KK-TIE Bombs

By LagJanson, in X-Wing Squad Lists

I'm sure everybody has thought of this already, or a variation of it. Sabine clearly has a new ride she's got pimped out while she conducts a symphony of destruction. My goal here is keeping Sabine safe while the bombs are dropped. Keep the TIE fighter cheap and allow the bombers to both fly freely, neither being more important.

Bombs (100)

Warden Squadron Pilot (39) - K-Wing
Twin Laser Turret (6), Extra Munitions (2), Conner Net (4), Seismic Charges (2), Advanced SLAM (2)

Warden Squadron Pilot (39) - K-Wing
Twin Laser Turret (6), Extra Munitions (2), Conner Net (4), Seismic Charges (2), Advanced SLAM (2)

Ahsoka Tano (22) - TIE Fighter
Veteran Instincts (1), Sabine's Masterpiece (1), Captured TIE (1), Sabine Wren (2)

That said.. The thought of downgrading the turrets a bit for other options. It would be nice if I had slicers in the illicit slot or something to allow me to use the TIE a bit more aggressively if there isn't an ace present. I have not had a chance to fly this yet and likely won't for a bit.

Anybody else have their own take on this?

My first thought is you'll miss the extra bombs Sabine brings, but, I feel like it may deserve a shot. I'll run it tomorrow night.

Why no bomb on the TIE? With the salvage crane from the Quadjumper you could even get multi use of a bomb there :)

I like it.

42 minutes ago, nitrobenz said:

Why no bomb on the TIE? With the salvage crane from the Quadjumper you could even get multi use of a bomb there :)

I ran out of points :)

I've run the Kwings with autoblaster turrets and it can be devastating in close with the bomb/turret combo... Against some targets though the range is necessary to chase them down. So often I find a Defender with one hull point eludes me at range. A thought I had was ion turrets, save two points for a bomb or something on the TIE, and really cause some havoc to targets that get stung.

What if you only dropped one TLT for TIE bombs?

Downgrading the turrets might really help. I've done similar lists with Intel Agent, which has won me games against Whisper. The fact that the Whisper player was smugly sure that he could beat PS2 Wardens like they owed him money only factored into my enjoyment exponentially, I assure you.

I've never flown TLTs on my bombers before, but I'm trying to avoid putting all my money on bombs. I recognize their effectiveness, and I've won games at regionals when I forgot my extra munitions cards (yes, 4 bombs TOTAL), but if I'm downgrading the TLTs I'd like something that keeps my options open. You can't bomb a fast moving target that's wounded and running away to win on time. Not sure you can bring enough bombs to deal with a double Ghost list either... So, options...

Dumping the TLTs allows for a homing missile each for the K-Wings (the fun is doubled with extra munitions) and 2 points left for further upgrades on the TIE Fighter, or intel agents... I lose consistency for a good solid smack.

Ion turrets lose even more damage, but allows the same upgrades as above... and ion control.

Autoblasters are interesting and can be devastating to fragile/maneuverable Imperial fighters but can be laughed off by larger base ships. Leaves lots of rooms for further upgrades though.

Anything else seems subpar and ineffective. I think I'm pretty near the balance I need... it's leaving me wanting for more, but it covers a fair number of the weaknesses of over specializing.

I would drop TLT's to Ion turrets then you can put a bomb on the Tie. And hopefully a crane. So you can get that bomb back. Ion turrets will help control. To help dropping bombs.

My buddy flew a variant of this with NO turret upgrades, cluster mines, extra munitions, and Cassian / bombadier thrown in the mix. Destroyed my Parattanni yesterday. He fired maybe 4 shots the whole game.

On February 10, 2017 at 3:35 PM, Rasputindarksyde said:

I would drop TLT's to Ion turrets then you can put a bomb on the Tie. And hopefully a crane. So you can get that bomb back. Ion turrets will help control. To help dropping bombs.

I tried this today, ion turrets and an ion bomb on the TIE fighter (out of seismic bombs)

moments of total control and moments of out right panic as I muffed things up. Lost both games though they were closer than the score suggested. I still think the TLT is the better way to go, but I'll be honest and say my opponents out flew me.

