Imperial alpha strike

By Jarz, in X-Wing

Hi all,

I love ordnance so have been trying to decide how best to use it with my beloved imperials. Here is a new list I am trying out :) I would love to hear some feedback.

Inquisitor (25)

- title (1)

- auto-thrusters (2)

- push the limit (3)

- concussion missiles (4)

Captain Jonas (22)

- guidance chips (0)

- homing missile (5)

- cluster missiles (4)

- extra munitions (2)

- deadeye (1)

Gamma Veteran (19)

- guidance chips (0)

- proton torpedo (4)

- cluster missiles (4)

- extra munitions (2)

- deadeye (1)

99 points total

Basically, I want the first salvo to hit hard enough to knock out a scout, and the easiest way to ensure the ordnance hits with all 4 dice is to upgrade one gamma to Jonas. I also don't like how the bombers became much less dangerous at range 1 or after they used 2 missiles/torpedos, so I have them both cluster missiles. Hopefully that makes them too dangerous to ignore, and takes some heat off the Inquisitor.

Thanks for any advice that is forthcoming :)

Well, I don't think you really need that many ordnance since you will very rarely get to fire everything (and Cluster Missiles don't perform very well on bombers IMO). I would stick to just Homing Missiles/EM on everything (just HMs on Inq obviously). It hits just as hard, you don't spend the TL so you can re-roll and aces can't use evades. Also I would change GCs to LRS on the bombers and switch Deadeye for Crackshot. Plus with Homing Missiles you don't really need Jonus, so you can exchange him for Tomax Bren if you have the points or downgrade him to a Gamma Vet and get some bombs going. Conner Nets are awesome when dropped in front of an ace :D .

The Inquisitor with a Tracer and 3 TAPS with your missile of choice (and Guidance Chips) will pretty much blow up anything in the game on first pass if all 4 TAPS fire at the same target.

Jonus doesn't work on himself. He's a trap that usually isn't worth taking at all. If you just gave everyone Homing Missiles instead of spending the points on him, you would do better. Jonus requires you to fly within R1, which is easier to flank. He also only lets you re-roll 2 dice when Homing Missile TL lets you re-roll as many as you want. I've flown Jonus and I've flown without him and I think Jonus is not worth his points most of the time.

I've also found that more than 1 missile/torpedo and Extra Munitions is not really worth it. Bombers are only 6 Hull and will attract crits like crazy. While it takes some attention to burn them down, they rarely get to fire more than two ordnance. I would not put more than 1 Homing Missile on them.

I've found that I like having 4 Tie Bombers with ordnance, but it would be hard to fit in if you are wanting to use the Inquisitor. Oh, I think what you have for him is fine...as long as you change the missile to Homing. I might recommend a change in other pilots, though. Maybe Tomax Bren?

The Inquisitor (25)
Push the Limit (3)
Homing Missiles (5)
Autothrusters (2)
TIE/v1 (1)
Tomax Bren (24)
Crack Shot (1)
Extra Munitions (2)
Homing Missiles (5)
Thermal Detonators (3)
Guidance Chips (0)
Gamma Squadron Pilot (18)
Extra Munitions (2)
Homing Missiles (5)
Thermal Detonators (3)
Guidance Chips (0)
Total: 99

There have been several recent threads here in the main area as well as in the squads forum about TIE Bombers, I would recommend you read some of these. Here is the most current one:

https://community.fantasyflightgames.com/topic/227883-gammas-doing-an-alpha/

I've been running lists with 1-2 TIE Bombers for about 5 weeks now and here are some of my thoughts...

1. One missile/torp with Extra Munitions is enough. You won't live long enough to fire four shots so those points can be used elsewhere.

2. Jonus probably isn't worth the points until he's buffing multiple ships (he does not buff himself). I realize he could buff the Inquisitor but they're probably not all in one group.

3. For Inquisitor, maybe try Proton Rockets instead? Not a big deal though.

The Inquisitor with a Tracer and 3 TAPS with your missile of choice (and Guidance Chips) will pretty much blow up anything in the game on first pass if all 4 TAPS fire at the same target.

Oh, yes, I agree that 4 V1's with missiles is not a bad idea, at all. They are great as they want to get the TL for the free Evade, anyways.

Never buy 2 ordnance when you have extra munitions, especially on a bomber.

Kwings, especially Miranda, can usually survive long enough to get them off but a bomber almost never does. In fact, often when i run my duo bomber list one of my bombers fires once then goes poof.

That's been my experience as well. When things are going reasonably well, a TIE Bomber can get two shots off but it's not guaranteed. So with a pair of them, I expect three shots total and am pleased if I get all four.

I have been running various versions of this for a while now. the tie bomber is a personal favorite of mine and this is what has been working for me.

gamma squadron vet with predator, homing missle, EM, seismic charge, proton rocket, and LRS (long range sensor) = 34 points

I have been running a pair of these with vader or a defender to round out the team. joust with the bombers and flank with the ace. Naturally, you can put in tomax or someone instead, but i find that LRS with predator and homing missle works well. and proton rockets and seismics are cheap punch for the knife fight.

You get your lock early and you don't lose it with homing missle, I don't spend it unless it's really worth it. Get 1 reroll from predator, you still have the option to spend the lock, as you won't need it for proton rockets, which still give you a four dice attack at range 1 without the need for a target lock.

I find that 2 loaded gamma vets perform better than 3, and they command enough attention to usually let your ace flank.

Granted, I am a casual player and Have not played against any super competitive players, so your mileage may vary.