Ion Bombs. Are they useful?

By ChewfalconSolo, in X-Wing

Hey guys,

Being a noob (and openingly admiting it), I often wonder how Ion Bombs and the Conner Net are useful. Seeing as they are removed from the ship after it performs the [1] manuever.

My issue is how these are even useful to the game, seeing as to prevent the maneuver dial from being used (to my knowledge) it has to be ionized during the combat phase.

Am I right about this? Wrong? Please let me know as it seems kinda useless to me.

Cluster, Thermal, Seismic and Prox are insanely good as far as bombs go. But Ion and Conner Net seem kinda off to me.

Please help this noob.

ion, not very

no damage means infinite bombs won't do jack and the opponent can often control the ion with repositioning up the ass, providing they even get hit in the first place

now conners are stupid good because it's guaranteed damage (Through dice, thrusters, evades, palp you name it) AND action-step denial on top of ionization, all of which you can drop on a target before it gets to activate

no action + ion control = often disastrous results

Edited by ficklegreendice

Ionization can kill some ships.

Take the phantom for example, if that ship gets ionized it's not near as maneuverable as it was before, same goes for other ships. The whole deal behind ion is forcing your opponent to be predictable, by ionizing a ship they are forced to do the 1 forward maneuver, that makes it easier for your other ships to get them in arc (or slam the ship into an asteroid.)

I haven't used Ion Bombs a whole lot but Conner Net is amazing due to the "skip perform action step" bit; this prevents post maneuvering (barrel roll, boost etc) and the template is fairly large and difficult to avoid.

"Being a noob (and openingly admiting it), I often wonder how Ion Bombs and the Conner Net are useful. Seeing as they are removed from the ship after it performs the [1] manuever.

My issue is how these are even useful to the game, seeing as to prevent the maneuver dial from being used (to my knowledge) it has to be ionized during the combat phase. "

Ion tokens are only removed after the 1 straight ion has been preformed. This is very true but a ship can only do the 1 straight if it was not assigned a dial. Ion bombs go off at end of activation and apply ion tokens for the next planning phase. Conner nets do 1 damage, removes the ships preform action step this round and gives 2 ion tokens. If you hit a connor, even if was placed on top of you, you still preform the maneuver on you assigned dial. After your maneuver you can not preform an action and next planning phase receive no dial.

Conner nets are great great control for small nimble fighters and large based boosting ships.

Ion bombs work best against a swarm of ships in formation.

Considering that seismic charges already has a hard time damaging ships ion bombs are even worse as they give no damage and you have to have some sort of follow up to make use of it. I mean it is possible to ion someone facing the table edge so that their next move after the ion strike won't be able to stay on the table but that is such a special case it will likely never happen.

I liked them enough in my Meat Popsicles list so I could have one IG88 ionize someone with the bombs and stress them with a Flechette Cannon in the same turn after a sloop/k-turn. I've switched it up for Thermal Detonators now, though, since I can do the same trick with Ion Cannons and the extra point of damage helps.

Ion bombs are MEGA useful. They are a small thorn in the side of your opponent who has to keep thinking about them or face peril. When they trigger well, they just force terrible positioning on a key ship. My favorite target while fielding them is a large ship like an IG or a shuttle where they could take up to 3-4 turns getting back into a fight while you rain down fire upon them.

Nothing quite like catching a stressed ace with an Ion Bomb after your opponent forgot that you had them....

One of our players used to carry ion bombs on his K-Wing. I've seen a few times that he tricked large ships in chasing the K-Wing towards the edge, then using ion-bombs to have them leave the table (in one case he had to use two bombs to get a falcon off table, but he really knows how to use 'em; the Falcon player was really pissed :-) ). With the large base you can pull that trick off when your intended ion target is 25cm away from the edge (if target has no boost), and nobody suspects danger at such a distance from the edge :-)

He even managed that in a tournament. People tend to forget that you carry ion bombs in the heat of the battle.

Ion bombs and Connor nets are even better with Dace or Sabine nearby, ion bombs that can then do damage or Connor nets that can do 2 damage and action denial are very scary to aces like soontir and I found it is a lot easier to catch people off guard with bombs as people tend to forget about or overlook them

Also remember that the ion manoeuvre is white so stressed aces become a lot easier to kill as they cannot clear their stress so cannot token up

Conner Nets are the best thing to put in your bomb slots. They do damage (1 standart, which is already good, 2 with Sabine, which is insane!), denie actions, and make the enemy predictable next turn. This is a stronger impact than any of the dice mines (Proximity Mines are alright, used to be my go to before wave 7, Clusters just suck, sadly. High potential, bad reliability.) and easier to land than the traditional on dial reveal bombs. Those do however get better comboed with the ionization from Conners.

As to why Conner Net and Ion Bomb assign two tokens instead of just one: That is because large based ships need two tokens to be ionized. Incredibly valuable when fighting Brobots and U-Boats!

Bombs at all still looking to find their place in the meta. But if I have to pick one, I would definetively take Ion bombs.

