Imperial Veterans Bomber Article

By Firespray-32, in X-Wing

Not really out of hand as much as out of experience

Self sustained one ship combos tend to be far less clunky and far less predictable

Edited by ficklegreendice

I guess that explains why palp aces performs so poorly.

I guess that explains why palp aces performs so poorly.

very poorly

if it had a range restriction, that is, or even if palp didn't work on his own ship

but, fortunately, he's a smidgen more flexible than Yorr or system's officer

Edited by ficklegreendice

He allows you to fix one die. One. He doesn't allow you to gain target locks, or drop bombs after doing red maneuvers, or any other whacky shenanigans. He's flexible exclusively when it comes to modifying dice but has almost no effect on the game state

I'm sorry you don't like flying synergy squads. But when you're only responses are essentially "nope" to any and everyone's ideas, why are you even posting?

He allows you to fix one die. One. He doesn't allow you to gain target locks, or drop bombs after doing red maneuvers, or any other whacky shenanigans. He's flexible exclusively when it comes to modifying dice but has almost no effect on the game state

I'm sorry you don't like flying synergy squads. But when you're only responses are essentially "nope" to any and everyone's ideas, why are you even posting?

Palpatine has far more effect than what you are implying. Trust me, it didn't get so big because he is weak.

Because fickle likes to hear himself talk, or rather read what he writes. Imperials just got a smorgasbord of synergy options, yet so many are so quick to naysay. Almost like when palp released and popular opinion pegged him to expensive and wouldn't see much use.

Edited by Hujoe Bigs

"When you reveal your command dial you may perform a free bomb action" ......... am i seeing a way to drop Cluster Mines before moving without advance sensors?

Sweeeeet..... lol... ive pretty much glued that card to my Punisher because WAY TOO **** OFTEN i end up wishing i could drop the mines and leave.

I'm not saying Palpatine is bad. I'm saying that an effect as simple as changing a die to what you want makes people use a ship they otherwise wouldn't, pay 8 more points, and use both crew slots. Obviously there is some value to support and synergy.

So posts that amount to "synergy lists are bad because synergy lists are bad" don't hold water. Except even that is giving to much credit because Fickle rarely includes any sort of justification. Just a systematic "nope, your idea is bad" over and over with very little substance to contribute.

Edited by Sekac

Anybody have an opinion if the "free action" for a bomb drop overpowers the "only one bomb per turn" rule or if there is a chance of being able to drop two? I'm guessing it is so you can drop action bombs early or movement bombs late, but I have a sliver of hope for double Proton Bombs.

FAQ states you can only drop one bomb per turn.

A bomber with title and systems officer has got me excited for this.

Bomber does a green maneuver giving the Inquistor a lock which gives him an evade. That lock gives Vessery locks for his ion and primary shots. Four free actions because of a green maneuver... Please and thank you.

Then Inq PTLs off the free evade action and can take a green clear the stress and get four actions stress free, two without risk of bumping.

Deathfire is beautiful. She has the ability I was looking for with an Experimental Interface Connor Net Laying Bomber for an all bomber squad and she just does it better. She even can drop nets before moving which otherwise can only be done with Advance Sensor ships. Pity you can't drop like 'Genius' can but it's only one point more for a dedicated mine layer.

23 points with a net and Extra Munitions so with three Bombers for Homing Missile shots that leaves either an initiative bid or give Deathfire a Flechette Torpedo for a little more bite

Deathfire is beautiful. She has the ability I was looking for with an Experimental Interface Connor Net Laying Bomber for an all bomber squad and she just does it better. She even can drop nets before moving which otherwise can only be done with Advance Sensor ships. Pity you can't drop like 'Genius' can but it's only one point more for a dedicated mine layer.

Why do you think Deathfire is a she? Wiki lists him as a he. And since he's from SWGs, I assume he had an in game model.

He allows you to fix one die. One. He doesn't allow you to gain target locks, or drop bombs after doing red maneuvers, or any other whacky shenanigans. He's flexible exclusively when it comes to modifying dice but has almost no effect on the game state

I'm sorry you don't like flying synergy squads. But when you're only responses are essentially "nope" to any and everyone's ideas, why are you even posting?

The "nopes" are there for when we get too enthusiastic about jank without admitting it's jank. Hopefully, it'll save time from those who arent looking for fun jank and instead try to turn this clunky combo into something flexible and reliably, which it simply sadly was not designed to be

Sorry if it sucks, but that's the sad truth of things. Synergy is largely jank and these kooky combos will continue to be good for not much more than a laugh

Nothing wrong with that, per say, just good to not dive into these things with inflated expectations

Besides I already explained clearly why yorr and dfire won't work well. You got a PS mismatch that forces that fat, horribly dialed ship to be ahead of the bomber the turn prior to launching the 5k. If you honestly can't see the issue there, it's hardly my fault

Edited by ficklegreendice

I like it!

Nothing wrong with more bombs. Ever. Nothing wrong with more Rebel Scum Death! Ever!

For the Glory of the Empire!

I really, really dont think Systems Officer would be good on a shuttle. Why? Look at that thing's dial...ahead 1, 2, and soft 1 left/right are green. You might get Systems Officer perk once then hes forced to white or red move just to turn around before hitting the edge of the table. And hes not a tie so you cant give him the twin ion engines upgrade (oh that would be juicy...) sadly enough.

More i look at it, the more i think hes best on a tie bomber shuttle even though i really dont like that stat-bar swap to that extent. Hardest ship to kill with crew that also has some agility and more than a few greens especially since he CAN take the engines mk2 upgrade. That's 9 movements that generate the system officer's ability. Also i cant seem to think of another mod that would be better since he isnt shooting any ordnance.

