I have been messing about with some ideas for Bombers after Imperial Veterans drops. I will only have 2 so not enough for a full bomber-command list but enough for a decent alpha strike. My problem has been finding something to run with them that either supports them or covers their weaknesses. I think I have found the answer in the form of the Deci-Vader.
Option 1
50 Captain Oicunn (42), Darth Vader (3), Gunner (5)
25 Gamma Squadron Veteran (19), Deadeye (1), Plasma Torpedoes (3), Extra Munitions (2), Long Ranged Scanners (0)
25 Gamma Squadron Veteran (19), Deadeye (1), Plasma Torpedoes (3), Extra Munitions (2), Long Ranged Scanners (0)
Option 2
50 Patrol Leader (40), Darth Vader (3), Gunner (5), Fleet Officer (2)
25 Gamma Squadron Veteran (19), Deadeye (1), Plasma Torpedoes (3), Extra Munitions (2), Guidance Chips (0)
25 Gamma Squadron Veteran (19), Deadeye (1), Plasma Torpedoes (3), Extra Munitions (2), Guidance Chips (0)
So the idea is to combine a solid alpha strike with the Vader/Gunner combo on a turret which is guaranteed to do at least 2 damage per turn to even the most turtled-up Aces (albeit at potential cost to the Decimator). LRS + Deadeye means I can deliver a solid alpha-strike and still fire ordnance on subsequent turns.
So how does this compare against some of the strong lists in the Meta right now?
Uboats: Between 2 well modified torpedo shots and the shooting from the Decimator, you can probably remove a Scout with the opening salvo. Oicunn's PS4 is the only reason I chose him over the Patrol Leader as I expect his ability to be rarely used. After that, you will be fighting an opponent who is already 1/3 down.
Against Palp-Aces: The Deci/Vader/Gunner has the potential to nasty things to the Aces, even supported by Palpatine. Meanwhile the Bombers should make short work of the Palp-mobile.
Rebel-regen: Ordnance alpha-strikes put the hurt on regen lists because they dish out damage faster than it can be recovered.
Triple aces: Could be a tricky match-up but between Deadeye and Vader, even Aces won't be able to keep out of all the fire arcs.
The second option I was toying with was dropping Oicunn to a Patrol Leader and adding a Fleet Officer. Then I would replace the LRS on the bombers with Guidance Chips for much more reliable shooting. The downside with this is dropping the Decimator to PS3 would hurt against U-boats as I would only be shooting first 50% of the time.
Any thoughts?
Vader bomb
The thing that makes DeciVader shine, from what I've seen, is the ability to use him if needed against Aces or if going against with more shields and teeth, to cut and Arc dodge with engine upgrade. It can be painfully effective! Your build is interesting, but I see your Decimator being bore down by high alpha strike lists. They'll take it out before it can get real usage out.
It could work, I say run it against both meta darlings and see how you do?
A cool idea could also be Shuttle, Vader, Gunner and Electronic Baffle. Just park and hand out some crits till you die.
A cool idea could also be Shuttle, Vader, Gunner and Electronic Baffle. Just park and hand out some crits till you die.
37 Colonel Jendon (26), Darth Vader (3), Gunner (5), ST-321 (2), Electronic Baffle (1)
25 Gamma Squadron Veteran (19), Deadeye (1), Plasma Torpedoes (3), Extra Munitions (2), Guidance Chips (0)
25 Gamma Squadron Veteran (19), Deadeye (1), Plasma Torpedoes (3), Extra Munitions (2), Guidance Chips (0)
That saves a hefty 13 points, enough for a cheap Tie fighter. Or I could load up some more ordnance on the bombers.
You could bring the bombers in from the sides of the shuttles and when you think you'll hit range 3 next turn on the Aces, just stop. Stop and let them come towards you. You'll probably tag them at range 3, or if they rushed, they'll be stuck at range 2 - 1 and then they have 2 range bands to clear to completely pass you. If they don't completely pass you, a went hard for the sides of your arc, your bombers are waiting there.
