Everyone seems to be on the Defender bandwagon. What about bombers? Anyone got lists set up to use a bunch of bombers going forward?
Tie Bombers after Veterans
TIE Shuttle with Fleet Officer and/or Systems Officer will show up. Makes Jonus even better support. I could see Tactician there too as well as Intelligence Agent.
The Tie Shuttle will definitely bring a new level to Imperial play now that the Empire has a cheep copilot slot.
Issard and Recon specialist just for fun. I will be trying Tomax with Crackshot and probably tactician+Mara.
There's some decent TIE bomber discussion in this thread: https://community.fantasyflightgames.com/topic/223685-yet-another-tie-bomber-fix/
(pay no heed to the title)
I'm really enjoying the Gamma Squad Vet with Crack, Extra Muni, Homing Missiles and Long Range Scanners. Fantastic target painter for Vessery that also brings the pain. (Hat tip to those who suggested the build to me, thought exactly who it was eludes me at the moment)
Not excited about LRS, as guidance chips is just so much more valuable and/or deadeye. Gamma Sqd Vet will be the go to ordnance for Imps though. PS5 with EPT and can carry either torps or missiles, whatever your heart desires. Im really looking forward to the shuttle title. Gonna be running a couple tactician shuttles along with a couple ion cannon defenders. Should be fun.
I feel that Deathfire was designed for me personally by FFG - such a beautiful ability just for one point.
The rest? Don't care much, but there are many possibilities to explore.
I also want to use TIE Shuttle for my 3-D Mel's TIE Vanguard model. Not perfect, but good enough.
Crack Tomax feels good. With Ryad and Quiz you have a nice ordnance, jouster, dodger mix.
This guy almost always ends up in my lists if I'm struggling to fit a decent 40 point pilot in...
Major Rhymer (26) - TIE Bomber
Veteran Instincts (1)
Concussion Missiles (4)
Advanced Proton Torpedoes (6)
Extra Munitions (2)
Guidance Chips (0)
Gamma Vets with Deadeye, chips, EM and your choice of ordnance (Homing missiles rock) look very good. Comparable alpha strike to U-boats but cheaper! Of course they are not as durable or flexible but a pair of these pack quite a punch and leave enough points for several options. A decimator is one, an Ace and blocker would be another.
You can go cheaper with Scimmitar or Gamma and LRS but I think the flexibility of Vets (plus the boost from chips) is worth the couple of extra points.
Yep, the BOmber BUddy (Scimitar/Fleet/Systems/Mk2) is definitely A Thing but flies very, very weirdly compared to what people will be used to, as its only concern is 'do a green move near the relevant ally, maybe block', it doesn't give a monkey's about getting shots.
It remains to be seen how much play Tomax and Deathfire will get, I think Tomax has some legs as a punchy ordnance alpha carrier.
The Gamma Vets have a good chance at an Imperial ordnance alpha as well but I've not tried them, not least because I still only have 3 bombers even after buying two copies of Veterans.
Not excited about LRS, as guidance chips is just so much more valuable and/or deadeye. Gamma Sqd Vet will be the go to ordnance for Imps though. PS5 with EPT and can carry either torps or missiles, whatever your heart desires. Im really looking forward to the shuttle title. Gonna be running a couple tactician shuttles along with a couple ion cannon defenders. Should be fun.
Actually, I really like Long Range Sensors. I think people are just dismissing it without giving it a go. It has a lot of potential and the ability to get a Focus with that TL usually means better dice results than with the Guidance Chip. Someone in the other thread mentioned a Gamma Vet with Crack Shot, LRS, and Homing Missile will be able to keep Soontir Fel from closing in as there is only a 2% of him not getting at least one hit in. That means your 25 pt ship can keep a Stealth Soontir out of the game while the rest of your list mops up theirs. That's worth it right there.
I also don't think the Gamma Squad Vet is always the go to guy. Yes, he's got an EPT, but I feel that you don't really have to have an EPT to be effective. If you just need to beat U-boats, then it's better to go with Gamma, Extra Munitions, and Homing Missile. If you go Gamma Vet, you will have to take sub par missiles, which are not as good vs. Aces. OK....that is if you are going to run 4 of them. If not, then never mind.
This guy almost always ends up in my lists if I'm struggling to fit a decent 40 point pilot in...
Major Rhymer (26) - TIE Bomber
Veteran Instincts (1)
Concussion Missiles (4)
Advanced Proton Torpedoes (6)
Extra Munitions (2)
Guidance Chips (0)
The Adv. Proton Torp (APT) is looking for focus (change up to 3 of your blank results to [Eye Ball]) so you'll still need both a Target Lock and Focus to be as effective as possible. The APT is 5 dice with four [hit] if you have Target Lock, Focus and Guidance Chip. But getting both focus and TL at range 1 maybe hard since as soon as you TL they're going to dodge and run.
