off more than two volleys of Torpedoes, Missiles or Bombs? If we do, how many points should we invest? If we don't, which Munitions are the best for their cost while allowing flexibility in the overall build?

His point cost, if you choose to increase it, can be somewhat mitigated by introducing a scarier ship in your list (Soontir or Vader, for example) and forcing your opponent to take down what they expect to be a bigger threat. But some author once said something about the best laid plans, right...?

So, the final question is: Who are suitable Wingmen to take some of the heat in his stead?

I think Tomax fits the bill perfectly for a 30~33 point Ace to be included in a variety of builds. For that reason I want to run him with only one Munition equipped, and I think Plasma Torpedoes offer the greatest flexibility due to them being one point cheaper than Proton Torpedoes, although their damage output is a bit lower if not going up against some shielded ships.

Looking at recent Regional results and the Store Championship results, the top 8s and top 16s featured a great many ships with multiple shields, so I don't think you'll lose too much damage potential if you choose to go that route. Here's a skeleton build I plan on using for Tomax:

Tomax Bren (24)

- Adrenaline Rush / Crack Shot / Cool Hand / Lightning Reflexes (1)

- Extra Munitions (2)

- Plasma Torpedoes (3)

- Guidance Chips (0)

Total: 30

You could even throw in a cheap Bomb if you so please, or up the Plasma Torpedoes to Protons if you don't expect many shielded ships. My larger goal with him is to not go over 33 points. This is a good number to allow him flexibility in upgrades and wingman choice while not overly destroying your MoV should he be lost in a single round of firing.

As far as wingmen, I was thinking Soontir (35), Vader (35 with EU and VI), The Inquisitor (31) or Vessery (34~39 depending on EPT, Title and Cannon choice). These pilots create enough wiggle room for a 29~32 point Emperor Shuttle (depending on whether or not you want to use Yorr) or a similarly priced "budget Ace" taking the place of our favorite Sith Lord.

I mention the above ships because I think they are threatening / integral enough to the success of the list to warrant the opponent making a difficult choice on whether or not to attack Tomax first. They are by no means the "best" options, which is why I'm curious what the forum thinks about how they want to use this guy. For what it's worth, though, I think he has a great deal of synergy with the Emperor and Vessery.

Disclaimer: This thread is not to say Tomax's only role will be an ordnance platform; as the other thread shows, Bren can become a capable support ship. It's also totally okay to load him to the brim with as many Munitions as possible, or fly him without other Aces at all! These are just my initial ideas about how to incorporate him.

I hope they either errata him upon release or revert the tournament regulations or he won't get much time on tables. VI, Crackshot, or Deadeye will probably be the go to EPTs on him unless something changes.

guess what: bombers suck. why? they die like popcorn.

also, they always get the blinded pilot crit. always.

Pessimists everywhere! How would you like to see his errata, WWHSD?

Blail, their dying like popcorn is why I wanted to promote discussion about who could maybe take the hits instead before he fires all his Munitions.

Noble. But nothing for the points he cost.

You can ask also if you see any Punishers or Bombers vs TLT and 3uboat. Yes, guidance chimps help but scouts also use it. And bidding to ps4 is hard and ps5 even harder. and even then, you're still trading a ship for a ship.

3 ps5 shots will down a scout, but 2 torps is likely to blow up a bomber.

Pessimists everywhere! How would you like to see his errata, WWHSD?

Anything that would work with the way that the Tournament Regulations now deal with discarding upgrades would work but it would probably be best not be too specific with the actual discard mechanics. Maybe something like this:

"Once per round, after you discard an [EPT] Upgrade card, you may return it to play."

Edited by WWHSD

With the things he's likely to be flying with, you'd be hard pressed to find a better target for an Alpha Strike than an ordnance carrying Tomax. His best use against an alpha strike list (unless you can get a bigger, higher PS, alpha strike) is probably as bait. You know your opponent will want to take him out quick, try to use that knowledge to your advantage.

Did I miss something about how he works? I'm going to assume he works, and you get crackshot back every turn.

I've been using Redline for the last few months, a fighter that everyone says dies right away. He is consistently my last man standing, and I run him at the now standard 38pt build. He survives because I have dangerous wing mates. Right now I'm using Vessery and the Inquisitor, and they always draw attention.

I think the same will be true of Bren. He will survive to fire his payload if you can effectively use his wingmates.

As for build, I think missiles are a better way to go. 4 missiles let you keep your target lock, and if you are going to have a limited number of shots you need to maximize them. Basically dumb firing plasmas could end up really disappointing.

If Bren is your only munition platform, I think 4 shots is about right.

Tomax Bren 35

Crackshot

Extra Munitions

Homing Missile

Ion Pulse Missile

Guidance Chips

From a raw damage perspective, Bren is 5 points over a Gamma Vet with Crack Shot, but only starts seeing gains on the second round of combat IF you're not using his PS8. That's a hard sell.

guess what: bombers suck. why? they die like popcorn.

also, they always get the blinded pilot crit. always.

guess what: bombers suck. why? they die like popcorn.

also, they always get the blinded pilot crit. always.

*realizes last 3 lists with bombers in it died to blinded pilot*

SEEEEEEE. Im a profet.

