If late game is a concern, remember you're flying the faction with access to the cheapest effective late game ever
Omega L is almost as cheap as your bombers!
If late game is a concern, remember you're flying the faction with access to the cheapest effective late game ever
Omega L is almost as cheap as your bombers!
i run 2 vets with crack, homers, em, LRS, one with proton bomb one with thermal detonator. Third ship is a LoneWolf Ryad.
Its hilariously effective. Even just 2 homervets is enough to rip a valuable ship out of the playfield immediately, and long as ryad keeps her SD until shes the last one she just never gets hit lol.
I was going to ask exactly that - if running two (or three if you can manage with the points available) with a late-game ship would not work better. Recently I flew Tomax, two more TBs and Wampa with mixed result. The biggest issue was that once the ordnance was spent, the TBs are not that scary any more. I was flying against two turrets so by the time the Bombers would turn around to make another run they were getting chewed up pretty bad. I want to try this list (or similar) again, so your idea with two TBs and Ryad sounds appealing.
The ryad build i used (LW + SD + x7) is juuuuust pricy enough to cut the 2nd proton bomb off my list but she is an absolute monster late game with that setup.
Went against Vader, Vessery, and a Delta Defender with that list. Vaporized the Delta, landed a protonbomb doubledamage crit on Vessery before the bombers went up. Ryad was completely unscathed by the time i finished everyone off lol. She completely avoided multiple 4hit attacks. Freakin disgusting lol
The biggest issue was that once the ordnance was spent, the TBs are not that scary any more.
Tomax with infinite Crackshots still has some teeth without ordnance, but it can be hard to line up his shots against more agile ships.
I like something like this, although Ive never flown more than two in a list. Baron with adaptability can lower to 3 to block crackswarms and scouts, or go to 5 to sync up with bombers vs higher PS. Lead out with the baron to get the block or perhaps a range 1 procket. TAPs are exceptional blockers with boost/BR and those 1's. That is key for ordnance to hit hard. Fletchette bomber for double stress PTL aces, or stress x7 Defenders so when they kturn they are actionless, while you kturn with homing missiles. What do you bomber flyers think? I usually run one or two alongside an Ace. Never a squad of ordnance.
BOMBERS AND BARON
100 points
PILOTS
Baron of the Empire (22)
TIE Advanced Prototype (19), Adaptability (0), Proton Rockets (3), Guidance Chips (0)
Gamma Squadron Veteran (27)
x 2
TIE Bomber (19), Crack Shot (1), Extra Munitions (2), Homing Missiles (5), Long Range Scanners (0)
Gamma Squadron Veteran (24)
TIE Bomber (19), Deadeye (1), Extra Munitions (2), Flechette Torpedoes (2), Guidance Chips (0)
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So yeah four bombers can certainly work in casual play, competitive probably not.
I think they can work in competitive play if someone is willing to practice.
This. People would be amazed at what lists can get good results in a competitive environment if you put the time and effort in rather than just chasing the meta.
Today I was experimenting with the Gozanti and how to deploy 4 bombers... Devastating.
The bomber is in that spot where its more than good enough to compete, its just not as reliable as the more popular options
Homing missiles can punch through Palp aces and demolish torp scouts before they fire
Problem is bull dice happen esp over a tournies many rounds
Limited ordnance (no feedback array or party bus) and no shields (open to buckshot crrits at the worst possible moments) are what make the bomber susceptible to **** rng and why they're not tip top competitive
Without Deadeye (or at least long range scanners) you will not be able to fire your missiles effectively. Switch to Bomber Veterans with EPT.
PS: Generally I would always avoid having only ships with same mechanic in your squad. For example pure bomber lists, pure TLT lists etc. A mixture is always better in order to reach to certain situations.
This - deadeye and guidance chips are essential. Getting a TL to trigger a ordinance strike will get you killed. The Alpha needs that combo:
- Move into range
- Take a focus
- Use Deadeye
I've been thinking of swapping out one bomber for a shuttle with Fleet Officer to hand out the extra focus at start of round to give the other three a focus for deadeye and a focus for dice modificaiton when you fire the torps/missiles.