I don't often Ion, but when I do I go Full On Ion:

===========
Full On Ion
===========
Mandalorian Mercenary (54)
Firespray-31 (35), Ion Cannon (3), Ion Bombs (2), 4-LOM (1), Ion Pulse Missiles (3), Feedback Array (2), Slave-1 (0), Deadeye (1), Ion Projector (2), Ion Torpedoes (5)
Dace Bonearm (29)
HWK-290 (23), Ion Cannon Turret (5), Greedo (1)
Kaa’to Leeachos (17)
Z-95 Headhunter (15), Feedback Array (2)
Edited by Hawkstrike

Stick Sabine crew (if playing rebel) and it does damage. I loaded up on ordanance on Friday and won 3-0 hobbie ionized 2 turns in a row with Sabine and tlt killed him off quite quickly

Sabine also works well if a ship has to go through cluster mines, admittedly you roll damage on them but as you remove the first token you can deal at least 1 damage (Poe suffered hideously when he ran over them and the dice favoured me

Edited by taulover55

Bombs at all still looking to find their place in the meta.

found it!

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I think you would like the double K-wing squad that was top see in the cut at Texas.

I think you would like the double K-wing squad that was top see in the cut at Texas.

Do you have the list? Was it one with Sabine, Conner Nets and Proton Bombs?

I'm a fan of the Ion Bomb. Run close to the edge and the threat of chasing large ship's off the edge is enough to keep them at bay. Plus running a 40+ Point ship off the edge is Hella fun. Sure damage is faster but if you have the patience

I think you would like the double K-wing squad that was top see in the cut at Texas.

Do you have the list? Was it one with Sabine, Conner Nets and Proton Bombs?

It was Miranda w/Threepio, TLT, EM, Homing Missiles, Plasma Torpedos, Proxy Mines, Guidance Chips, and Thermal Detonators and a Warden w/TLT, Sabine, EM, Conner Nets, Proxy Mines, Cluster Mines, and Advanced Slam.

surprised those Ks even got off the ground, given the weight of all those upgrade cards

I think you would like the double K-wing squad that was top see in the cut at Texas.

Do you have the list? Was it one with Sabine, Conner Nets and Proton Bombs?

It was Miranda w/Threepio, TLT, EM, Homing Missiles, Plasma Torpedos, Proxy Mines, Guidance Chips, and Thermal Detonators and a Warden w/TLT, Sabine, EM, Conner Nets, Proxy Mines, Cluster Mines, and Advanced Slam.

Thats almost as cool :D We need more lists like these, people!

Ive been using ion bomb on my deci Soontir build. It's an amazing mind game tool, & anything that affects your opponents thoughts durring combat is always a plus for you.

My biggest thing was to deter Aces or duel IG's from slooping or Kturning behind me. Because a stressed & ioned ship is a perfect target for soontir.

Won a tournament just yesterday thanks to my ion bombs. Faced off against tripple jumps, in a key turn i hit two jumps with my ion bomb, which caused one to drift off the map with 5 hull & both torpedoes, & gave me 2 range one shots on the other, from both Soontir & my Decimator. It was a good day lol :)

Edited by UndefeatedAce

Ion bombs are especially powerful as a follow-up to a Conner net attack.

You can't (very) usefully use two Connors in a row, you see - by the timing, unless you hit a lower PS pilot with an action bomb, the tokens you have them will be discarded even though they're brand new.

Ion bombs, however, explode after the target has moved, so unless they have excellent maneuvering options, you can sell a bomb where the net was last round - if they bumped or pulled a slow move, they'll be flying into your second bomb for free.

i usually run seismic charges if i run bombs at all. I was running the ion but i stopped because it usually doesnt do anything other than stall a turn, and sometimes doesnt even do that if they did a Kturn before the ion went off.

Ionbombs are hard to capitalize on so its uses are limited. Regular ion is amazing for setting up a killmove because you KNOW the opponent has to move 1 forward. But the ionbomb has this happen behind you...so....really doesnt do anything unless you somehow managed to screw him up board-edge-wise or hes forced to hit a rock his next turn as well.

i'd rather do damage. Seismic charges are dirt cheap and have won me many games. Prefer protons but ouch theyre pricy.

i usually run seismic charges if i run bombs at all. I was running the ion but i stopped because it usually doesnt do anything other than stall a turn, and sometimes doesnt even do that if they did a Kturn before the ion went off.

Ionbombs are hard to capitalize on so its uses are limited. Regular ion is amazing for setting up a killmove because you KNOW the opponent has to move 1 forward. But the ionbomb has this happen behind you...so....really doesnt do anything unless you somehow managed to screw him up board-edge-wise or hes forced to hit a rock his next turn as well.

i'd rather do damage. Seismic charges are dirt cheap and have won me many games. Prefer protons but ouch theyre pricy.

Seismic vs Ions depends on your list. If you have a ship or ships that are maneuverable enough or have turrets to take advantage of the ion bomb it can be huge. If you have more of a jousting list seismic charges make more sense.