How has this list evolved over time?
Is it still two Wardens with Conner nets and advanced slam whipping around?
Wingman Biggs? Gold squadron with TLT?
How has this list evolved over time?
Is it still two Wardens with Conner nets and advanced slam whipping around?
Wingman Biggs? Gold squadron with TLT?
Ok then... how would you change this?
Bombs (99)
Gold Squadron Pilot (26) - Y-Wing
Twin Laser Turret (6), R3-A2 (2)
Warden Squadron Pilot (36) - K-Wing
Autoblaster Turret (2), Extra Munitions (2), Bombardier (1), Conner Net (4), Seismic Charges (2), Advanced SLAM (2)
Warden Squadron Pilot (37) - K-Wing
Autoblaster Turret (2), Extra Munitions (2), Sabine Wren (2), Conner Net (4), Seismic Charges (2), Advanced SLAM (2)
So here's the version that I run:
Biggs Darklighter
Warden Squadron Pilot
Warden Squadron Pilot
100 pts in total
How it works:
Biggs is literally there as 6 extra points of health for the K-Wings. He is expected to die in every match.
The Wardens have a total of 10 bombs between them; Six of these bombs are Conner Nets. This is intentionally designed to kill the typical Commonwealth Defenders strictly via Conner Nets. The Seismic Charges and Thermal Detonators are primarily used as map control, creating no-fly zones directly behind the K-Wings. Any damage caused by these dial bombs are considered a bonus.
Warden Squadron Pilot (23)
Extra Munitions (2)
Sabine Wren (2)
Proximity Mines (3)
Advanced SLAM (2)
Warden Squadron Pilot (23)
Extra Munitions (2)
"Chopper" (0)
Cluster Mines (4)
Seismic Charges (2)
Advanced SLAM (2)
Warden Squadron Pilot (23)
Extra Munitions (2)
Cassian Andor (2)
Cluster Mines (4)
Seismic Charges (2)
Advanced SLAM (2)
Total: 100
View in Yet Another Squad Builder
Cluster Mines to wreck Defenders. Alternative with a U-Wing:
Heff Tobber (24)
Enhanced Scopes (1)
Extra Munitions (2)
"Chopper" (0)
Sabine Wren (2)
Proximity Mines (3)
Pivot Wing (0)
Warden Squadron Pilot (23)
Extra Munitions (2)
Cluster Mines (4)
Seismic Charges (2)
Advanced SLAM (2)
Warden Squadron Pilot (23)
Extra Munitions (2)
Cassian Andor (2)
Cluster Mines (4)
Seismic Charges (2)
Advanced SLAM (2)
Total: 100
View in Yet Another Squad Builder
Cassian can in both lists be downgraded to run all Clusters.
I'm really tempted to fly bombers tomorrow... The weakness has consistently been the third wingman. I have 28 points to spend on one, and particularly I'm concerned about TLTs so I'm tempted to put an A-Wing with autothrusters in there... The Y-Wing with TLT and R3A2 has the potential to mess things up for my opponent, particularly if they are busy dodging bombs, but I haven't quite hit that comfort zone yet.
Biggs... Yeah, no. Works on approach, but I've seen a bit of a resurgence of TLT in the area and X-Wings melt FAST. Once he's down, I don't see the K-Wings lasting particularly long. Y-Wings can shrug off a few bombs for long enough to slant the match.
Wish I had the third K, or the U-Wing.
Unfortunately, K-Wing bombers as an archetype fare poorly in a TLT-heavy meta. If you expect a large number of TLT lists, I would recommend against running K-Wing bombers.
As an aside, bombs as a primary damage vector work best in a meta that features enemy ships with several of the following traits:
- Low to moderate combined hull/shield (~3-6)
- High agility (3+)
- Relatively predictable maneuvers/repositioning
- High squad cost
- Moderate to high damage mitigation (evade, Palpatine, Latts Razzi crew, etc)
Heh. The problem is of course the prevalence of three things in the meta out here...
TLT
+3 Agility (Defenders/Palp Aces)
High squad point costs (2 ship scum lists)
Me as a Rebel player... Yup. I've already declared I give up and I'm waffling between three lists just to have some fun with win or lose.
Bombs because I enjoy messing with people.
Miranda and three Rookies because I've practiced it a whole lot, but it's really suffering with the return of TLT
My troll list of Ghost and three Protos with Chimps and Prockets. (a lousy list, but can be hilarious to fly)
I'm liking the idea of an A-wing. Gemmer Sojan w/ Push the Limit and Autothrusters? If he's at range 1 of an opposing TLT, he gets a bonus die against other TLT's. Sounds fun to me.
It does give me that little slim chance against a TLT list... As long as the bombs do some damage before the Ks fall, maybe, MAYBE, the green dice will hold long enough.
I still got one point left over - which I might just upgrade the remaining seismic to a proximity mine. I don't have two thermal detonator tokens, so I don't want to take two just in case I drop both in a turn. The bombardier isn't exactly essential, but a nice to have.
Bombs (99)
Gemmer Sojan (25) - A-Wing
Refit (-2), Autothrusters (2), Test Pilot (0), Push the Limit (3)
Warden Squadron Pilot (37) - K-Wing
Autoblaster Turret (2), Extra Munitions (2), Bombardier (1), Conner Net (4), Thermal Detonators (3), Advanced SLAM (2)
Warden Squadron Pilot (37) - K-Wing
Autoblaster Turret (2), Extra Munitions (2), Sabine Wren (2), Conner Net (4), Seismic Charges (2), Advanced SLAM (2)
For the record...I went with the above, but traded bombardier and thermal detonators for proton bombs. Showed up for regionals. Realized as we were laying stuff out for match one I forgot extra munitions.
So, with a sudden four point bid I gave up and played six games for fun. 3-3 on the day though at a high level tournament is nothing to sneeze at. Gemmer was hilarious. Attracted attention and evaded like crazy. Normally didn't hit much at all, but it allowed the kwings precious time to set up their runs. At one point I missed rolling six dice... Range 3, through a rock, with an opponent at range one from him... Add autothrusters I didn't need that sixth die...
Thanks guys.