Only on rebels with K-wings/Advanced Slam/Sabine I think.
Oh and that PS 3 bomber pilot with conners and EM could also be promis.ing
Edited by AssortedNeedlesOnly on rebels with K-wings/Advanced Slam/Sabine I think.
Oh and that PS 3 bomber pilot with conners and EM could also be promis.ing
Edited by AssortedNeedlesAs others have said, Sabine crew makes bombs competitive. K-wings are a great delivery system.
Any bomb upgrade for Scum & Imperials has to buff Conner Nets just like Sabine does. Conner nets are definitely the best bomb. Imperials already have great delivery systems with Deathrain and Deathfire. I predict the best Scum delivery system will be the Quadjumper. Emon will very possibly always be overcosted, unless the firespray gets a buff.
Sabine and K-wings, yes.
Everything else, no unless you have a couple of points left over to add one to a list that does something else.
My biggest complaint with bombs to date is that Sabine is Rebel only.
Had her mechanics been slapped on a card called 'Bombardier' or something? Heck yes. It can even remain unique!
Sabine and K-wings, yes.
Everything else, no unless you have a couple of points left over to add one to a list that does something else.
My biggest complaint with bombs to date is that Sabine is Rebel only.
Had her mechanics been slapped on a card called 'Bombardier' or something? Heck yes. It can even remain unique!
I don't mind sabine being rebel
I mind bombardier being 1 point
wtf, FFG. If it don't do **** by itself, it's worth 0 points
you guys figured this out with Slave 1 AND g-chips!!!!
and I guess sabine's technically worth zero points, but I'll make the honorable sacrifice of paying 2 points to get that extra damage in
Yeah K-wings with Sabine and Bombs are legit good. Nothing quite like dropping a proton bomb in the middle of the scrum and removing 3 ships.
Punisher doesn't need crew, it needs to be cheaper
And/or have inbuilt extra munitions/unlimited munitions + 2-3 more shields.
I'd (sadly) never field them otherwise.
I'm flying a Scum Boba Fett build for the Vassal league right now with 2 proton bombs on him. At ps10 he makes aces shake in their boots. 7 points isn't too bad for 2 face-up damage cards. It helped me bag a Corran in my first game, and made Wes use his IA in my second game.
I have always liked the idea of saturating the board with mines. Here is a fun anti-meta, troll list I have been pondering lately:
Warden Squadron Pilot (22)
Autoblaster Turret (2)
Extra Munitions (2)
Sabine Wren (2)
Advanced SLAM (2)
Cluster Mines (4)
Cluster Mines (4)
Cluster Mines (4)
Dash Rendar (36)
Outrider (5)
Autoblaster (5)
Push the Limit (3)
Kanan Jarrus (3)
Engine Upgrade (4)
The K wing SLAMs around the table and drops Cluster Mines around all open lanes. Dash is Dash and flies over obstacles instead of the open lanes. Since Sabine has no range restriction, even if the K wing is on the other side of the map, each cluster mine token WILL result in at least one damage. I box in the enemy to one side of the map and then Dash rushes in and deal undodgeable damage. Suck it, Palp Aces
Punisher doesn't need crew, it needs to be cheaper
Cheaper is a type of errata that FFG has never done.
Otherwise the best support they have are shuttles.
TIE/x7
CHardaan Refit.
Umm
(I think Crew would be a fine way to make the Punisher work. Giving it a TIE Shuttle type title that takes away 3 of its ordnance slots (player's choice) in exchange for 1 crew slot would be super neat. Bombardier Deathrain is then possible, as is Gunner Redline guaranteeing to launch a fully modded boomstick in the first engagement as long as he's not arcdodged.)
Edited by thespaceinvaderNever errata'd but titled twice with awings and defenders. Someday the punisher will get attention but the line is long. Better idea is stop making short sighted garbage or over powered skat. Ya know put some thought into these things instead of shoving them out the door as fast as possible.Punisher doesn't need crew, it needs to be cheaper
Cheaper is a type of errata that FFG has never done.
