FFG, you wound me :(

By ficklegreendice, in X-Wing

from https://www.fantasyflightgames.com/en/news/2016/6/24/hone-your-veteran-instincts/

"Each round in Disable the Relays , you and your opponent each gain the opportunity to "fling" one bomb along a straight speed "5" maneuver template. You will want to master this "shot" quickly in order to fling your bombs at your opponent's relays and disable them. In the diagram above, we show how tricky this technique can be as the Empire's TIE bomber narrowly misses a Rebel relay."

WHY ISN'T THIS STANDARD!?!?!?

tumblr_n2ft8ypIW81s6w6foo1_400.gif

Isnt this just a missile or torpedo? But in this case out to Range 5

from https://www.fantasyflightgames.com/en/news/2016/6/24/hone-your-veteran-instincts/

"Each round in Disable the Relays , you and your opponent each gain the opportunity to "fling" one bomb along a straight speed "5" maneuver template. You will want to master this "shot" quickly in order to fling your bombs at your opponent's relays and disable them. In the diagram above, we show how tricky this technique can be as the Empire's TIE bomber narrowly misses a Rebel relay."

WHY ISN'T THIS STANDARD!?!?!?

tumblr_n2ft8ypIW81s6w6foo1_400.gif

I have a suspicion that the seismic whatever that goes in the Torpedo slot that comes in the Arc 170 is going to do something like this...

K-Wing, bringing both Ion, and Seismic. First round, 'flings' ion bomb into enemy formation. Next round, drops seismic charge in front of formation, slams past them. I would love this, and I love the idea of the mechanic, but is clearly better for some bombs than others, and thinking about Deathrain, you would be flinging a bomb at range 6.

Edit: I cant math.

Edited by GharlandTheRed

I think bombs are fine the way they are not. Bombs are area deniers... Not missiles.

The only expansion of bombs that I find acceptable is a double bomb drop (activation and action) and special affect for those that hit or 1 away.

Edited by rilesman

Sabine Crew would love this Idea. Proton bomb straight into a swam, awesome

Sabine Crew would love this Idea. Proton bomb straight into a swam, awesome

REB%2BSABINE.PNG :wub:

REB%2BTIE%2BEXPLOSION%2B1.png ASTEROID%2BSMA%2BB%2B2%2BTIE.PNG

REB%2BGHOST%2BVCX-100.PNG REB%2BTIE%2BEXPLOSION%2B3.png

I think bombs are fine the way they are not. Bombs are area deniers... Not missiles.

The only expansion of bombs that I find acceptable is a double bomb drop (activation and action) and special affect for those that hit or 1 away.

you can area deny with the 5 forward instead of being relegated out the butt

more flexibility for bombs is never a bad thing, considering how awesome they are

also no, they're not missiles. Missiles don't have a template that shoots out 5-foward. they're just a regular old attack with more dice

Sabine Crew would love this Idea. Proton bomb straight into a swam, awesome

REB%2BSABINE.PNG :wub:

REB%2BTIE%2BEXPLOSION%2B1.png ASTEROID%2BSMA%2BB%2B2%2BTIE.PNG

REB%2BGHOST%2BVCX-100.PNG REB%2BTIE%2BEXPLOSION%2B3.png

man, the only tie fighter that's shooting is a

ap,550x550,12x16,1,transparent,t.u2.png

Edited by ficklegreendice

Isn't "flinging" a bomb basically just using a 3 straight out the front?

Isn't "flinging" a bomb basically just using a 3 straight out the front?

depends on the timing

don't have the scenario handbook on me, so I don't know exactly when the bomb gets flung forward but the article stressed "the opportunity" to "fling one bomb forward"

could be a choice made after everyone has moved or after the bomber has moved etc.

Ok...so I can see the flinging of the bomb by the momentum of the ship...but I would think that it would keep moving until it hits something or goes off the board. Did anyone check the distance? Your ship will get hit. Therefore, tried some distances with small ships before kid aggro. Will try to provide pictures later next week if interested.

Therefore came to two options

Option 1: The bomb cannot damage the ship that released it (I do not like this because....it goes against the whole bomb risk)

Bomb Slinging,

Before revealing the maneuver dial, the player announced they will be Slinging a Bomb.

Reveal the dial, place the activation bomb out the rear guides using 1 straight maneuver template (this can NOT be modified by pilot or upgrade card)

Place a numbered token annotating the speed of the bomb.

Maneuver ship.

Add 2 speed to the turn speed and place the straight bearing for that speed. Move the bomb to the front of the straight bearing.

If no ships (besides the ship that released the bomb) are within range 1 of the bomb, it stays on the board. If ships are within range (besides the ship that released the bomb), resolve the bomb action and remove from the board.

If the bomb leaves the board, remove.

Following rounds during activation.

At the end of activation, Move the bomb template a straight bearing the speed of the numbered token.

If no ships within range 1 of the bomb, it stays on the board. If ships are within range, resolve the bomb action and remove from the board.

If the bomb leaves the board, remove.

Option 2: My preferred. Small ship Turn 2 and Turn 3 will clear. Turn 1 will be hit on the ship releasing the bomb.

Before revealing the maneuver dial, the player announced they will be Slinging a Bomb.

Reveal the dial, place the activation bomb out the rear guides using 1 straight maneuver template (this can NOT be modified by pilot or upgrade card)

Place a numbered token annotating the speed of the bomb.

Maneuver ship.

Add 1 speed to the turn speed and place the straight bearing for that speed. Move the bomb to the front of the straight bearing. Repeat this step.

If no ships are within range 1 of the bomb, it stays on the board. If ships are within range, resolve the bomb action and remove from the board.

If the bomb leaves the board, remove the token

Following rounds during activation.

At the end of activation, Move the bomb template a straight bearing the speed of the numbered token.

If no ships within range 1 of the bomb, it stays on the board. If ships are within range, resolve the bomb action and remove from the board.

If the bomb leaves the board, remove.the token

I know the writing is complicated but the actions are not...except the numbered token.