Missiles for Tie Bombers

By chr335, in X-Wing

I like deadeye on lower PS pilots. that way you can still shoot when targets move into range after you move. I also prefer homing missles. mods and no evade tokens. my buddy like plasma torps for use against large heavy shielded opponents.

That depends on situation...

In the standard 100 v 100 boringass old tourney-style dogfight... yeah... Homing Missiles all the way!

If you are fighting some sort of swarm... (are those still flown?) ... Assault Missile could be useful, especially if you hit with several of those. I find this quite satisfying in Epic matches.

Concussion Missiles can still be effective... especially in Epic play.

P'rockets are more useful if you have a high agility platform (not the TIE Bomber).

Clusters can provide a close-range surprise in case someone thinks they can get within your minimum range.

Ion Pulse Missile are generally not worth the price and are most effective against Large-based ships.

You might also consider taking torpedoes...

The good ol' Proton Torp is not bad for the price...

And the Ion Torpedo can, again, prove effective at neutralizing swarms... Especially when you follow it up with some sort of bomb or Conner Net.

But, I think your most cost effective munition for smaller engagements against higher agility ships is probably Homing Missile.

I am well aware you can bank it. But most vet bombers aren't going to be in range of their target to TL. And that also isn't what half you said in your posts. Posts said TL is better when you blank out you can reroll. LRS is gimmicky, guidance will be more useful. Yes homing missile can benifit from either, but I can tell you right now your mileage will be better on a low PS bomber with deadeye and guidance. We have more then enough proof to show with how the scouts did. I'm just hung up on what to spend 46 points on after loading up 2 vets with EM+Homing.

So it seems general consensus is homing missiles but concussion are an acceptable alternative.

Homing missiles full stop

Nothing even comes close because you can't self sufficiently modify them beyond gchips so **** em

Homing missiles comes the closest to the destruction that Deadeye/R4-agromech* (*pre-nerf) combo that was the contracted scouts bread and butter. Still it is bound by the limitations of the TL action. Gamma Vets allow you to take deadeye but you replace the firepower enhancement of the TL token with a focus token.

You could always take Homing Missiles, G-Chips, and Deadeye on the Vets if you don't want to deal with target lock hassles. You can spend the focus to modify all the eyeballs and then g-chips to modify a blank. That should actually be about the same as the Deadeye/Agromech combo (only with a hit instead of a crit).

Still GC and focus is not as powerful as having a GC and a target lock. GC can only modify 1 blank. Have a target lock and you can reroll all blanks and still have a GC to modify a blank that still pops up.

TAKE ALL THE MISSILES!!!!

Seriously, there's nothing more satisfying that a perfectly timed Ion Pulse Missile smacking your opponent's fully loaded full-health Ghost just before it makes a turn a the board edge and causing it to sail off the map ...

Did HISHE ever do the new Star Wars?

Yes.

This thread is exactly what I was looking for as I'm tinkering with a list to squeeze a bomber in as a third ship to join Inquisitor & Countess. So I can go with

Gamma Squadron Veteran, crackshot, homing missiles, EM, LRS

or

Gamma Squadron Veteran, deadeye, homing missiles, EM, GC

Both 27 points. Tough pick. The crackshot one packs a punch but I worry about telegraphing my intentions ...

Last night I flew 4 loaded bombers vs Dash and a Lothal rebel. Went 1 for 3. Hit Dash with Ion Pulse Missiles and off the board he went.Maybe the 2nd time with bombers since they've been out so not my best games but fun. Plasma Torps did serious damage in all 3 games but with 2 agility vs 4 dice attacks the games were short. In the game I won Dash died early and the VCX was an easy target after that.

I don't think a single missile or torpedo can be considered "best" on the bomber. It all depends on what you're facing.