I would run him as a shuttle, with Mara Jade/Tactician or Recon Specialist, and Crack Shot so he has some sting.

A little harasser with double focus.

Or Cool Hand with Fleet Officer and Twin Ion Engine Mk.II.

I've got a feeling a solid option will be a Scimitar Squadron Pilot with Intelligence Agent and Mara Jade/Tactician. 19-20 points for a lot of intel/control/blocking.

Edited by Vulf

Tomax Bren /w Crackshot.

Done.

25pts

PS 8, 6 Hull, 2 agi, 2 attack. Unlimited crackshot. Helloooo!

Well I still go by the limit of 12 points for munitions (torpedo and missile) and munition support upgrades. The reasoning is that with 12 points you can bring in a nother ship which can take damage and make multiple attacks. Thing is the uboat list of 3 contracted scouts invest 24-27 points (3x of; Proton/Plasma Torpedoes, EM, R4, Deadeye, Chimps) into those upgrade. I guess with 6 consistently powerful attacks a match is well worth the investment.

However that is the thing with missiles and torpedoes, you want reliability and repeatability. It does no good to have one clutch attack that your opponent will be avoiding through turtling or focusing down that attack. If you are able to make such an attack it would be better if you can do it again at least once, all the while not having all your eggs in one easy to shoot basket.

Crack Shot and whichever rocket you want. Proton and Guidance Chips will probably perform best, although LRS and Homing Missile is another option.

With Crack Shot Tomax remains a serious threat even after he's out of rockets.

I had great fun running him as a heavier damage counterpart in Palpaces. Bren, Proton Torps, Homing Missiles, EM, Crack Shot, GC; paired with VI EU ATC Vader. Obviously a step down from Soontir in terms of survivability BUT if Palpatine steps up to the plate for evade results he can last surprisingly well and take the heat off Vader. And PS8 is a godsend for an ordnance carrier.

No, the main thing that screwed me was the dial. Not used to flying bombers at the best of times, and a red means you're not getting the most out of the points you spend on your ordnance. Dropping one of them puts him in more of the budget ace range, which I am definitely keen to try.

Tomax Bren (24)

- Adrenaline Rush / Crack Shot / Cool Hand / Lightning Reflexes (1)

- Extra Munitions (2)

- Plasma Torpedoes (3)

- Guidance Chips (0)

Total: 30

I think Crack Shot is the right call on this build. You keep him relatively cheap, he's got a strong opening strike, and if he somehow survives after shooting two torpedoes Crack Shot makes the most of his 2 Attack dice.

That said, I'm also a big fan of just the 25 point Crack Shot build, it seems like a solid use of points. :)

Crack Shot and whichever rocket you want. Proton and Guidance Chips will probably perform best, although LRS and Homing Missile is another option.

With Crack Shot Tomax remains a serious threat even after he's out of rockets.

Homing is better even with Chips. A single focus change < full rerolls. The only reason U-Boats run Protons is because they already get rerolls from R4.

If you intend to use him as an ordnance carrier then Adrenaline Rush is a must, imho.

Tie Bombers don't always get the Blinded Pilot crit. I've flown them quite a bit in the last year and I've gotten all the crits all the time. Without shields, these things attract crits like nobody's business. I tend to get Direct Hit the most. I don't usually get Blinded Pilot.

I will say that Plasma is not the best option for him. For one, there is no built in modification like there is for Concussion Missiles, Proton Torpedoes, or Homing Missiles. Yes, it's one point cheaper, but for one more point, you can get the modification. Also, you have to be firing at someone that has shields and they are still up for the bonus. I'd rather spend the extra point (with Extra Munitions really is just .5 per shot) for either Concussion Missile or Proton Torpedoes.

If you want to ensure you really do the damage, though, you will go with Homing Missile. I mean, one MORE point lets you re-roll as many dice as you want and.....they don't get that blasted Evade die. How many ships out there have Evade? Quite a bit that are popular, especially for Imperials. So, for one, your average rolls are going to be better. Homing Missiles with Guidance Chips are the best. They can't use an Evade....and then you get to use Crack Shot! Maximum damage. There is also the small possibility that you don't use your TL and can use it again next turn....if your target is still alive. My opinion is that if you are going to just give him 2 shots with ordnance, then you want to maximize it.

I think Crack Shot is the best EPT as it vastly increases the effectiveness of your shots and it also works once all ordnance is fired. Just main guns with Crack Shot is good.

Guidance Chip is the way to go as his PS is 8 and he doesn't need Long Range Scanners as much.

I say just Crack Shot, Extra Munitions, and your ordnance to keep him affordable.

If you intend to use him as an ordnance carrier then Adrenaline Rush is a must, imho.

Why this? I'm curious. Is it for getting to do that awesome 5 K-turn and still getting a TL?

If you intend to use him as an ordnance carrier then Adrenaline Rush is a must, imho.

Why this? I'm curious. Is it for getting to do that awesome 5 K-turn and still getting a TL?

That, and for the lovely Hard-2 Turn, as the bomber doesn't have Boost to help jockey'ing for position (and few use the Barrel Roll).

But mostly for the "look at me I'm a defender!" 5KTurn. :)

Bombers don't turn! They just K-turn! :D

If you are really worried about crits on Tomax:

BSP + DTF