Well bombing is tough to do. I personally don't do turrets for my K's. I just fill with bombs. But I run 3 K's too.

You said it yourself, he out flew you. Well try again and see what happens. Ion turrets I think can work really good with bombs. But planning makes perfect.

I've been flying bombs off and on for a bit. I'm ok with them with moments of brilliance... My approach sucks. I'm basically losing the match within the first few turns and battling back to make it close.

I think you're right, ions can work. Not doubting that. Got some very nice seismic bombs in thanks to ion control. Nearly escorted an ARC off the board... And yes, having Sabine tucked away in another ship was nice.

Yeah that can suck. When Bombing the approach is the most important thing for sure.

I've been looking at this too recently. My base that I've come to is this KK TIE Mines .

With the last 6 points I thought of 3 main options.

1st: Autoblaster Turrets and Intel Agents. This is probably my first choice. Intel Agents help with the bombing and Autoblaster Turrets help take care of high agility defense. Usually though, if a high agility defensive ship is in range 1 of you, they've already messed up since you will be bombing them next turn.

2nd: Plasma Torpedoes. The only thing that is keeping me from going with these is that the mod slot is already taken up with Adv SLAM and I can't add in Guidance Chips. It's pretty often though that K-Wings can grab a TL SLAMing around and you could bring your arc to bear in following turns and unload with a focused Plasma Torpedo(es).

3rd: Ion Pulse Missiles. This is my dark horse upgrade. Like the Homing Missile, you don't spend your TL when you want to fire these and like my argument for Plasma Torpedeos, SLAMing around it's often using TL as your action if you're not bombing. This time, you have TL to use as a dice mod and likely a focus as well. It adds a level of Ion control to a bombing list that has all damage bombs. I might actually try this first.

Try Ion Turrets on both K-wings, that way you control your enemies next movements. Also try cluster mines instead of the Connor nets. I agree with the other commentators about Sabine, put EMP on ur mods, and proton bombs. However, try Captain Rex with his Suppressive Fire ability. U lose VI with Rex but a small price to pay for dropping an EMP in the middle of a cluster of ships, the drop your proto bombs. Try it out.

From my non-expert experience, I'd go door number two. I've used autoblasters a lot and they are great vs maneuverable aces but guess what... So are bombs. You are super specialized to kill aces that way, but if you run up against two Ghosts, what do you do?

ion pulse missiles can be nice, but no damage. You can setup a bombing run, or maybe time it to lead a large ship off the map... Odds are you'll be disappointed though...

Plasmas on the other hand feed into your lists weakness vs tougher targets. Pull the shields off.

Ahsoka's ability to give a friendly an action at start of combat could be good for getting missiles/torps off on low agi targets definitely something to consider.

Ahsoka Tano (26)
Sabine's TIE Fighter (17), Veteran Instincts (1), Sabine's Masterpiece (1), Captured TIE (1), Cluster Mines (4), Sabine Wren (2)

Warden Squadron Pilot (34)
K-Wing (23), Extra Munitions (2), Intelligence Agent (1), Cluster Mines (4), Seismic Charges (2), Advanced SLAM (2)

Warden Squadron Pilot (38)
K-Wing (23), Extra Munitions (2), Homing Missiles (5), Cluster Mines (4), Seismic Charges (2), Advanced SLAM (2)

Not sure how viable The tie is as a bomb platform, Maybe drop Clusters on Ahsoka to Proxi/or Thermal Dets even and change Intel for Cassian.

Edited by Sk3tch

The TIE is a lousy bomb drop vehicle, not because it's ineffective in doing so, but because it's spending so many points on a single release payload. It becomes highly situational whether or not you can make that one drop worth it. A cheaper bomb is easier to swallow. It's also less points on the rather ineffective TIE fighter. It's not doing much beyond support so the more points you pile on it, the less you have on the grunts doing the job of fighting.

