Wanted 4 TIE Bombers Lists

By Clangador, in X-Wing Squad Lists

Sorry no list here, just looking for ideas on a 4 TIE Bomber list using ordinance predominantly for its damage output.

Getting target locks on high PS opponents is the first problem so Deadeye GSVs are a good start. LRS is the other solution. Homing Missiles will help against aces and plasma torps threaten big ships cheaply.

Maneuverability will be the biggest problem. Whilst you pack a good punch on the alpha strike, anything that survives and gets around behind you will make your life a pain. A few mines will help to cover your backs as you turn around.

25 GVS (19), Plasma Torps (3), Deadeye (1), EMs (2),Guidance Chips (0)

25 GVS (19), Plasma Torps (3), Deadeye (1), EMs (2),Guidance Chips (0)

28 Deathfire (17), LRS (0), Homing Missile (5), EMs (2), Conner Net (4)

22 Scimitar squadron pilot (16), LRS (0), EMs (2), Concussion Missiles (4)

100 Total

Gamma Squadron Veteran (19)
Deadeye (1)
Extra Munitions (2)
Homing Missiles (5)
Guidance Chips (0)

Gamma Squadron Veteran (19)
Deadeye (1)
Extra Munitions (2)
Homing Missiles (5)
Guidance Chips (0)

Gamma Squadron Veteran (19)
Deadeye (1)
Extra Munitions (2)
Homing Missiles (5)
Guidance Chips (0)

Scimitar Squadron Pilot (16)
Fleet Officer (3)
TIE Shuttle (0)

Total: 100

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Like old U-Boats. Use the Shuttle Bomber as a kind of blocker, don't overdo it on the Fleet Officer.

Gamma Squadron Veteran (19)
Deadeye (1)
Extra Munitions (2)
Homing Missiles (5)
Guidance Chips (0)

Gamma Squadron Veteran (19)
Deadeye (1)
Extra Munitions (2)
Homing Missiles (5)
Guidance Chips (0)

Scimitar Squadron Pilot (16)
Extra Munitions (2)
Homing Missiles (5)
Long-Range Scanners (0)

Scimitar Squadron Pilot (16)
Extra Munitions (2)
Homing Missiles (5)
Long-Range Scanners (0)

Total: 100

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Less easy to fly, but more warheads. You also need less formationing, which makes the list much stronger.

I'm tempted to use Ling Rang Scanners & Thread Tracers for my target locks. Not sure if that's a good idea or not.

I like to mix and match:

Gamma Vet (25)x2

-Dead eye

-Plasma Torps

-Guidance chips

-Extra Munitions

Gamma Vet (25)x2

-crack shot

-homing missile

-long range scanners

Rail gun bombers (homing missile + crackshot), really make small base ships sweat. Where the plasma torps deal with large bases better.

I'm tempted to use Ling Rang Scanners & Thread Tracers for my target locks. Not sure if that's a good idea or not.

Don't use both, as Tracers don't work when your LRS ships are at range 1-2. LRS are really good. However my rule of thumb is that you shouldn't have more than 50% of your Bombers equipped with it. More than that might get predictable and certainly is a nightmare to manage when it comes to range control.

The issue is that often a bomber will die before it ever gets to shoot. It might be worth considering how to buff their defence, with lightweight frame?

Try this out for some punch

Captain Jonus (22)
Adaptability (0)
Systems Officer (2)
Fleet Officer (3)
TIE Shuttle (0)

Gamma Squadron Veteran (19)
Crack Shot (1)
Extra Munitions (2)
Plasma Torpedoes (3)
Guidance Chips (0)

Gamma Squadron Veteran (19)
Crack Shot (1)
Extra Munitions (2)
Plasma Torpedoes (3)
Guidance Chips (0)

Gamma Squadron Pilot (18)
Extra Munitions (2)
Plasma Torpedoes (3)
Guidance Chips (0)

Total: 100

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Edited by Kentc86
20 minutes ago, Kentc86 said:

Try this out for some punch

Captain Jonus (22)
Adaptability (0)
Systems Officer (2)
Fleet Officer (3)
TIE Shuttle (0)

Gamma Squadron Veteran (19)
Crack Shot (1)
Extra Munitions (2)
Plasma Torpedoes (3)
Guidance Chips (0)

Gamma Squadron Veteran (19)
Crack Shot (1)
Extra Munitions (2)
Plasma Torpedoes (3)
Guidance Chips (0)

Gamma Squadron Pilot (18)
Extra Munitions (2)
Plasma Torpedoes (3)
Guidance Chips (0)

Total: 100

View in Yet Another Squad Builder

I like it alot, but why not drop the systems officer and crackshot to run 3 deadeye vets? More reliable chances to shoot, and Jonus rerolls seem alright.

1 minute ago, BleakSquadron said:

I like it alot, but why not drop the systems officer and crackshot to run 3 deadeye vets? More reliable chances to shoot, and Jonus rerolls seem alright.

The idea is that you get full mods on all three shots, the rerolls plus the focus to make it very reliable. with deadeye you need to use the focus to shoot reducing efficiency. unless you mean to place homing missle on all of them with the point saves. then i see your point . but i do like the crackshot for cutting through defenses, and the plasma torps always taking giving two damage if the ship has lots of shields

10 hours ago, Goseki1 said:

The issue is that often a bomber will die before it ever gets to shoot. It might be worth considering how to buff their defence, with lightweight frame?

