Carpet Bombing for Dumbies

By crispyx10, in X-Wing Squad Lists

Maybe that title is a bit misleading, but the idea is solid. I cracked this little list out after seeing a KK bomb list in action and it got the old idea machine flowing. So let's put our heads together to give the Tie Bomber and Punisher some much needed love.

TIE Punisher: · "Deathrain" (26)

Extra Munitions (2)

Homing Missiles (5)

Conner Net (4)

Cluster Mines (4)

Advanced Sensors (3)

Long-Range Scanners (0)

TIE Bomber: · "Deathfire" (17)

Extra Munitions (2)

Homing Missiles (5)

Conner Net (4)

Long-Range Scanners (0)

TIE Bomber: · Captain Jonus (22)

Twin Ion Engine Mk. II (1)

TIE Shuttle (0)

Systems officer (2)

Fleet Officer (3)

I was also thinking about dropping the Cluster Mines off of Deathrain in favor of either more missiles/rockets or for a bomb that drops at die reveal. What do yaw think?

The problem with much ordanance is that you'll never be able to shoot everything before they go down in flames.

Perhaps lighten them a bit and add a Academy pilot as blocker so you'll get more room to fire/drop all the stuff you want.

Agreed. I'd be tempted to drop the missiles and spend it on better hardware or wingmen.

If you want a Jonus command shuttle, try and get three missile-carrying wingmen. Also - since he brings rerolls by default, homing missiles are less useful (although it does let you leave the lock in place).

Personally, I would not bother with Jonus.

Something like this I think would ultimately pack more punch:

Deathrain w/ advanced sensors, flechette torps, extra munis, conner net, ion bombs & LRS = 39

Deathfire w/ flechette torps, extra munis, conner net & LRS = 25

Scimitar w/ homing missile, extra munis & LRS = 23

Academy Pilot = 12

99

A good mix of damage + control should let your piddly 2 attack guns still get work done...

Wow, I did not catch that Homing Missiles doesn't spend the lock, so Jones was completely redundant.

Here's the change:

TIE Punisher: · "Deathrain" (26)

Extra Munitions (2)

Homing Missiles (5)

Conner Net (4)

Advanced Sensors (3)

Long-Range Scanners (0)

TIE Bomber: · "Deathfire" (17)

Extra Munitions (2)

Homing Missiles (5)

Conner Net (4)

Long-Range Scanners (0)

TIE Fighter: · "Howlrunner" (18)

Juke (2)

TIE Fighter: Academy Pilot (12)

I'm not exactly sold on Flechette Torps because of the 3 hull restriction.

I'm not exactly sold on Flechette Torps because of the 3 hull restriction.

Its still a 3 attack die shot that deals damage regardless of target's hull. And it ignores R3 agility bonus. That's a hell of a lot better than the 2 attack primary. For only 2 points. Plus, there's not much with 5+ hull that you really need to stress (Dash being the most significant). Besides, you would have a ton of ion options to deal with those ships anyway...

Edited by blade_mercurial

I'll give them a try, though I'm not too sure on that R3 thing. Just gotta figure out what to do with those extra points since I'm down an LRS and Connor Net.

Okay, I tweaked it a bit:

TIE Punisher: · "Deathrain" (26)

Extra Munitions (2)

Flechette Torpedoes (2)

Conner Net (4)

Ion Bombs (2)

Advanced Sensors (3)

Long-Range Scanners (0)

TIE Bomber: · "Deathfire" (17)

Extra Munitions (2)

Flechette Torpedoes (2)

Conner Net (4)

Long-Range Scanners (0)

TIE Bomber: Scimitar Squadron Pilot (16)

Extra Munitions (2)

Ion Pulse Missiles (3)

Proximity Mines (3)

Long-Range Scanners (0)

TIE Fighter: Academy Pilot (12)