Imp Veterans is half a dud

By Darth evil, in X-Wing

Guys, Bombers can use ordnance in the exact same way as scouts now. Homing Missile substitutes for R4, has 4 dice and its a build in 4-LOM without downside versus token stakers. Veterans can use Deadeye with it, so they are as flexible. Guidance Chips work the same way. That means you have at least the same (usualy slightly better) damage as Boats at PS5. They aren't as tanky, but they also are about 6 points cheaper, which is huge for squadbuilding.

And that ignores the configuration where you use Crackshot and LRS and do a lot more damage at the price of more predictability, which doesn't even really matter when you use that to herd your opponent.

.

TIE_Bomber_Move.png

DxkqBez.png

Well thats a dial, has nothing to do with ordnance in general and how well you can use it. If you feel gimped by the Bomber dial (which is actually a pretty good one) you need to go back to the basics for a bit. Now that JM5Ks get stressed from shooting (which the bombers don't, pretty great upside) the only thing they have are the one and two turns. Bombers also are a lot better at range controll than JM5Ks who just gotta go fast with their large base (three small bases forward minimum), which is a huge advantage when it comes to ordnance.

no idea what youre complaining about.

Ive been running duo homing missile Gammas with deadeye/LRS/Seismics/EM plus a TIE/D (still shuffling which i like more, stele vessery or ryad for this spot). Its a menace, incredibly powerful alpha strike even rips a uboat apart with ease.

Guys, Bombers can use ordnance in the exact same way as scouts now. Homing Missile substitutes for R4, has 4 dice and its a build in 4-LOM without downside versus token stakers. Veterans can use Deadeye with it, so they are as flexible. Guidance Chips work the same way. That means you have at least the same (usualy slightly better) damage as Boats at PS5. They aren't as tanky, but they also are about 6 points cheaper, which is huge for squadbuilding.

And that ignores the configuration where you use Crackshot and LRS and do a lot more damage at the price of more predictability, which doesn't even really matter when you use that to herd your opponent.

.

TIE_Bomber_Move.png

DxkqBez.png

Well thats a dial, has nothing to do with ordnance in general and how well you can use it. If you feel gimped by the Bomber dial (which is actually a pretty good one) you need to go back to the basics for a bit. Now that JM5Ks get stressed from shooting (which the bombers don't, pretty great upside) the only thing they have are the one and two turns. Bombers also are a lot better at range controll than JM5Ks who just gotta go fast with their large base (three small bases forward minimum), which is a huge advantage when it comes to ordnance.

Balls.

The Jumpmaster's amazing dial is a HUGE part of its success. If you load a Bomber up to match a Jumpmaster, even with that 6pt saving (or whatever it is) you're nowhere near as competitive as the Jumpmaster.

The dial, allied to being a turreted ship, is critical.

Edited by Stay On The Leader

Bren is the real deal. And I don't think I am being hyperbolic because it is new. I was playing him with fleet officer and cool hand + 31 point inquisitor + VI, tie/d, ion cannon vessery. Super dope squadron. Giving out free focus to two of the best jousters in x-wing is dope AF.

Hi, could you give the full squad please? Sounds like fun but I'm not sure of a couple of slots.

Bren with the TIE Engine mod MII I'm guessing, but what is the Inquisitor 31 and what upgrades are you using on Vessary? Thanks,

Everyone loves Biggs. He costs 25pts basic. More (duh) with upgrades.

Tomax is 25 pts with crackshot. And probably achieves the same end.

I fail to see why people don't like Tie Bombers.

Guys, Bombers can use ordnance in the exact same way as scouts now. Homing Missile substitutes for R4, has 4 dice and its a build in 4-LOM without downside versus token stakers. Veterans can use Deadeye with it, so they are as flexible. Guidance Chips work the same way. That means you have at least the same (usualy slightly better) damage as Boats at PS5. They aren't as tanky, but they also are about 6 points cheaper, which is huge for squadbuilding.

And that ignores the configuration where you use Crackshot and LRS and do a lot more damage at the price of more predictability, which doesn't even really matter when you use that to herd your opponent.

.

TIE_Bomber_Move.png

DxkqBez.png

Well thats a dial, has nothing to do with ordnance in general and how well you can use it. If you feel gimped by the Bomber dial (which is actually a pretty good one) you need to go back to the basics for a bit. Now that JM5Ks get stressed from shooting (which the bombers don't, pretty great upside) the only thing they have are the one and two turns. Bombers also are a lot better at range controll than JM5Ks who just gotta go fast with their large base (three small bases forward minimum), which is a huge advantage when it comes to ordnance.

Balls.

The Jumpmaster's amazing dial is was a HUGE part of its success. If you load a Bomber up to match a Jumpmaster, even with that 6pt saving (or whatever it is) you're nowhere near as competitive as the Jumpmaster.

The dial, allied to being a turreted ship, is critical.

Sure, that used to be true when they weren't forced to run Overclocked. Now its an alright dial for the aproach that, if you want to maintain damage, turns into a terrible one with 6 manouvers all bringing you into the general same area. And the Bomber dial is pretty **** good, you'd just need to fly something other than Interceptors for a while to see that.

