Imperial ordnance: revisited... reloaded.

By Velvetelvis, in X-Wing

Imperial players are about to be screaming out of hyperspace with fancy fresh 'peacekeeping tools'.

Buy whats that going to look like.

Support shuttles and tricked out bombers....

How do we set them up and what sort of heavy hitters do we pair them up with?

If we are going to have shuttles with crew that throws out tokens like a prom queen tossing candy in a parade what ships should be gobbling those tokens up?

If we are having multiple bomber lists with heavy boom booms...what types of weapons are we talking about? Wich ordnance for what targets?

Yeah it's all been talked about before but the time is nigh.

Whats the ' in a nutshell' overview about setting up these new ordnance tools.

All I know so far is...I'm still not going to like the punisher. I'm almost certain.

I also have a wierd feeling there could be a niche for imperial firespray to get some use with the new newness.

Just hunches...but...hmmm...

run trip bombers. Two with deadeye, one shuttle with fleet officer. Boom lol

run trip bombers. Two with deadeye, one shuttle with fleet officer. Boom lol

That Boom was the sound of my Bombers exploding, wasn't it?

... Dammit. I suck at this.

What do you like for weapons on those bombers?

run trip bombers. Two with deadeye, one shuttle with fleet officer. Boom lol

That Boom was the sound of my Bombers exploding, wasn't it?

... Dammit. I suck at this.

HAHAHAHAHA! Absolutely hilarious post.

Defenders are okay and I can forseen various roles for them.

I keep having trouble with the Bombers.

I plan on using them as a low cost, heavy hitter option as a complementary force to our aces, an example being Gamma Veteran, Crack Shot, Extra ammo, Homming Missile and Long Range Sensor. The main problem is I keep reaching Omega Leaders cost and I wonder why not take our most cost efficient ace?

Protontorps + guidance chips is pretty much the only one that works without outside shenanigans. I like to slap Clusters on my bombers just in case i end up in range1 since it still does more damage than my normal pitiful attack. Extra munitions of course, and a seismic for the fly-by.

I had a list prepared for this but i cant seem to find it ...must have deleted it by accident. I"ll have to revise it.

Take 4 bombers of your choice, whatever generic with whatever ordnance and bombs, symmetrical or not.

No jonus, he's a trap.

And deathfire for days.

The bomber now ties the HWK for cheapest crew carrier. I expect we will see these (or variations on the theme):

TIE Bomber: · Tomax Bren (24)

Crack Shot (1)

TIE Shuttle (0)

Tactician (2)

TIE Bomber: Scimitar Squadron Pilot (16)

TIE Shuttle (0)

Tactician (2)

TIE Bomber: Scimitar Squadron Pilot (16)

TIE Shuttle (0)

· Darth Vader (3)

Tomax may end up carrying Kallus as well.

Edited by StarWarsDad1138

I like the simple tactician mobile idea.

Take 4 bombers of your choice, whatever generic with whatever ordnance and bombs, symmetrical or not.

No jonus, he's a trap.

And deathfire for days.

For as much as he costs, Jonus should really be able to modify his own shots.

Captain Jonus (22)
Crack Shot (1)
XX-23 S-Thread Tracers (1)
XX-23 S-Thread Tracers (1)
Guidance Chips (0)
Total: 25
Flying with a couple of other Bombers, that's not a bad way to spend 25 points on Jonus. It's just too bad that Tracers only throw three dice, they really should be throwing 4 just to have a chance of actually working against ships like Fel.

Or maybe something like this:
Captain Jonus (22)
Deadeye (1)
Flechette Torpedoes (2)
Extra Munitions (2)
Conner Net (4)
Guidance Chips (0)
Gamma Squadron Veteran (19)
Deadeye (1)
Extra Munitions (2)
Homing Missiles (5)
Guidance Chips (0)
Gamma Squadron Veteran (19)
Deadeye (1)
Extra Munitions (2)
Homing Missiles (5)
Guidance Chips (0)
Black Squadron Pilot (14)
Crack Shot (1)
Total: 100
Jonus is a little more expensive here (31 points) but the Flechette Torp. and Deadeye combo gives him a decent attack at range three against lower agility targets and is still effective for dealing stress against smaller agile ships that he may not normally be able to hit. He's got a pair of Conner Nets to help out with Aces a bit. The Gamma Vets could go with Crackshot and LRS instead. They'll give up some of the flexibility and consistency that the Deadeye+Guidance Chips version has but will have a better chance to push damage through on high defense targets.