Deathfire is beautiful. She has the ability I was looking for with an Experimental Interface Connor Net Laying Bomber for an all bomber squad and she just does it better. She even can drop nets before moving which otherwise can only be done with Advance Sensor ships. Pity you can't drop like 'Genius' can but it's only one point more for a dedicated mine layer.

Why do you think Deathfire is a she? Wiki lists him as a he. And since he's from SWGs, I assume he had an in game model.

TIE Bomber is a beautiful ship and he flies her with that lovely mine laying ability.

Now that's said and done for the System's Officer I'm not quite sold being paired with Jonus for a normal 100 point game to be the bees knees but I think in an epic match alongside a Raider or the Gorgonzola... whatever the TIE carting ship was could help it's action economy. This being said by someone who hasn't flown one yet but has interest to do so.

Deathfire is a she because nobody is better at laying a trap than a woman OHHHH

i kid people.

Deathfire is a she because nobody is better at laying a trap than a woman OHHHH

i kid people.

Would those be booby traps then?

Hey, uh, so has anyone noticed that bounty hunters can equip LRS *and* systems officers?

Bounty Hunter (33)

Systems Officer (2)

Long-Range Scanners (0)

Slave I (0)

Soontir Fel (27)

Push the Limit (3)

Autothrusters (2)

Stealth Device (3)

Royal Guard TIE (0)

Darth Vader (29)

Advanced Targeting Computer (1)

TIE/x1 (0)

Total: 100

View in Yet Another Squad Builder

(Add adaptability to taste if you'd rather PS10 over a pair of 9s)

We already know that firesprays were getting a subtle buff with LRS incoming. Now Vader starts the first round of shooting TL'd (so can sit on F+E defensively), and you can hand Soontir one too for that magic range 1 shot.

It's not as purely supportive as a palp shuttle, but a bounty hunter is a whole lot more brawly. The BH is tanky enough to live long enough to pull the trick more than once, too.

Anyone? :)

Hey, uh, so has anyone noticed that bounty hunters can equip LRS *and* systems officers?Bounty Hunter (33)Systems Officer (2)Long-Range Scanners (0)Slave I (0)Soontir Fel (27)Push the Limit (3)Autothrusters (2)Stealth Device (3)Royal Guard TIE (0)Darth Vader (29)Advanced Targeting Computer (1)TIE/x1 (0)Total: 100View in Yet Another Squad Builder

(Add adaptability to taste if you'd rather PS10 over a pair of 9s)

We already know that firesprays were getting a subtle buff with LRS incoming. Now Vader starts the first round of shooting TL'd (so can sit on F+E defensively), and you can hand Soontir one too for that magic range 1 shot.

It's not as purely supportive as a palp shuttle, but a bounty hunter is a whole lot more brawly. The BH is tanky enough to live long enough to pull the trick more than once, too.

Anyone? :)

Long Range Sensors doesn't change the range for friendly ships to acquire locks, though.

Long Range Scanners affect YOUR targetlock capabilities, both with your own actions or via something giving it to you (i.e. nearby systems officer). It doesnt affect others, as they acquire target locks as though they were performing the action of their own accord.

... Oh, dang it, you're all right. Nevermind me! I was thinking jendon style shenanigans.

Actually thinking in that context, that range 1 limit is a bit tight. You have to move your ship to wherever the recipient is... That's not an easy ask given the lack of the 1 straight.

Not gonna lie, I am liking the Tactician/Systems Officer combo on a Baffled Shuttle. Especially for just two points for the SO. Might make Patrol Leaders happy in the right setup, too.

Yes, with a big asterisk: that Range 1 leash on the Lambda is a big hurdle for a lot of ships, and it probably won't be reliable once the first pass is done.

Definitely not super reliable, but hear me out: what if you run two shuttles like that. Fly them up in tandem and you've got two 3ATK TL+F guns, with 20HP total, and you've got another 48 points to spend. The Baffles really helps those things stay in the fight, too.

I'll have to try it out before I start the proselytizing but I've got a good feeling about it.

48 points you say? I hear there's a fresh wing of Academy recruits in need of some flight time...

Waste of points that are literally only useful for blocking things. 48 points just for blocking is way too much. If you lose your other 52 points and your opponent still has Soontir you can kiss your ass goodbye.

... Oh, dang it, you're all right. Nevermind me! I was thinking jendon style shenanigans.

Actually thinking in that context, that range 1 limit is a bit tight. You have to move your ship to wherever the recipient is... That's not an easy ask given the lack of the 1 straight.

Though Imperial Firesprays are probably a better candidate for System Officers than many. A 1-straight for them covers the same ground as a 2-straight on a small ship, and it's green for them.

Plus, I thought LRS could only be equipped if you had the missile and torpedo slots in your upgrade bar - the stock bounty hunter has missile and bomb.

I might playtest the following:

Vessery w/ TIE/D, tractor, Ruthlessness, Mk II

2* Gamma Vet w/ Deadeye, proton torpedo, extra munitions, proximity mines, long-range scanners

Everyone seems to be ditching LRS in favor of guidance chips, but Deadeye allows you to keep your target lock (acquired Turn 1 w/ LRS) because you're spending a focus to fire. So Vessery gets to shoot first with a target lock from one of the bombers, and then the bombers get to shoot their torpedoes with the potential re-roll from a target lock (after flipping an eye to a crit if any are rolled). That seems pretty good.

To be fair, though, LRS forces you to target lock at least a turn before the engagement in this scenario, and a savvy player could use that to ensure that his target locked ships aren't in range of one or more bombers during the alpha strike.

I dunno. Lots of exciting options on the horizon though!