Yet another tie bomber fix...

By MAtk421, in X-Wing

It is a truth, universally acknowledged, that any ship which cannot single handedly win a Nationals or Worlds is in need of a fix.

Oh, the prejudice! ;)

Bet you were proud of that one...

Pre-Vets, I have these for my bomber lists:

Task Force Jendon

Scimitar Squadron Pilot (16)
Extra Munitions (2)
Homing Missiles (5)
Guidance Chips (0)

Scimitar Squadron Pilot (16)
Extra Munitions (2)
Homing Missiles (5)
Guidance Chips (0)

Scimitar Squadron Pilot (16)
Extra Munitions (2)
Homing Missiles (5)
Guidance Chips (0)

Colonel Jendon (26)
Fire-Control System (2)
ST-321 (3)

Total: 100

Trelix and the Gang

Scimitar Squadron Pilot (16)
Extra Munitions (2)
Homing Missiles (5)
Seismic Charges (2)
Guidance Chips (0)

Scimitar Squadron Pilot (16)
Extra Munitions (2)
Homing Missiles (5)
Seismic Charges (2)
Guidance Chips (0)

Krassis Trelix (36)
Conner Net (4)
Weapons Engineer (3)
Homing Missiles (5)
Extra Munitions (2)
Guidance Chips (0)
Slave I (0)

Total: 100

For my casual group they work well enough. I am interested to try upgrading to Gamma Vets with Deadeye and trying out the TIE Shuttle with crew.

Overall, I think the TIE Bombers are in a good place. I just wish they had some shields; 6 hull is nice but any crits right out of the gate can really hamper them.

I admit I shamelessly took this list from a far superior minded pilot on this very forum, but I'm itching to use it (when my usual suspects allow me to field the dark side again). Is this a good list or what?

Deathrain” (37)

TIE Punisher (26), Accuracy Corrector (3), Extra Munitions (2), Seismic Charges (2), Conner Net (4)

The Inquisitor (31)

TIE Advanced Prototype (25), Push the Limit (3), TIE/v1 (1), Autothrusters (2)

Tomax Bren (32)

TIE Bomber (24), Crack Shot (1), Extra Munitions (2), Homing Missiles (5), Long Range Scanners (0)

Edited by clanofwolves

The list I am going to try out tonight involves Crack Shot Bren to start with. I figured I might as well use one of the new Tie Defender bits. I went with the Countess....just because. I had 36 pts left over. Three Academy Pilots! I hate 3 ship lists and don't want another Ace.

Countess Ryad (34)
Push the Limit (3)
Twin Ion Engine Mk. II (1)
TIE/x7 (-2)
Tomax Bren (24)
Crack Shot (1)
Rebel Captive (3)
TIE Shuttle (0)
Academy Pilot (12)
Academy Pilot (12)
Academy Pilot (12)
Total: 100

Well I tried the whisper, tomax, and Gamma vet build I suggested last night on vassal and it didn't fair to well.

I admit that I probably didn't set up very well. I'm still trying to think what's a good starting position for these ships,

Anyway was against a dengeroo build, and he set up Dengar across from the bombers., and by round 2 was in range 1 of both. The first round he barrel rolled towards whisper side so I expected him to go for whisper, which is where I probably lost the game. I tried to block with whisper and he flew past her on the second round and range 1 of both bombers. (my set up was Gamma far right, tomax about 4-5 bases left of Gamma, and whisper more center of board.)

When the game was over neither bomber got to fire a missle, dengar was two hull, and manaroo had2-3 shields left.

Was a hard match up regardless I believe. He won initiative, add so Dengar could shoot before whisper. But if the bombers target lock manaroo she could just switch them to Dengar, and with counter measures he could get rid of a target lock.

The first dmg the tomax took was also a crit console fire which bring me back to one of the issues I have with bombers, no shields

Anyway that's to be expected. I'll try it at least 1 more time. But Ya wasn't overly a fan of lrs that game. Was wishing he had deadeye.

Well I tried the whisper, tomax, and Gamma vet build I suggested last night on vassal and it didn't fair to well.

I admit that I probably didn't set up very well. I'm still trying to think what's a good starting position for these ships,

Anyway was against a dengeroo build, and he set up Dengar across from the bombers., and by round 2 was in range 1 of both. The first round he barrel rolled towards whisper side so I expected him to go for whisper, which is where I probably lost the game. I tried to block with whisper and he flew past her on the second round and range 1 of both bombers. (my set up was Gamma far right, tomax about 4-5 bases left of Gamma, and whisper more center of board.)