Edited by Imperial MikeToday I was experimenting with the Gozanti and how to deploy 4 bombers... Devastating.
Red Castle did a nice treatise on this very thing:
https://community.fantasyflightgames.com/topic/225011-gozanti-bomber-strike/?p=2310673
(with pictures!
)
I run
4x GSV with Plasma torps, EM, Deadeye and GC's.
I have toyed around with 4xGSP losing Deadeye but gaining a seismic charge each.
When you fly in a tight formation the threat of 4 x bombs can stop people trying to stay on your back. I like both, but they do take a bit to get used to. I normally try and close to range 1 asap... doesnt work on these guys.
I've been running 2x Scimitar with LRS, EM, and Homing, and 2x Gamma Vets with Deadeye, Chips, EM, and Homing. It's very effective early-to-mid game, but man does it run out of steam quick if you haven't pulled at least a third of your opponents list off the board in the first pass.
It is a lot of fun though, so I'll be revisiting it soon. Maybe tweak out a Scimitar for Deathfire or reduce them to Plasmas with Seismics.
mass bombs is so glorious. Ive lost count how many people thought they could weasel behind me and avoid the bomb only to get tagged anyway.
Heck even mass clusters is awesome. I ran a Kwing once with EM + Clusters + Clusters + Ion Turret. It just made a giant minefield and proceeded to ion people trying to take him out lol. Lousy idea in the end because dice luck but was funny as hell.
I still recall back in Spring of 2015, when there were a lot of Fat Turrets, I flew my 4 Scimitars w/ missiles and bombs (before GC). I had TL's on an Outrider. I dropped bombs and K-turned...and the Outrider landed smack in the middle of my bomb formation! He took 4 damage. I then only had to fire 2 missiles to finish him off in one round. Glorious.
The bomber is in that spot where its more than good enough to compete, its just not as reliable as the more popular options
...
Problem is bull dice happen esp over a tournies many rounds
I flew Bombers before Guidance Chip and Long Range Scanners. Yes, you do have some dismal dice on occasion...or your opponent has crazy good green dice. The thing is that these additions really help prevent that from being truly as horrible as it could be. That....and use as many Homing Missiles. Failing that, then Proton Torpedoes and Concussion Missiles for the mini adjustment.
Still....what I think 4 Tie Bombers lacks in reliability, it makes up for in numbers. You can get 4 Tie Bombers. It's often hard to kill one Bomber, unless their entire lists fires at one ship before you fire in one turn. So, you do get some redundancy in the number of Bombers you can bring.
Without Deadeye (or at least long range scanners) you will not be able to fire your missiles effectively. Switch to Bomber Veterans with EPT.
This - deadeye and guidance chips are essential. Getting a TL to trigger a ordinance strike will get you killed.
The problem with going with Gamma Vet and Deadeye....is that you can't take 4 of them. I've found I can add one to a list, but more than that sacrifices too much to be effective. I also think Deadeye is kind of lazy. If you learn to fly the Tie Bomber without it, you can actually get the TL's often enough. I've found I like a mix of Long Range Scanners and Guidance Chip for the list.
Man....it's game night tonight and I've got no mission to run. I'm hoping to get some play with my latest Tie Bomber list.
I'm still just flying 2xBombers with Carnor Jax and a TIE here. It seems like you can only really do two or four, taking three bombers doesn't really leave room for anything that's going to benefit the list that much like an ace. Maybe an Omega or Zeta Leader or a totally bare-bones named pilot but they're not going to perform without upgrades.
I need more practice with Long Range Scanners. I've tried them in two games taking LRS+Crackshot instead of Chips+Deadeye and although I won both games it did not run smoothly and the Bombers weren't shining. Thinking about it, I wonder if LRS will work better taking the full four bombers and spreading them out more which should increase the odds that they'll have range to take new locks on something as you can't stay close to all of them.