This guy almost always ends up in my lists if I'm struggling to fit a decent 40 point pilot in...
Major Rhymer (26) - TIE Bomber
Veteran Instincts (1)
Concussion Missiles (4)
Advanced Proton Torpedoes (6)
Extra Munitions (2)
Guidance Chips (0)
The Adv. Proton Torp (APT) is looking for focus (change up to 3 of your blank results to [Eye Ball]) so you'll still need both a Target Lock and Focus to be as effective as possible. The APT is 5 dice with four [hit] if you have Target Lock, Focus and Guidance Chip. But getting both focus and TL at range 1 maybe hard since as soon as you TL they're going to dodge and run.
Yup, APT needs Push the Limit or some way of acquiring focus independently e.g. Guri. Even with Rhymer able to use it at range 1-2, it's still going to cause people to run if you get a TL on them, unless you're willing to fire it without Focus.
Not excited about LRS, as guidance chips is just so much more valuable and/or deadeye. Gamma Sqd Vet will be the go to ordnance for Imps though. PS5 with EPT and can carry either torps or missiles, whatever your heart desires. Im really looking forward to the shuttle title. Gonna be running a couple tactician shuttles along with a couple ion cannon defenders. Should be fun.
Actually, I really like Long Range Sensors. I think people are just dismissing it without giving it a go. It has a lot of potential and the ability to get a Focus with that TL usually means better dice results than with the Guidance Chip. Someone in the other thread mentioned a Gamma Vet with Crack Shot, LRS, and Homing Missile will be able to keep Soontir Fel from closing in as there is only a 2% of him not getting at least one hit in. That means your 25 pt ship can keep a Stealth Soontir out of the game while the rest of your list mops up theirs. That's worth it right there.
what helps with LRS is something that annoys people trying to get in close to shut it down
something like conner deathfire
I'll be trying this out first:
"Deathfire" — TIE Bomber 17
Extra Munitions 2
Proximity Mines 3
Twin Ion Engine Mk. II 1
Ship Total: 23
Scimitar Squadron Pilot — TIE Bomber 16
Proximity Mines 3
Ship Total: 19
Scimitar Squadron Pilot — TIE Bomber 16
Proximity Mines 3
Ship Total: 19
Scimitar Squadron Pilot — TIE Bomber 16
Proximity Mines 3
Ship Total: 19
Scimitar Squadron Pilot — TIE Bomber 16
Proximity Mines 3
Ship Total: 19
I'm really liking stress bombers. This is one list I'm looking forward to trying:
TIE Defender: · Colonel Vessery (35)
Marksmanship (3)
Tractor Beam (1)
Twin Ion Engine Mk. II (1)
TIE/D (0)
TIE Bomber: Scimitar Squadron Pilot (16)
TIE Shuttle (0)
Tactician (2)
TIE Bomber: Scimitar Squadron Pilot (16)
TIE Shuttle (0)
Tactician (2)
TIE Fighter: Academy Pilot (12)
TIE Fighter: Academy Pilot (12)
Still waiting for a new FAQ to drop so that Tomax has an ability that works in tournament play.
Tried your first list and it was very fun but Christ Tomax is squishy and always seems to get targeted first (understandably). Im going to try adrenaline rush on him next time I play to make him abut more unpredictable.
Still waiting for a new FAQ to drop so that Tomax has an ability that works in tournament play.
What's wrong with the wording on Tomax?
Still waiting for a new FAQ to drop so that Tomax has an ability that works in tournament play.
What's wrong with the wording on Tomax?
He says 'when you discard an EPT, flip it face up. The current tourney rules say 'when you discard a card, put it underneath the pilot card' so Tomax technically doesn't work.
It's assumed that this change is to account for Adaptability and its interaction with Boba Fett, even though the rules are 100% clear that discarded cards are out of play, even if they have stuff on their opposite side.
They could fix that rule easily.
When you discard a card, if it is double sided place it under the pilot card, otherwise flip it face down. Discarded cards are considered out of play unless otherwise stated.
There, now dual cards have a place to go and abilities that let you flip cards back up can still be used. If for some reason you need to "flip up" a dual card the rule could just say something like 'return x card to play' and then we would know that meant to take the dual card out from under the pilot card.
Looooots of Gamma vet builds and Tomax shuttles going around.
Tomax with Shuttle and Fleet Officer is a **** good support. Fairly cheap for a 2ship focus assign that gets an Evade himself every time due to Cool Hand and his pilot ability not discarding it.