Otherwise the best support they have are shuttles.
To be fair, some choices are absolutely the developers just being careful and they layer have admitted they were off the mark. However, they fight against people with more power than themselves. It may seem strange, but the designers don't always seem to decide when a product is ready for release.
Edited by Engine25Bombs are not competetive by themselves, but they make excellent additions to strong squadrons. Have a good high PS ship with a free bomb slot and 3 points left? Thermal Detonators are your friend. Or Seismics for two. Guaranteed damgae of any kind is never to be discarded.
Never errata'd but titled twice with awings and defenders. Someday the punisher will get attention but the line is long. Better idea is stop making short sighted garbage or over powered skat. Ya know put some thought into these things instead of shoving them out the door as fast as possible.Punisher doesn't need crew, it needs to be cheaper
Cheaper is a type of errata that FFG has never done.
Otherwise the best support they have are shuttles.
That's a dangerous statement to make. The devs have said in interviews that they make mistakes and also that they frequently have to all for more time. Releasing a product before it's ready is rarely the fault of the designers. They actually have little control over the product line and higher ups decide when products are made and released. It's better for the bottom line to release at least X products every year than to give every single product the time it really needs for development.
To be fair, some choices are absolutely the developers just being careful and they layer have admitted they were off the mark. However, they fight against people with more power than themselves. It may seem strange, but the designers don't always seem to decide when a product is ready for release.
This is why 40k devolved into the mess it is now. Or the video game industry, or technology in general.
I made top 16 at the Utah Regional with a Gold, Gold, Miranda bomber list. It caught people by surprise. The key was to pull them into the asteroids and limit their maneuvering options so the bombs were more effective. My first game I took out my opponent 100-0, he later made top 8, but he said he just forgot about the bombs and flew right into a nasty trap.
I made top 16 at the Utah Regional with a Gold, Gold, Miranda bomber list. It caught people by surprise. The key was to pull them into the asteroids and limit their maneuvering options so the bombs were more effective. My first game I took out my opponent 100-0, he later made top 8, but he said he just forgot about the bombs and flew right into a nasty trap.
I have been working on a simular list. What was your setup like?
I made top 16 at the Utah Regional with a Gold, Gold, Miranda bomber list. It caught people by surprise. The key was to pull them into the asteroids and limit their maneuvering options so the bombs were more effective. My first game I took out my opponent 100-0, he later made top 8, but he said he just forgot about the bombs and flew right into a nasty trap.
I have been working on a simular list. What was your setup like?
This was the list . I would certainly make some changes now though, including dropping R3 for Advanced Slam. I may consider some other changes, too, like trying to get a connor on the K. The points just add up a lot faster than you think!
I should also add, I totally went into the event knowing it wasn't a top tier list but had a great time. I just wanted to play something different. Palp Aces rolled it up and I didn't play 3x jumpmasters.
Edited by TervlonNever errata'd but titled twice with awings and defenders. Someday the punisher will get attention but the line is long. Better idea is stop making short sighted garbage or over powered skat. Ya know put some thought into these things instead of shoving them out the door as fast as possible.Punisher doesn't need crew, it needs to be cheaper
Cheaper is a type of errata that FFG has never done.
Otherwise the best support they have are shuttles.
That's a dangerous statement to make. The devs have said in interviews that they make mistakes and also that they frequently have to all for more time. Releasing a product before it's ready is rarely the fault of the designers. They actually have little control over the product line and higher ups decide when products are made and released. It's better for the bottom line to release at least X products every year than to give every single product the time it really needs for development.
To be fair, some choices are absolutely the developers just being careful and they layer have admitted they were off the mark. However, they fight against people with more power than themselves. It may seem strange, but the designers don't always seem to decide when a product is ready for release.