If you can keep the lock from Homing Missiles this helps avoid the relock issue but sometimes a shot goes sour and you need that reroll to make it count. Prior to Homing I tried a cheaper version with a mix of Proton Torps and Plasma Torps which seemed to work OK if you need to shave a few points. Might be useful in the 4xBomber list where points are quite tight.
Omega L (juke, relay) [26]
and either
Gamma Vet (Deadeye/crackshot, homing, extras, G-chips/LRS) [27]
Gamma Vet (Deadeye/crackshot, homing, extras, G-chips/LRS) [27]
Scimitar (Vader, optional int agent) [19/20]
total: 99/100
Gamma (homing, extras, LRS) [25]
Gamma (homing, extras, LRS) [25]
Gamma (concusion, extras, LRS) [24]
personally find LRS to be really irritatingly limited when fielded as more than a one-of. Range 2 is
absolutely massive
when you don't want to be in it
thats why it works with homers so wonderfully. Homers dont spend the TL to fire. Quite often ive rolled my homer dice and got crit focus focus blank....yaknow i'll focus and keep the TL rather than try to get that 4th hit (does a 5K next turn for round 2 hehehe)
homers?
I imagine they streak towards your ship like this
I've been wanting to try just Tomax Bren in a list with Crackshot, but I haven't had too much of a chance to mess around with things lately. Not sure what else to put in the list, but you can do almost anything, really.
ive been reluctant to put crack on him. Usually when i have crack i want that ship to do a suicidal run, and crack generally guarantees it moderately works.
However i have a build with him that is just hilariously effective....it aggravates people so much its wonderful lol
Tomax Bren 24
Lightning Reflexes (1)
TIE Shuttle (0)
TIE Mk2 (1)
Rebel Captive (3)
Tactician (2)
Total: 31pts
Hes an imperial stressboat. This fricker is impossible to escape because he literally makes ANY MOVE a u-turn, even his 3hard. LR is completely independent of anything that happens, so even if you bump, hit a rock, do a red move, or didnt clear stress you can do it and get another stress. The mk2 gives him 9 ways to destress in case i want my action, which happens quite a bit. Every time i run him he just piles the stress on people lol
I've been wanting to try just Tomax Bren in a list with Crackshot, but I haven't had too much of a chance to mess around with things lately. Not sure what else to put in the list, but you can do almost anything, really.
I've run Tomax in a three-aces sort of list with this build for 32 points:
Tomax + Crackshot + Homing Missiles + Extra Munitions + Guidance Chips
Flying alongside him I've used various combinations of Vessery, Vader, Inquisitor, Ryad. Pretty much whichever two you want that add up to 68 points. I also tried a couple games with a 4 ship version using Backstabber and two budget aces.
I haven't gotten to try him with any other "discard" EPTs yet but would like to sometime.
thats why it works with homers so wonderfully. Homers dont spend the TL to fire.
While that's true, if that target dies or goes out of arc or you need to switch for any other reason, then you kind of lose that benefit. Deadeye+focus lets you shoot at anyone you want so it's a lot more flexible. Granted, that flexibility does come at a point cost though. 1 for the Deadeye itself and possibly more to get an EPT slot in the first place if you were going to use cheaper pilots. I still like Deadeye for the ability to change targets opportunistically depending on how your earlier shots go that turn. If multiple TIE Bombers lock on the same target and it dies earlier than expected, the other shot goes to waste where Deadeye could just redirect it to the next target.
Additionally, in some matchups the "can't use evades" part is lost so it's in part a meta call. Luckily these two kind of balance out. Against aces the anti-evade is useful but keeping your lock may not be since they could be dead in one shot if things go well. Against big ships the anti-evade may be worthless but keeping your lock is of higher value as they likely take a couple hits to take down.
Anyway, glad to see more TIE Bomber fans here. If we all keep working on them and share our findings (not just on builds but on usage too) I'm sure we'll crack the code and bring them to greater prominence in the game.