Ahsohka's ability to provide an extra action to low PS ordnance launchers however has already proven itself effective in my book. I took to flying A-Wing prototypes with proton rockets and guidance chips... 20 points, maneuverable, fast, and deadly at point blank range... Ahsohka being able to give a 'push' to one at a key moment to boost into range 1 enabled me to drop ships pretty quickly, or arrange for a potent barrage of multiple ships on a larger target.

9 hours ago, LagJanson said:

From my non-expert experience, I'd go door number two. I've used autoblasters a lot and they are great vs maneuverable aces but guess what... So are bombs. You are super specialized to kill aces that way, but if you run up against two Ghosts, what do you do?

ion pulse missiles can be nice, but no damage. You can setup a bombing run, or maybe time it to lead a large ship off the map... Odds are you'll be disappointed though...

Plasmas on the other hand feed into your lists weakness vs tougher targets. Pull the shields off.

Ion Pulse Missile does do 1 damage if it hits and applies 2 ion tokens. It's not a bunch, but at least it's something.

24 minutes ago, RStan said:

Ion Pulse Missile does do 1 damage if it hits and applies 2 ion tokens. It's not a bunch, but at least it's something.

You are correct!

5 hours ago, LagJanson said:

The TIE is a lousy bomb drop vehicle, not because it's ineffective in doing so, but because it's spending so many points on a single release payload. It becomes highly situational whether or not you can make that one drop worth it. A cheaper bomb is easier to swallow. It's also less points on the rather ineffective TIE fighter. It's not doing much beyond support so the more points you pile on it, the less you have on the grunts doing the job of fighting.

Ahsohka's ability to provide an extra action to low PS ordnance launchers however has already proven itself effective in my book. I took to flying A-Wing prototypes with proton rockets and guidance chips... 20 points, maneuverable, fast, and deadly at point blank range... Ahsohka being able to give a 'push' to one at a key moment to boost into range 1 enabled me to drop ships pretty quickly, or arrange for a potent barrage of multiple ships on a larger target.

I haven't used a tie as a bomber yet. But I don't see it being ineffective. You can put the crane on it and get a bomb back. That's pretty good if you ask me. Getting more than one extra is icing on the cake. Granted her going late in the turn can be a good or bad thing with dropping bombs. You don't have the slam action to adjust your moves. But if you know where they are going you can for sure drop it on them easier. Siesmic's or thermal's get a bit easier as well with later PS pilots.

I feel there is some potential with it.

SABINE'S MASTERPIECE

100 points

PILOTS

Ahsoka Tano (28)
Sabine's TIE Fighter (17), Veteran Instincts (1), Sabine's Masterpiece (1), Captured TIE (1), Cluster Mines (4), Sabine Wren (2), Scavenger Crane (2)

Miranda Doni (44)
K-Wing (29), Twin Laser Turret (6), Extra Munitions (2), Bombardier (1), Conner Net (4), Advanced SLAM (2)

Gold Squadron Pilot (28)
Y-Wing (18), R2 Astromech (1), Extra Munitions (2), Bomb Loadout (0), Ion Cannon Turret (5), Seismic Charges (2)

This was a fun list. Set Ahsoka with the Y-Wing and use the Ion turret to force them into the bombs from those two while Miranda SLAMS from the other side and throws nets on people. Cool trick with Crane too! You can shoot with Ahsoka discarding Captured TIE, then if you destroy the defender use the Crane to flip it back up and go invisible again.

18 hours ago, Rasputindarksyde said:

I haven't used a tie as a bomber yet. But I don't see it being ineffective. You can put the crane on it and get a bomb back. That's pretty good if you ask me. Getting more than one extra is icing on the cake. Granted her going late in the turn can be a good or bad thing with dropping bombs. You don't have the slam action to adjust your moves. But if you know where they are going you can for sure drop it on them easier. Siesmic's or thermal's get a bit easier as well with later PS pilots.

I feel there is some potential with it.

I admit my failing. Had not considered the crane. I will continue to not consider it and remove it from my brain for lousy thematics, but grant you that you are totally correct.