The trouble with Lightweight Frame is that it takes up the valuable Modification slot and bombers really need that for Guidance Chips or Long Ranged Scanners. Not a bad choice on the Tie Shuttle though.

Iv got an imperial bomber list i use all the time. it's probably not super competitive, but i have a surprisingly good winrate with it during casual play. also not a 4 bomber list exactly, only two bombers, but it has the spirit of a 4 bomber list, and its 4 ships. lots of dammage, loads of HP, and its a blast to fly.

Scimitar Squadron Pilot (Bomber) Cluster Mines and Extra Munitions (22 Points)

Scimitar Squadron Pilot (Bomber) Cluster Mines and Extra Munitions (22 Points)

Cutlass Squadron Pilot (Punisher) Cluster Mines, Cluster Mines, Extra Munitions, Advanced Sensors (34 Points)

Omicron Pilot (Lambda) Tractor Beam (22 Points)

This is an extreamly flexible list as well, with three ships at 22 points, you could sub the Lambda for another bomber or a bomber for another Lambda. or anything else thats 22 points for either. Sometimes i fly with Twin Ion Engines Mk II on all three ties instead of advanced Sensors, and im experimenting with Countdown in his Striker with adaptive ailerons and Lightweight frame (Also 22 Points) in place of either a Bomber or the Lambda. from my experience its great vs swarms and aces, but large ships tend to give it a little trouble as Tractor beam cant force large ships into your mines. against Large ships id recommend subbing out the Lambda for another Bomber or Countdown. on the flip side, Large ships sometimes cant get out of their own way, much less out of the way of a mine field. I find Aces to be bothersome only if they start dropping my ties before they are empty, and Arc dodgers tend to suicide out on my mines once they are everywhere.

A fair warning, this is not a simple list to fly. split up and avoid concentrated fire when possible. You do have a lot of HP, but Bombers are sluggish. and empty bombers are pretty terrible, so use them to lead opponents after they are empty. Your laser fire should come second to drawing your opponents into mines, but take any shot you can get. Keep your lambda close enough to mines to tractor enemies into them, but far enough away not to hit your own ordinance. Thats probably the hardest part of flying this list, not hitting your own mines. also be tactical, dont just dump mines because you can. Astroid placement is extreamly important to how you fly. Try to set up mines in choke points, and if you ever get the chance to drop a cluster in your opponents face, do it. and keep your ties as far apart as possible, forcing your opponent to go after one at a time. That is, untill they are empty. once empty, Formation fying can actually help you box enemies into a kill zone where, with proper setup, an enemy can be running from a pair of bombers and find himself stuck deciding between evading the Lambda ahead, the bombers behind, or the cluter mines beside him. . Use your Lambda's tractor beam liberally and without hesitation. Lambda's lasers deal three damage, a cluster of mines can do 6. Lastly, you have a lot of HP, so use it. take a good hit to drop a cluster in your enemies face. very few things in the game can drop a 6 hull bomber in one shot, so make sacrifices, but not stupid ones. play smart, be tactical in both your maneuvering and Mine placement, and this list will reward you immensely.

Here is a list I have been fiddling together and wondering what people think.

https://geordanr.github.io/xwing/?f=Galactic Empire&d=v4!s!211:36,-1,211:42:31:;49:126,136,-1,-1,-1:-1:25:;192:126,-1,-1,17,138:-1:-1:;49:126,136,-1,-1,-1:-1:25:&sn=1 SF 3xB

3 bombers and 1 SF

Zeta Specialist title, FCS, Targetting sync, LWF

he fires first and collects TL which means all bombers can take focus and fire at the same target with no need for a TL.

2 scimitar EM, GC, plasma Torps

good for ships with high shield values.

Deathfire EM, GC, homing missiles, conner nets

Deathfire still provides good control and a nasty shot against ships with evade tokens

The difficult part is getting ships to point at the same target.

I really just want to play a list of 4 Tie Bombers. No other types of ships in my list.

Here's what I've been testing out. So far, one draw vs a list of 3 T-70 X-Wings and total destruction of a list of two K-Wings and a Y-Wing.

I'm questioning if I need Deadeye on Captain Jonas. Maybe there is another EPT that would be more useful as he's already got thread tracers.

Box Car Bombers

Captain Jonus (22)
Deadeye (1)
Extra Munitions (2)
Plasma Torpedoes (3)
XX-23 S-Thread Tracers (1)
Guidance Chips (0)

"Deathfire" (17)
Proton Torpedoes (4)
Extra Munitions (2)
XX-23 S-Thread Tracers (1)
Proximity Mines (3)
Guidance Chips (0)

Gamma Squadron Pilot (18)
Extra Munitions (2)
Cluster Missiles (4)
XX-23 S-Thread Tracers (1)
Guidance Chips (0)

Scimitar Squadron Pilot (16)
Flechette Torpedoes (2)
XX-23 S-Thread Tracers (1)
Guidance Chips (0)

Total: 100

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Edited by Clangador
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