Also, I really need to go ahead and pick up two more TIE Bombers. While the Bomber/Bomber/Carnor Jax/Academy TIE blocker recipe seems promising, I'd like to be able to contribute more on the 4xBomber experiments too.
Except against OL who banks his evade, usually the presence of homers just deny the evade action all together. Which may sound like a letdown but evade works on blank rolls, focus does not.
I used to have Deadeye instead of Crackshot, and honestly im tempted to revert it back to Deadeye because especially against TIE Defenders its pretty easy to zoom right into a bomber's face, Deadeye would let me switch targets. On the other hand though, Crackshot is easily the reason those more evasive frickers actually go down (ive had times where one homer took out the shields, second did absolutely nothing because he completely evaded it but i used Crack to make the crit go through and it dealt a really, really mean crit lol)
Defenders so far are the only ship ive had actually do this, even though plenty of ships are fast enough. I start hugging my board edge, move forward 1 (or bank1 depending on positions) and acquire a TL. He moves 5fwd. Second turn i move 1 again, he goes 5fwd and ends up JUUUUST in range1. The drawbacks of deploying first >.<
Edited by Vineheart01I really like this as an idea for a list,
3X Gamma Squadron Veteran — TIE Bomber 19
Crack Shot 1/ Extra Munitions 2/ Plasma Torpedoes 3/ Seismic Charges 2/ Guidance Chips 0
Ship Total: 27
1X Baron of the Empire — TIE Advanced Prototype 19
Adaptability 0
Ship Total: 19
I pulled my list out and dusted it off. I admit that it has been a while since I tried it. I played against someone's tournament build that was:
Latts Razzi (YV-666) w/ Weapons Engineer
2 x Gand Findsman (G-1A) w/ FCS, Crack Shot, and Outlaw Tech
I can't recall what else was on them, though. The idea is to get in your face and use Latts Razzi to reduce your Agility while they hit you hard. The first shot usually happens at range and gives them TL. Next, they can get up close and do R1 firing while reducing your agility with Latts Razzi and Crack Shot. It can do some quick damage.
I started off in the middle. I put TL's on the YV-666. I didn't like the approach, which is hard if you get it wrong. I got it wrong. I went 1 straight twice and he went 4 straight twice. That put me in range without TL's. I usually like to try to bump ahead of time. Dice weren't crazy and I took some damage on one of my guys. I then burned down the YV-666 in 2 turns. I lost a Tie Bomber. I got some more missiles off and burned down the G-1A's down to 3 hull while losing another Bomber. One of my remaining Bombers was empty and hurt. I tried to get it behind asteroids and used it as bait. My Vet had grabbed the TL while turning around and used his action to Barrel Roll to get out of both of their firing arcs. I then launched my Homing Missile and took out one of them. I lost my other Bomber then. His going first really hurt me.
At this point, we weren't facing each other and had some maneuvering to do. I grabbed my TL. We came on the approach and I took a single hit, putting me at 5 hull vs his 2-3 (think I got another hit on him). I didn't use the TL at distance and wanted to use it when I got close. At one point, I figured I knew where he was going to be and went in for the R1 joust. He shot first and did 4 damage to me. I saved the Focus as I knew I had 1 hull left. I figured this it. I had a TL and Focus at R1 and only needed 2 hits. I got them and even his single evade die wouldn't help. Didn't need the Focus. Pulled it off at R1.
I am rusty with playing the list and with working on LRS. The placement was rough to get the TL's. I couldn't do as many 5 K-turns as I wanted due to asteroids and him setting up cross fires. I need to plan ahead better. Still, saving the ordnance was good. I did a lot of peeling off and coming back. It's just that his higher PS was brutal. I did surprise him with how fast the YV-666 was burned down. My main guns were surprisingly effective all game.
I like the idea - for me the key is the EPT slot for Deadeye. That's a linch pin. I'd suggest Long Range Scanners.
If you're using Deadeye, why would you need LRS?
At that point, why not just run budget uboats and go with:
4x Gamma Squadron Veteran
Deadeye + Extra Munitions + Plasma Torpedoes + Guidance Chips