Multiple tie bombers?

By Clancampbell, in X-Wing Squad Lists

Anyone run any good lists with two or more bombers? I'm thinking about picking up another one? Not sure though.

I've had some pretty decent games with:

Omicron Group Pilot: FCS, weapons engineer, EU

Tomax Bren: Crack shot, Homing Missiles, extra munitions, Plasma Torpedoes, Guidance Chips

Major Rhymer: Deadeye, Adv. Homing Missile, extra munitions, Plasma Torpedoes, Guidance Chips

It's definitely a fun list to run, give it a try.

I've enjoyed flying this list at our local store.

The two PS8s allow more choices for squad movement, but Vassery shoots first since he can drop an enemy defense roll by 1die for the rest of the round with TBeam and then fires a 3 primary using free Target Locks on both shots from Deathfire's or Tomax's TLs. Tomax has unlimited Crack Shot and an extra shield in case Vader (crew) wants to cause trouble and Rebel Captive in case the opponent does. Finally, Deathfire can drop a Conner Net before or after his movement (twice). Enjoy!

Def BoBo (100)

Colonel Vessery (38) - TIE Defender
Veteran Instincts (1 ), Tractor Beam (1), TIE/D (0), Twin Ion Engine Mk. II (1)

Tomax Bren (35) - TIE Bomber
Crack Shot (1), TIE Shuttle (0), Shield Upgrade (4), Darth Vader (3), Rebel Captive (3)

"Deathfire" (27) - TIE Bomber
Concussion Missiles (4), Conner Net (4), Extra Munitions (2), Guidance Chips (0)

If RebCaptive (3) isn't your cup-o-tea, I've thought to drop him and then swap VI (1) for Ruthlessness (3) to add up to two more possible damage for free ( throwing the PS order off but making it 99pts to try for initiative) or just go for Opportunist once the opponent's tokens are all stripped away.

Edited by SMan774

I think the best way to run multiple bombers is cheap, minimally loaded ones with LRS. Two with Homing missiles or plasma torpedoes cannot be ignored and will allow your other ships some freedom. If they are ignored, you can punish your opponent heavily. Once munitions are fired, they become tanky blockers.

Of course, once the Aggressor drops, people will be flying them all the time due to Unguided Missiles. You can fit, what, five of them with Lightweight Frame and Unguided Missiles in a list? That's some serious hate going down right there.

Gamma Squadron Veteran (19)
Crack Shot (1)
Extra Munitions (2)
Homing Missiles (5)
Long-Range Scanners (0)

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

Black Squadron Pilot (14)
Crack Shot (1)

The Inquisitor (25)
Push the Limit (3)
Autothrusters (2)
TIE/v1 (1)

Total: 100

View in Yet Another Squad Builder

This is the list I felt most competetive with using multiple TIE Bombers.

1 hour ago, Admiral Deathrain said:

Gamma Squadron Veteran (19)
Crack Shot (1)
Extra Munitions (2)
Homing Missiles (5)
Long-Range Scanners (0)

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

Black Squadron Pilot (14)
Crack Shot (1)

The Inquisitor (25)
Push the Limit (3)
Autothrusters (2)
TIE/v1 (1)

Total: 100

View in Yet Another Squad Builder

This is the list I felt most competetive with using multiple TIE Bombers.

This was my anti-defender list for a while ...

"Whisper" — TIE Phantom 32
Veteran Instincts 1
Fire-Control System 2
Hotshot Co-pilot 4
Advanced Cloaking Device 4
Ship Total: 43
Gamma Squadron Veteran — TIE Bomber 19
Deadeye 1
Extra Munitions 2
Homing Missiles 5
Ion Bombs 2
Guidance Chips 0
Ship Total: 29
Gamma Squadron Veteran — TIE Bomber 19
Deadeye 1
Extra Munitions 2
Homing Missiles 5
Guidance Chips 0
Ship Total: 27

I had been thinking about using Whisper as the 44 points that are free! Another rather hilarious idea are two Homing Missile/LRS Scimitars.

This is a solid list (more than two Bombers).....

Gamma Squadron Veteran (27) x 3
TIE Bomber (19), Deadeye (1), Extra Munitions (2), Homing Missiles (5), Guidance Chips (0)

Scimitar Squadron Pilot (19)
TIE Bomber (16), TIE Shuttle (0), Fleet Officer (3)

....you'd need four of those beauties though.

Or this fun list... and you don't need but one bomber...

Deathrain” (37)
TIE Punisher (26), Accuracy Corrector (3), Extra Munitions (2), Seismic Charges (2), Conner Net (4)

The Inquisitor (31)
TIE Advanced Prototype (25), Push the Limit (3), TIE/v1 (1), Autothrusters (2)

Tomax Bren (32)
TIE Bomber (24), Crack Shot (1), Extra Munitions (2), Homing Missiles (5), Long Range Scanners (0)

"Quickdraw" — TIE/sf Fighter 29
Draw Their Fire 1
Fire-Control System 2
Targeting Synchronizer 3
Lightweight Frame 2
Special Ops Training 0
Ship Total: 37
Tomax Bren — TIE Bomber 24
Crack Shot 1
Extra Munitions 2
Homing Missiles 5
Guidance Chips 0
Ship Total: 32
Major Rhymer — TIE Bomber 26
Snap Shot 2
Tactician 2
TIE Shuttle 0
Ship Total: 30

That's my favorite janky dual-bomber list.

Edited by RobertM

I've run this list a lot, and it has always taken people by surprise. Folks who've come against it more than once know it can be absolutely lethal against two ship builds, and has a few Parattani wipes under it's belt to boot.

2x Gamma Squadron Veteran - Deadeye, Homing Missiles, Extra Munitions, Guidance Chips
2x Scimitar Squadron - Homing Missiles, Extra Munitions, Long Range Scanners

It looks overly simple, and four Bombers on a table often look goofy to your opponent and onlookers alike, but the scalps it's taken in all the times I've run it are ridiculous. I took it to regionals for fun a few weeks back and pulled 10th place with it (top 8 was a bad dice roll away, unfortunately).
It is, however, only as good as you fly it. Manage your engagement range and formation correctly, and you're rock solid. Stagger your flight path to protect range bands, focus your fire on one target, and plan your routes of re-engagement at least two turns in advance.