I've had Ion Bombs stuck in my head the past few days and trying to find a good use for them. They were introduced in Wave 7 and have since gone way under the radar.
I have a feeling they have been largely ignored as Seismic Charges come in at the same squad point cost of 2 and actually do damage. I feel it is folly for us to ignore the implications of the Ion bomb though. Anything caught in Range 1 when it blows is guaranteed (minus Baffling ships) to be doing a one straight next turn. Even in the case of Electronic Baffle equipped ships you've forced your opponent to take a damage which is a win/win in my book.
Now let's ignore the above and assume we should never take Ion bombs as Seismics are better in every situation in which we currently know how to use bombs. Can we find any out of the box uses for Ion bombs still? The idea that got me on this train of thought was trying to use ion bombs to ion some of your own ships that normally wouldn't have access to the one straight maneuver possibly catching your opponent off-guard (disrupt very high level 2-3 turns ahead planning) or allowing your usually speedy ships to more slowly approach. The ships that could potentially benefit from this include:
- Most Tie ships: Fighters, Interceptors, F/Os, Advanceds, Adv. Protos, Defenders, and Phantoms
- Scum ships: Kihraxz and Scyk,
- A-Wing
I think a few of the above can be removed from the list of ships we want to actively ion as self-ioning a Phantom, Interceptor, Defender, Adv. Proto, or A-Wing seems like a good way to lose an expensive/fragile ship in one turn.
The biggest hurdles I keep running into when trying to squad build around this idea are:
- Most cases I can think of that would want to self-ion, i.e. possibly a miniswarm or a couple of snipers, I don't have many points left over to round out the squad after the bomb carrier to make a squad that looks like anything more than a joke.
- Ioning your own ships telegraphs your next turn's move to the opponent, so unless you have also ioned his ships or expertly blocked him it is not going to be in your favor
Two squads I came up with real quick that could possibly employ this tactic to hopefully good effect:
Scimitar Squadron Pilot (20)
TIE Bomber (16), Extra Munitions (2), Ion Bombs (2)
Academy Pilot (12) x 5
“Howlrunner” (20)
TIE Fighter (18), Juke (2)
Fly 4 Academies and Howl together leave the Bomber and an AP in front for blocking and bomb drop-age to better setup following turn's ion 'joust'?
or
Syndicate Thug (22)
Y-Wing (18), Bomb Loadout (0), Extra Munitions (2), “Genius” (0), Ion Bombs (2)
Tansarii Point Veteran (27) x 2
M3-A “Scyk” Interceptor (17), Attanni Mindlink (1), “Heavy Scyk” Interceptor (2), Heavy Laser Cannon (7)
N’Dru Suhlak (24)
Z-95 Headhunter (17), Cluster Missiles (4), Cloaking Device (2), Attanni Mindlink (1), Guidance Chips (0)
Fly N'Dru as flanker, Y-Wing and Scyks together-ish. In this squad I would most likely favor just Ioning the opponent or Ion the Scyks when they are at Range 3 of a target and try to block with the Y-Wing to setup the 2 turn double HLC shots.
Both of these lists feel very gimmicky and maybe that's because the idea of self-ioning is a bit gimmicky but it just seems like there might be something here with the ion bombs.
Can anybody else think of some out-of-the-box uses for Ion Bombs and/or take my idea to a better level?