This is why 40k devolved into the mess it is now. Or the video game industry, or technology in general.
I don't even disagree with that. I just think that we need to make it clear how hard the devs work to make the best experience they can, but they have responsibilities to more than just us. In general they've done a pretty good job. It's just really easy to blame them if we don't like where the game goes, and its not always their fault.
Never errata'd but titled twice with awings and defenders. Someday the punisher will get attention but the line is long. Better idea is stop making short sighted garbage or over powered skat. Ya know put some thought into these things instead of shoving them out the door as fast as possible.Punisher doesn't need crew, it needs to be cheaper
Cheaper is a type of errata that FFG has never done.
Otherwise the best support they have are shuttles.
That's a dangerous statement to make. The devs have said in interviews that they make mistakes and also that they frequently have to all for more time. Releasing a product before it's ready is rarely the fault of the designers. They actually have little control over the product line and higher ups decide when products are made and released. It's better for the bottom line to release at least X products every year than to give every single product the time it really needs for development.
To be fair, some choices are absolutely the developers just being careful and they layer have admitted they were off the mark. However, they fight against people with more power than themselves. It may seem strange, but the designers don't always seem to decide when a product is ready for release.
This is why 40k devolved into the mess it is now. Or the video game industry, or technology in general.
I don't even disagree with that. I just think that we need to make it clear how hard the devs work to make the best experience they can, but they have responsibilities to more than just us. In general they've done a pretty good job. It's just really easy to blame them if we don't like where the game goes, and its not always their fault.
Hou're not wrong, but the blame falls on two initial groups: Those who abuse the system and those who have the power to change it, and don't.
I made top 16 at the Utah Regional with a Gold, Gold, Miranda bomber list. It caught people by surprise. The key was to pull them into the asteroids and limit their maneuvering options so the bombs were more effective. My first game I took out my opponent 100-0, he later made top 8, but he said he just forgot about the bombs and flew right into a nasty trap.
I have been working on a simular list. What was your setup like?
This was the list . I would certainly make some changes now though, including dropping R3 for Advanced Slam. I may consider some other changes, too, like trying to get a connor on the K. The points just add up a lot faster than you think!
I should also add, I totally went into the event knowing it wasn't a top tier list but had a great time. I just wanted to play something different. Palp Aces rolled it up and I didn't play 3x jumpmasters.
My list is currently:
Miranda/TLT/Sabine/ExtraMun/Thermal/Seismic
2x Gold with TLT/BombLoad/Seismic/ExtraMun
The idea is to play it like a conventional 4x TLT list, but instead of the 4th TLT you have late game regen with Miranda and the bombs to hurt Autothruster ships that wreck TLTs. The second damage through Sabine really makes a difference for those seismics.
I think it's hard to say what is competitive right now as the meta is on the verge of changing. Wave 9 is not out to most of the world and there are only two people with some ships in my local shop. Once Wave 9 hits for the rest of us, it is going to shake things up. It's a bit hard to say what the 3 major builds are going to be at the moment.
I'm not sold on a list who's whole trick is to use Bombs. I know Bombs can be used smartly and effectively in lists that do very well. They don't have to have Sabine to be worth it. If your whole list is about using a lot of different bombs, you might have a hard time. If you put some in your list or have one ship that uses Bombs, you are probably better off.
I agree that the dice bombs aren't worth it. My personal favorite is the humble Seismic Charge. I've gotten so many players with that extra damage and they didn't see it coming. Bombs like Seismic are also really good against Tie Swarms as it hits all in R1. I think 6 is the most ships I've been able to hit with one Bomb, even if one of those was mine.
ehh........Wave 9 really isn't changing much
nothing wrecks palp aces as bad as bombs already do, and nothing in Wave 9 challenges torp scouts
ehh........Wave 9 really isn't changing much
nothing wrecks palp aces as bad as bombs already do, and nothing in Wave 9 challenges torp scouts
If we are able to see fewer Imp Aces, we can see more ships to challenge U-boats. I already know you don't think it will have much of an impact on things at all, but I'd like to see the evidence myself.