It probably isn't a top tier tournament list but it should be a fairly effective way to get some bombers on the table.

Gamma Squad Vetx2 (19)

Deadeye (1)

Extra muns (2)

Proton Torps (4)

Cluster Missiles (4)

Proton Bombs (5)

Guidance Chips (0)

Tomax Bren (24)

Cool Hand (1)

TIE Shuttle (0)

Fleet Officer (3)

Tactician (2)

Total: 100pts

Tomax is obviously going to be the focus since hes giving BOTH the bombers a focus for deadeye while they Tlock or barrelroll with their normal action. Or doubling on focus since Fleet Officer isnt an action for them. Cool Hand plus his ability means that he gets a free evade every single turn, making him that much harder to take down. Thought about Wired with another Gamma but i think survivability is better.

Could drop the Proton Bombs to Seismics if you want some points to get a different crew than Tactician on Tomax and/or a mod. I actually had to take off mk2 for 9 ways to clear that stress because i was 101pts lol. Double protons really makes people not want to joust you though, as most Kturns would leave them in proton danger zones.

Edited by Vineheart01

We're not really going to see anything ordnance based that's on par with jumpmasters are we?

I mean...that level of KABAM!!!?

The bomber now ties the HWK for cheapest crew carrier. I expect we will see these (or variations on the theme):

TIE Bomber: · Tomax Bren (24)

Crack Shot (1)

TIE Shuttle (0)

Tactician (2)

TIE Bomber: Scimitar Squadron Pilot (16)

TIE Shuttle (0)

Tactician (2)

TIE Bomber: Scimitar Squadron Pilot (16)

TIE Shuttle (0)

· Darth Vader (3)

Tomax may end up carrying Kallus as well.

Its a shame the Empire is hurting for good crew (The Emperor excluded). Seriously, the rebel terrorists have triple the crew options! Support your troops FFG! Give us more crew to help our boys in black on the front line!

Its a shame the Empire is hurting for good crew (The Emperor excluded). Seriously, the rebel terrorists have triple the crew options! Support your troops FFG! Give us more crew to help our boys in black on the front line!

Scimitar Squadron Pilot (16)

Fleet Officer (3)

Systems Officer (2)

Twin Ion Engine Mk. II (1)

TIE Shuttle (0)

Total: 22

View in Yet Another Squad Builder

I'm frustrated that Systems Officer is an action, but this little shuttle should be pumping out lots of tokens for friendly ships, every turn. Put him next to an Omega Leader, and suddenly someone is able to have a Focus, target lock, and evade- even if Omega pulls an S-Loop S-Loop that turn. Now you can put double tap Vessary in that same squad- receiving the other focus token- and someone is taking a whole lot of nasty shots.

Aim for the support shuttle first, and you've decided to leave Vessary or OL for the late game. GL HF. ;)

We're not really going to see anything ordnance based that's on par with jumpmasters are we?

I mean...that level of KABAM!!!?

Gamma Squadron Veteran (19)

Deadeye (1)

Extra Munitions (2)

Homing Missiles (5)

Guidance Chips (0)

Gamma Squadron Veteran (19)

Deadeye (1)

Extra Munitions (2)

Homing Missiles (5)

Guidance Chips (0)

Gamma Squadron Veteran (19)

Deadeye (1)

Extra Munitions (2)

Homing Missiles (5)

Guidance Chips (0)

"Zeta Ace" (18)

Crack Shot (1)

Total: 100

View in Yet Another Squad Builder

Having played 10k+G1A, and playing against a lot of scouts, this list right here will give most triple jumps and aces headaches. Take out a boat before it shoots, have enough for a second, and have the fo to be annoying. Modify it how you will, but definitely see something like this being the next, "sky is falling" along with the new defenders.

Edited by Hujoe Bigs

Here's one I like. It's a variant of Jujoe Bigs' list:

http://tinyurl.com/zna8ysr

Exchanging the GCs for LRS is reducing the damage potential, but doing so gives Vessery more options.

Scum are the one with all the crew, which is the least likely to have all that kind of support since theyre all individualist thieves and smugglers.

Seriously though do Scum have 1 crew nobody ever uses?

Protontorps + guidance chips is pretty much the only one that works without outside shenanigans. I like to slap Clusters on my bombers just in case i end up in range1 since it still does more damage than my normal pitiful attack. Extra munitions of course, and a seismic for the fly-by.

I had a list prepared for this but i cant seem to find it ...must have deleted it by accident. I"ll have to revise it.