When the game was over neither bomber got to fire a missle, dengar was two hull, and manaroo had2-3 shields left.

Was a hard match up regardless I believe. He won initiative, add so Dengar could shoot before whisper. But if the bombers target lock manaroo she could just switch them to Dengar, and with counter measures he could get rid of a target lock.

The first dmg the tomax took was also a crit console fire which bring me back to one of the issues I have with bombers, no shields

Anyway that's to be expected. I'll try it at least 1 more time. But Ya wasn't overly a fan of lrs that game. Was wishing he had deadeye.

Against Dengar/Manaroo this is where Thread Tracers are a nice option. Because with Tracers you will get the target locks on Manaroo or Dengar during the combat stage so if you have ships that require target locks to fire ordinance you can still do so. Tracers are cheap, and only require a focus to fire so even if they bull rush you, you can hopefully get the tracer shots off, K-Turn and then fire ordinance.

An option:

Tomax Bren (24)
Crack Shot (1)
Extra Munitions (2)
Proton Torpedoes (4)
XX-23 S-Thread Tracers (1)
Guidance Chips (0)
"Whisper" (32)
Veteran Instincts (1)
Fire-Control System (2)
Advanced Cloaking Device (4)
Gamma Squadron Veteran (19)
Deadeye (1)
Extra Munitions (2)
Proton Torpedoes (4)
XX-23 S-Thread Tracers (1)
Guidance Chips (0)
Total: 98
If you add Agent Kalus to Whisper you get 100pts. Or go with Intel agent for 99 pts.
Edited by kingargyle

I'm not sure how Tracers will help against this kind of list. It still runs into the same problem.

Hit manaroo everything gets tl on her, but then she passes it all to Dengar.

Hit Dengar and he'll remove one with countermeasures.

In hindsight if I did my 1 turn with whisper instead of trying to block, and shot back with tomax instead of opting not to take that range one shot, maybe I could have killed Dengar since in the end he had two hull left

Which is why I believe I lost this game at round 2

Edited by Krynn007

I'm not sure how Tracers will help against this kind of list. It still runs into the same problem.

Hit manaroo everything gets tl on her, but then she passes it all to Dengar.

Hit Dengar and he'll remove one with countermeasures.

In hindsight if I did my 1 turn with whisper instead of trying to block, and shot back with tomax instead of opting not to take that range one shot, maybe I could have killed Dengar since in the end he had two hull left

Which is why I believe I lost this game at round 2

It is the order in which it happens.

Tracers hit during combat. Counter Measures are at the start of combat. Manaroo is at the start of combat. Tracers are an attack and happen after the others abilities trigger. Yeah counter measures may happen once, and if you are target locking Manaroo just try and keep Dengar in arc as well so if all the target locks get transfered to Dengar you can attack Dengar instead.

So in this particular list if you need the lower pilot skill ship to attack Dengar or Manaroo. Use Tomax to fire tracers, and crackshot it if necessary for a hit. Then everybody withing range 1 - 2 of Tomax can gain a target lock on the ship tomax fired. The Gamma Squadron Vet then gets to fire missiles, and both Whisper and Tomax have target locks for the next round.

Next round if it is still around use the lower skill bomber to fire tracers after Tomax and Whisper have already fired, they can then get another set of target locks to use the next round.

I used something similar to good affect against a Dengar/Manaroo build at nationals.

Edited by kingargyle

So, are Quad Bombers the new Triple Scouts then or not?

So, are Quad Bombers the new Triple Scouts then or not?

Probably, although the exact configuration isn't clear.

So, are Quad Bombers the new Triple Scouts then or not?

eh...not really

if you can fit in Omega Leader as the fourth, then maybe, but Bombers can't really emulate the late game of ye ole r4 aggro torpscout (esp with 4lom)

lack of PWT and all that, not to mention the blocking potential v aces

I guess they got bombs too, though?

not sure how we'd get quad bombs, though, unless they're scimitars. The deadeye gamma vet is 20 as a base, 27 with homing + extra. At 25, you're only looking at one shot of homing :(

Edited by ficklegreendice