I've been flying Tie Bombers for a while now and I think they are quite powerful. I would happily take Tomax over The Inquisitor any day of the week.

Someone in another thread at some point stated that people who are hooked on PTL don't seem to get Tie Bombers. I have no idea if that's true or not, but maybe it is. I think the Tie Bomber has a pretty good dial for what it does. Oh, it's not the same as a Tie Fighter, but....that's a pretty agile ship. I'd be shocked if it did. Maybe some people just can't fly it well?

Technically PTL works on Bombers too. Theyre actually pretty good with it too, even without Mk2 since 1fwd-3fwd and 2banks are green anyway.

Lets you randomly pull off an Adv Proton Torps shot if someone foolishly gets into range1. Bring homers for longer range shot.

Did that once and since Adv Protons are so rarely seen my opponent forgot the "Adv" part in the card and blasted into my face. He blew up....promptly lol

But i fully agree. People are fixated on PTL. It lets you hit hard but i really dont like how it closes your dial up. Same reason i despise R2D2 on Xwings: you are demanded to do greens, and your greens on most ships are severely limiting in motion.

Edited by Vineheart01

I am willing to try:

“Omega Leader” (26), Comm Relay (3), Juke (2)

Gamma Squadron Veteran (27), Deadeye (1), Extra Munitions (2), Homing Missiles (5), Guidance Chips (0)

Gamma Squadron Veteran (27), Deadeye (1), Extra Munitions (2), Homing Missiles (5), Guidance Chips (0)

Scimitar Squadron Pilot (19), TIE Shuttle (0), Darth Vader (3)

99 pts. Seems legit.

This is actually very similar to what I have been running, but I have Oicunn instead of the munition bombers. It's a really good set up. Your opponent has too many poor choices. They either a) Deal with the Death Shuttle, leaving OL for the end game and leaving them vulnerable to your other squad mate(s), b) deal with the squad mate(s) and take the bashing from the other 2, or c) Try to take out OL, while the Doom shuttle slaps a couple crits on their most vulnerable ship, and OL likely gets away anyways because he does that sort of thing. Oh, and your other support smashes them too.

I would say that is its biggest weakness. Crits!!!

Not having shields on them are tough.

As mentioned they take a lot of crits

If a lack of shields and the run-up of crits is what's bothering you, you are flying the wrong faction.

@Kdubb. Seems a nice alternative. Will try your version too. :)

Guys, Bombers can use ordnance in the exact same way as scouts now. Homing Missile substitutes for R4, has 4 dice and its a build in 4-LOM without downside versus token stakers. Veterans can use Deadeye with it, so they are as flexible. Guidance Chips work the same way. That means you have at least the same (usualy slightly better) damage as Boats at PS5. They aren't as tanky, but they also are about 6 points cheaper, which is huge for squadbuilding.

And that ignores the configuration where you use Crackshot and LRS and do a lot more damage at the price of more predictability, which doesn't even really matter when you use that to herd your opponent.

.

TIE_Bomber_Move.png

DxkqBez.png

Well thats a dial, has nothing to do with ordnance in general and how well you can use it. If you feel gimped by the Bomber dial (which is actually a pretty good one) you need to go back to the basics for a bit. Now that JM5Ks get stressed from shooting (which the bombers don't, pretty great upside) the only thing they have are the one and two turns. Bombers also are a lot better at range controll than JM5Ks who just gotta go fast with their large base (three small bases forward minimum), which is a huge advantage when it comes to ordnance.

Balls.

The Jumpmaster's amazing dial is was a HUGE part of its success. If you load a Bomber up to match a Jumpmaster, even with that 6pt saving (or whatever it is) you're nowhere near as competitive as the Jumpmaster.

The dial, allied to being a turreted ship, is critical.

Sure, that used to be true when they weren't forced to run Overclocked. Now its an alright dial for the aproach that, if you want to maintain damage, turns into a terrible one with 6 manouvers all bringing you into the general same area. And the Bomber dial is pretty **** good, you'd just need to fly something other than Interceptors for a while to see that.

And don't forget the ability to clear stress turning in more than just one direction. I can't wait to use my Vets Bomber having read all the posts here!

Sure, that used to be true when they weren't forced to run Overclocked. Now its an alright dial for the aproach that, if you want to maintain damage, turns into a terrible one with 6 manouvers all bringing you into the general same area. And the Bomber dial is pretty **** good, you'd just need to fly something other than Interceptors for a while to see that.

Even before you were forced to run Overclocked many of the most successful players already WERE running Overlocked because in many situations it's actually an improvement (it's not all about those big flashy torp shots, you know).

The Bomber dial is ok. The Jumpmaster dial is the best dial in the game. Bombers are not going to be anywhere NEAR as competitive as Jumpmasters anytime soon. Not even in the same ballpark.

Worse dial.

Worse primary weapon in endgame

Worse survivability

Worse bumping potential

Those 6pts on the Jumpmaster are buying you A LOT of extra stuff.

Edited by Stay On The Leader

Strictly because for some reason FFG made the generic jumper practically the same cost as our bombers, made them more durable, and gave them a crazy dial.