Concussion Missiles are better than Proton Torps, though. Especially if you set up a TL + Focus shot.

Scum are the one with all the crew, which is the least likely to have all that kind of support since theyre all individualist thieves and smugglers.

Seriously though do Scum have 1 crew nobody ever uses?

Well, if we look at "Scum Only"....

The list consists of Greedo, K4, Outlaw Tech, Bossk, Zukuss, 4-LOM, Boba Fett, Dengar, Gonk.... 10 Crew.

It is fairly safe to say that most of those are used fairly often in one way or another...

But then, let's flipside it, and look at the others (But Disregard Huge-Ship Only)

Imperials:

Vader, Rebel Captive, Fleet Officer, Mara Jade, Moff Jerjerrod, Ysane Issard, Agent Kallus... Oh, and the Emperor... 8 Crew.

Rebels:

Chewbacca, Luke, Nien Numb, C3-PO, Liea, Han, R2-D2, Jan Ors, Kyle Katarn, Lando, Dash, Leebo, Sabine, Kanan, Hera, Zeb, Chopper, Ezra.... 18 Crew...

The Rebels have the same amount of Crew as the other two Factions combined.

So no, Scum do not have "All the Crew:".... Rebels have "All the Crew"...

But in the meantime, if we wan't to talk about "Crew Not taken"...... Let's have a little Memorial for the Bombardier, shall we?

Scum are the one with all the crew, which is the least likely to have all that kind of support since theyre all individualist thieves and smugglers.

Seriously though do Scum have 1 crew nobody ever uses?

Bombardier, Flight Officer, Weapon Engineer, Saboteur. But does anyone use those? :)

Scum are the one with all the crew, which is the least likely to have all that kind of support since theyre all individualist thieves and smugglers.

Seriously though do Scum have 1 crew nobody ever uses?

Bombardier, Flight Officer, Weapon Engineer, Saboteur. But does anyone use those? :)

In which case outlaw and greedo are super situational, and you'll see gonk once in a blue moon

Anyway, if you imp ordnance IMO the shuttle is a wash as bombers are pretty self sufficient with homing missiles. Might as well add to the alpha with a good ole crackshot Zeta L or some other tie.

Easily fit 3 homing crackshot extras gamma vets with 19 leftover for crackshot Zeta A, for example, or a TAPS blocker

Edited by ficklegreendice

Lately I have been running a quad bomber list with excellent results (only one loss so far against an atypical 3X list with Wess).

The Nuclear Option

Gamma Squadron Pilot (25)

- Extra Munitions

- Concussion Missiles

- Tracers

- Guidance Chips

Gamma Squadron Pilot (25)

- Extra Munitions

- Concussion Missiles

- Tracers

- Guidance Chips

Gamma Squadron Pilot (25)

- Extra Munitions

- Concussion Missiles

- Tracers

- Guidance Chips

Gamma Squadron Pilot (25)

- Extra Munitions

- Concussion Missiles

- Tracers

- Guidance Chips

Basic operation is to have all of the bombers focus each turn and use the tracers to grab locks in the combat phase, using regular locks as situation dictates. The combination of innate modification and focus pretty much insures a solid 4 hits every time a missile is fired, and the tracers themselves allow for a pseudo-deadeye effect.

As said, thus far they have outright nuked every list they have gone up against except for one that included Wess (who made it increasingly difficult to maintain locks due to his ability). Once Vets is out, I might try running a varient using Deathfire with Conner Net, Concussion Missile, and Long Range Scanners in place of a Gamma for stronger anti-ace options.

I been looking at

4x gamma pilot, ex Mun, plasma torp, seismic charges, GC

Or

4x gamma pilot, ex Mun, hom missile, LRS

Scum are the one with all the crew, which is the least likely to have all that kind of support since theyre all individualist thieves and smugglers.

Seriously though do Scum have 1 crew nobody ever uses?

Bombardier, Flight Officer, Weapon Engineer, Saboteur. But does anyone use those? :)
Nah he means scum specific

In which case outlaw and greedo are super situational, and you'll see gonk once in a blue moon

Anyway, if you imp ordnance IMO the shuttle is a wash as bombers are pretty self sufficient with homing missiles. Might as well add to the alpha with a good ole crackshot Zeta L or some other tie.

Easily fit 3 homing crackshot extras gamma vets with 19 leftover for crackshot Zeta A, for example, or a TAPS blocker

What would you take for your mod on the bombers? GC or LRS?