ehh........Wave 9 really isn't changing much
nothing wrecks palp aces as bad as bombs already do, and nothing in Wave 9 challenges torp scouts
If we are able to see fewer Imp Aces, we can see more ships to challenge U-boats. I already know you don't think it will have much of an impact on things at all, but I'd like to see the evidence myself.
unless you can put said things that challenge palp aces in the squad that can challenge uboats, you don't have to wait that long to have an idea of what the meta will look like
I think Proton Bombs are one of the few things in the game that are pretty much always good. They're pricey, but extra munitions makes them a bit more cost-effective. The ability to deal a faceup damage card, and have a good chance of killing Corran or the Inquisitor without even firing a shot? Priceless.
ehh........Wave 9 really isn't changing much
nothing wrecks palp aces as bad as bombs already do, and nothing in Wave 9 challenges torp scouts
Torpscouts have to be stressed to shoot, which caps their damage against a Latts ship at 3 (okay technicaly 4 with shields up), less if there is more mitigation going on. Thats rather good and allows YV-666s to hold up better in their worse matchup. BMST does something against them, too. Its not much, but at least its not a dead matchup like twin fat turrets or quad TLT.
A build that I've been enjoying is this
Miranda
C3po
Extra munitions
Homing missiles
Proton bomb
Guidance chips
Connor net
Kanan
Fcs
Plasma torp
Recon specialist
Sabine
Ion bomb
Auto blaster turret.
It hasn't failed me yet. Is it competitive? I don't know but it's a fun build.
It has a very good opening. Miranda almost always gets at least one 5 dice attack with the homing missiles, and Kanan with a 4 dice attack.
Just about every game I hit something with the proton bombs. It's not over saturated with bombs, but what is there works.
I have been considering taking off the torp and putting advance sensors on Kanan. There have been some games against lower PS ships that block kanan and he loses his action.
With 3p0 on Miranda, and Kanan getting his focuses plus Miranda regen it can take a beating. The opening salvo I've found is very nice, and man those proton bombs on Miranda is Nice. The ion bombs on Kanan are more as a deterrent and it works, and when your opponent forgets about it, a nice little control.
Kanan also has the autoblaster turret for those pesky aces that like to snuggle in his blind spot at range 1. All around its a well rounded build I think. It does have it weaknesses, but I came up with it as a fun build.
Another fun bomb build I've played around with is as follows
Miranda
Plasma torp
Sabine
Extra munitions
Proton bomb
Connor net
Long range scanners
Warden
Proximity mine
Seismic charge
Extra munitions
Advanced slam
Ezra
Ptl
Only used this twice, but haven't lost with this one either. It's a fun build with bombs. All I can say is Sabine is just so awesome with bombs. Getting to do two dmg with a bomb a round is nice.
Since regionals I've just been having good times with bombs.
I've had some close games, but I don't think I've lost one yet. Sadly there was couple games that could not be finished
Edited by Krynn007I think Proton Bombs are one of the few things in the game that are pretty much always good. They're pricey, but extra munitions makes them a bit more cost-effective. The ability to deal a faceup damage card, and have a good chance of killing Corran or the Inquisitor without even firing a shot? Priceless.
My favorite bomb, sometimes I take them just to troll people and see how many times I can kill stuff that still has shields on it. They can be very effective but in my experience you need a high pilot skill to use them well (like say Miranda or VI Boba)
In general I feel the guarantee'd damage bombs work especially well on Miranda (who usually has a TLT) because it can help cover her donut, "Oh you wanted to rush in close to avoid the TLT? eat a seismic/proton and take a 3 die primary attack" and her aforementioned higher PS means that unless your opponent is PS9+ (Or 8 and out bidding you) you can figure out where your opponent is so you don't have a premature detonation