Homing missiles full stop

Nothing even comes close because you can't self sufficiently modify them beyond gchips so **** em

Pssst

CONCUSSIVE

I get the awesomeness of Homing missles and love the basic dice rolling squad of:

26 Gamma Squadron Veteran – TIE Bomber (19), Homing Missiles (5), Extra Munitions (2), and Guidance Chip (0)
26 Gamma Squadron Veteran – TIE Bomber (19), Homing Missiles (5), Extra Munitions (2), and Guidance Chip (0)
24 Gamma Squadron Pilot – TIE Bomber (18), Concussion Missiles (4), Extra Munitions (2), and Guidance Chip (0)
24 Gamma Squadron Pilot – TIE Bomber (18), Concussion Missiles (4), Extra Munitions (2), and Guidance Chip (0)

But this squad (remember I'm a rather novice pilot flying against rather novice pilots) can really put some hurt on enemy lists too and is more funnnnnner:

28 Captain Jonus – TIE Bomber (22), Concussion Missiles (4), Extra Munitions (2), and Guidance Chip (0)
23 Gamma Squadron Pilot – TIE Bomber (18), Concussion Missiles (4), Extra Munitions (2), and Guidance Chip (0)
23 Gamma Squadron Pilot – TIE Bomber (18), Concussion Missiles (4), Extra Munitions (2), and Guidance Chip (0)

23 Gamma Squadron Pilot – TIE Bomber (18), Concussion Missiles (4), Extra Munitions (2), and Guidance Chip (0)

Edited by clanofwolves

First of all consider gamma veterans with Deadeye.

otherwise you're never-ever going to make a salvo against anything with higher PS (and that's quite literally half of meta)

Homing missiles full stop

Nothing even comes close because you can't self sufficiently modify them beyond gchips so **** em

Homing missiles comes the closest to the destruction that Deadeye/R4-agromech* (*pre-nerf) combo that was the contracted scouts bread and butter. Still it is bound by the limitations of the TL action. Gamma Vets allow you to take deadeye but you replace the firepower enhancement of the TL token with a focus token.

You could always take Homing Missiles, G-Chips, and Deadeye on the Vets if you don't want to deal with target lock hassles. You can spend the focus to modify all the eyeballs and then g-chips to modify a blank. That should actually be about the same as the Deadeye/Agromech combo (only with a hit instead of a crit).

Still GC and focus is not as powerful as having a GC and a target lock. GC can only modify 1 blank. Have a target lock and you can reroll all blanks and still have a GC to modify a blank that still pops up.

TL gives you a 50% chance of turning your blanks and focuses into a hit or a crit. A focus token gives you a 100% chance of turning a focus result into a hit. There are particular sets of results that you'd be better off with one or the other but overall they are about the same.

First of all consider gamma veterans with Deadeye.

otherwise you're never-ever going to make a salvo against anything with higher PS (and that's quite literally half of meta)

Thanks Warpman, I'm looking over my squad as far as that mod goes...I think I'm getting your thoughts, but how does this work during gameplay with higher PS ships? (remember, I'm a novice, haha)

he's referring to the order of movement.

If you move first, you usually cant get a Target Lock unless you moved really fast to catch the higher PS target in range 3. Which usually means when they move they are too close to fire your ordnance now.

Deadeye lets you take a focus out of range 3 and just wait for someone to walk into your firing zone. It does, however, remove the EPT (medallion) slot from your weapons, which can be pretty brutal.

Deadeye is a lot easier to use than LRS, but i still prefer LRS personally. If you are new to the game i'd recommend Deadeye over LRS, as being new you probably dont know all the little tricks to moving around yet and LRS really demands you abuse those tricks.

(Long Range Scanner)

First of all consider gamma veterans with Deadeye.

otherwise you're never-ever going to make a salvo against anything with higher PS (and that's quite literally half of meta)

Thanks Warpman, I'm looking over my squad as far as that mod goes...I think I'm getting your thoughts, but how does this work during gameplay with higher PS ships? (remember, I'm a novice, haha)

you get into position (sloooow rooooll)

take a focus and wait.

if your aim is good a filthy ace will get into 2-3 arcs at R3.

then you use up Focus as if it was a TL for missile launch

my experience with Concussive+Chip yeild 4\4 results more often than not. even Fel WILL most likely bite some damage. Your aim with ordnance is to take a chunk of their force in the first turn. In case of palpaces that's half of the list >_>

next turn you must use the most damaged bomber as a blocker, and make another salvo with the rest. If it all goes as expected, your opponent might flip the table.

Deadeye gets you two things,

First of all you don't need to take TL, at R1-3. That helps against aces that move after you, because to get R3 shot you'd need to get them into R3, take a TL... and then the ace simply moves into R1 and says HELLO.

Second problem it addresses is that there are multiple targets, the one you gave all the TLs (if you took Long range scanners instead of Guidnce chips)

wouldn;t simply roll away with a trollface across the cockpit. he does? okay, the buddy eats the torps\missiles then!

Edited by Warpman