TLT's with bombs

By Hrathen, in X-Wing

I love the lowly gold Squadron Y-wing with a TLT. But as we all know if someone get's close on your tail you could be dead pretty quick. So what's the answer. Well one answer is bombs.

Imagine three TLT Y-wings each with a seismic charge. Then you put Sabin on a HWK and keep her away from the fight. 2 auto damage to someone who get's on your tail sounds pretty good.

tried it

nowhere near as fun as putting sabine on a TLT miranda and just rolling around. The bombs are amazing synergy with her high PS as well as her ability. By keeping enemies off of your back, you can set up turns to regenerate without taking any return fire just

Y-wings don't really maneuver well enough to take advantage of seismics

Bombs area always fun

I have grown to love bombs in all their forms. I have done this before and if nothing else it usually keeps by oppoensts from getting to close behind me.

Sabine works so well in a K-Wing that I can't envision ever using her in another ship, including the Ghost.

Well, maybe the Ghost.

I have to admit I want Sabine on a HWK, just to have bombs on it. :)

What's some good bombs to load on the K-Wing? I really want to try it out.

Did we ever figure out if sabine gives a k wing a third bomb slot?

What's some good bombs to load on the K-Wing? I really want to try it out.

Honestly, all of them are good if Sabine's involved.

Conner Nets are fantastic on low-PS ships with Advanced Slam. Cluster Mines cover a wide area and their low damage is bumped by Sabine's presence. Ion Bombs are good for control.

Plus, for those bombs that detonate on overlap, you don't have to assign the extra damage to the ship that overlapped it. You can drop a Conner on someone, deal the damage and ions, and then have Sabine deal an extra point of damage to anyone within range 1 of that huge token. That can be enough to finish off an already-weakened ship.

Did we ever figure out if sabine gives a k wing a third bomb slot?

Why wouldn't she?

Placed second in a store championship with a Miranda with EM, TLT, Seismic, Proxy, EU, and 3P0. If I ran it again I would swap out plasma off of Corran to change the seismic to a proton bomb and 3P0 for Sabrina the teenage Isil recruit and use the extra point to swap Proxy for Conner Net.

Edited by Cr0aker

37pts for a Warden with EM, 2x Conner Nets, adv slam, & Sabine. Would not survive or contribute much against ordinance but play havoc with aces.

Did we ever figure out if sabine gives a k wing a third bomb slot?

Why wouldn't she?

The wording on the card is "Your upgrade bar gains the [bomb] upgrade icon" rather than just saying the bar gains 1 bomb upgrade icon which not unreasonably can be seen to say that you get a bomb icon if you didn't have one previously. Realistically it barely matters since the kwing is likely to have extra munitions and if you get off 6 good bombs something's gone wrong.

Almost impossible to justify more than 2 seismics/thermals on Miranda anyway

Honestly, all of them are good if Sabine's involved.

Conner Nets are fantastic on low-PS ships with Advanced Slam. Cluster Mines cover a wide area and their low damage is bumped by Sabine's presence. Ion Bombs are good for control.

Well...cluster mines aren't really a good choice, still. Sabine only triggers once per round, after all - I mean, sure, an enemy that isn't hitting multiple mines and that you intend the mines to just kind of hang around out there as a control thing...that makes her nice, I suppose. But an enemy hitting 2 or 3 of them at once...she only buffs a single attack.

I dunno, I guess I could see it either way. Sort of feel like Conner Nets are really her best use...such an *incredibly* large damage zone, there...

Conners are ALWAYS the best use

Never trust dice; auto damage for life

(Just note nets are less useful v lower PS because the skip action step does nothing unless they overlap during their movement; drop on reveal bombs are more useful @ higher PS)

Edited by ficklegreendice

Conners are ALWAYS the best use

Never trust dice; auto damage for life

(Just note nets are less useful v lower PS because the skip action step does nothing unless they overlap during their movement; drop on reveal bombs are more useful @ higher PS)

I prefer Seismic Charges because you don't roll dice and you don't have to spend an action. Oh, and cheaper.

Conners are ALWAYS the best use

Never trust dice; auto damage for life

(Just note nets are less useful v lower PS because the skip action step does nothing unless they overlap during their movement; drop on reveal bombs are more useful @ higher PS)

I prefer Seismic Charges because you don't roll dice and you don't have to spend an action. Oh, and cheaper.

Seismic have uses, especially vs. low ps but fighting higher ps ships with any repositioning there's nothing better than a connor. Costs an action but it can be dropped on them or unavoidably in front of them and screw them for 2 turns. A mix of 1 of each with extra munis is best of both worlds.