Jumps arent really a severe threat when alone. I see Dengar a LOT and i usually take him out fairly quick/easily (though not unscathed obviously). Almost took him out in 1 round with 3 X's lol. But as we all know its the generic thats the issue not Dengar.

Nothing that cheap should be durable unless its got a dial like the Lambda. Nobody complains about the Lambda's HP because its 1 agi and has easily the WORST dial in the game. Jumps are 9 total hp for not much more price and have a crazy good loadout possibility AND a crazy dial.

Its probably the only ship that really makes me wish FFG would ditch this "we dont want to errata cards" mentality. There is no way to nerf the generic without ruining a lot of other things in the process unless you errata the stupid thing. They could easily just slap "Small ship only" on a bunch of cards that make it so deadly but then the jump becomes terrible as a whole not just the generic.

Edited by Vineheart01

at that cost you may as well take Omega Leader or an Interceptor

I'm going to disagree with this. Depending on what you expect to fly against a gamma squadron vet that comes in about 25-26 points is a really good investment. Also the great thing about imperials is most of our stuff is pretty cheap so you can take a gamma squadrin vet and other things

Big ships always get a discount because they are easier targets, but this time they goofed because that doesn't matter greatly when they are front loaded damage dealers with a PWT.

I've been saying that since they started revealing stuff. The defender has a couple of competitive builds and the bomber is 'useable'... Disappointed all round to be honest.

There needed to be a bomber title giving more bomb slots at least. Death fire is such a dud, and Rhymer? Ignored.

Edited by buddyfett

Rhymer is criminally over priced or you'd take him, ability is good but not that good.

Rhymer is criminally over priced or you'd take him, ability is good but not that good.

Of all the things which need to just be straight up errata'd, Rhymer is number 1 on that list. Bren, who is a higher PS with a better ability, is 2 points cheaper. Rhymer is likely 4 points overcosted. The only things that can compete with that is the ORS and maybe Expose, which I could see being a 0 point upgrade and still not seen much.

at that cost you may as well take Omega Leader or an Interceptor

I'm going to disagree with this. Depending on what you expect to fly against a gamma squadron vet that comes in about 25-26 points is a really good investment. Also the great thing about imperials is most of our stuff is pretty cheap so you can take a gamma squadrin vet and other things

I LOVE Omega Leader; best tie :D

But yes, there are several times when the gamma is preferable

Omegas thing is NO MODS, but he can't front load damage very well. Yes, he's a beast against low health; mods leaking out of every pore ships but against higher health he loses some traction and the enemy gets more opportunities to dice him to death

This is where you'd want bombers instead

Of course, if all you run into is aces, no **** Omega L is your man

And there's always Option B: fly Both!

Rhymer is criminally over priced or you'd take him, ability is good but not that good.

I would agree that he is over priced. But Advanced Homing Missiles at all ranges is cool if he can slip in and back out of the Range 3 bubble. I've always thought that if his ability wasn't limited Range 1-3 and he could use Range 3 weapons at Range 4 he would truly the awesome and well worth his points. True alpha strike that you can't ignore.

I'd still like to see some ordnance that rolls dice to hit as normal, but then does a set amount of damage if it hits. a proton torp that rolls 2 attack dice to hit, then if it hits, cancel all results and add 5 hits. not real agile but powerful.

concussion missle, rolls 4 dice to hit, but if it hits, replace results with 3 hits. faster, more accurate, hared to avoid but less damage.

as a defender, you defend against the hit roll but not against the damage

i've used Rhymer quite a few times in the past. PTL + Adv Prots + EM + Seismics. Yeah hes overpriced but not by much. Range2 Adv Prots on the drop of a dime is glorious.

Deathfire isnt bad at 23 points with Conner Net and Extra Munitions on him if you like to drop bombs and control movement. Tomax Bren with concussion missles and Extra Munitions with guidance chips and crackshot can be fun at 31 points as well.

would you take Tomax at 30 over the Inquisitor at 31?

For 31 points the inquisitor is one of the best ships in the whole game.
Maybe you could fit something between "not better than the inquisitor" and "not even playable, the ship still stinks"...

Deathfire isnt bad at 23 points with Conner Net and Extra Munitions on him if you like to drop bombs and control movement. Tomax Bren with concussion missles and Extra Munitions with guidance chips and crackshot can be fun at 31 points as well.

would you take Tomax at 30 over the Inquisitor at 31?

For 31 points the inquisitor is one of the best ships in the whole game.
Maybe you could fit something between "not better than the inquisitor" and "not even playable, the ship still stinks"...

Exactly. I love all the discussions that go something like "If it isn't the best ship in the game, it's TOTALLY UNPLAYABLE!" And I especially love it when they make those comparisons with unique pilots. At 31 points, Tomax with crack shot, extra munitions and chips is pretty frightening. It's not fun looking down the barrel of very probably 4 hit roll when you know you are going to have one of your evades negated. Against a 2 Agility ship, that's a solid chance of taking 4 damage. And since this is a game of *gasp* strategy, you can use that to draw attention away from other ships in your squad.