Havoc Bomber preview up

By Cubanboy, in X-Wing

23 minutes ago, clanofwolves said:

"Experimental Interface Jumpmaster Bomb Map(Bombs also fill the black squares):"

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I would be really interested to see the same sort of map for an Advanced Slam K-Wing, just to have a point of comparison. I suspect the Jumpmaster has more valid drop locations at close range (and particularly the area up to range 1 left and right of it and up to range 2 in front of it), but the K-Wing has a few more options at long range thanks to SLAM at speed 3. The Jumpmaster's large base is also going to limit its options when there are ships and obstacles in the way - place one asteroid on that diagram and your options drop off massively.

The Advanced SLAM Warden with the same loadout (A-SLAM instead of EI, Sabine instead of Cad Bane) also costs 2 points less for 1 less agility, an arguably worse dial (depending on how you value SLAM), no barrel roll, and a small base.

EDIT: Found some pics: https://www.facebook.com/groups/backtodials/permalink/1244360672349543/

Edited by EdgeOfDreams

Curious about:

Emon Azzameen (52)
Firespray-31 (36), Cad Bane (2), Bomblet Generator (3), Cluster Mines (4) x 2, Burnout Slam (1), Andrasta (0), Advanced SLAM (2)

Edited by Hawkstrike

I wonder if this will be followed by a FAQ that allows you to target lock enemy bombs to roll dice equal to your attack dice to blow them up in addition to your normal primary or secondary attack per turn.

Also i feel like if you pair that with some kind of chain reaction rule, that any bomb in range 1 of another bomb that explodes auto explodes, clearing "bomb fortresses" will be fun and easy. Or laying and triggering a trap will be scary.

Edited by Boom Owl
12 minutes ago, Hawkstrike said:

Curious about:

Emon Azzameen (52)
Firespray-31 (36), Cad Bane (2), Bomblet Generator (3), Cluster Mines (4) x 2, Burnout Slam (1), Andrasta (0), Advanced SLAM (2)

Probably a touch too expensive for what it does. I like a thin version with just Cad Bane, Bomblets, Slave I, and Long Range Scanners for a mere 41 points.

Too much on Emmon there. FS has a too nice of a gun to just leave unmodified. I'd try Dengar on there and put Cad Bane on third ship to discourage burning down Emmon first.

6 hours ago, EdgeOfDreams said:

I would be really interested to see the same sort of map for an Advanced Slam K-Wing, just to have a point of comparison. I suspect the Jumpmaster has more valid drop locations at close range (and particularly the area up to range 1 left and right of it and up to range 2 in front of it), but the K-Wing has a few more options at long range thanks to SLAM at speed 3. The Jumpmaster's large base is also going to limit its options when there are ships and obstacles in the way - place one asteroid on that diagram and your options drop off massively.

The Advanced SLAM Warden with the same loadout (A-SLAM instead of EI, Sabine instead of Cad Bane) also costs 2 points less for 1 less agility, an arguably worse dial (depending on how you value SLAM), no barrel roll, and a small base.

EDIT: Found some pics: https://www.facebook.com/groups/backtodials/permalink/1244360672349543/

Don't forget, you can do Burnout Slam and EI on a Jump as well to get EVEN STUPIDER bombing range.

Jumps are so frakking broken.

Edited by thespaceinvader
1 hour ago, thespaceinvader said:

Don't forget, you can do Burnout Slam and EI on a Jump as well to get EVEN STUPIDER bombing range.

Jumps are so frakking broken.

Yes.....the Scrugg is simply a Jumpmaster buff.

....and, it's stupid. I want to break the game first; so I'm trying easy mode first, then change up things till I find it ?

Edited by clanofwolves

I´ m interested in trying this out, one day....

Capt Nym (Scum 30) with TLT(6), EM (2), Conc Missiles (4), 2x Cluster Mines (8), Havoc, LRS and Minefield Mapper (0) - 50

2x Ywings with TLTs and UA - 50

---

100

You set up a relatively tight center and fill entry and exits with the 4 CMs... Zoomy Y Wings try to use the cover while pumping shots from the other side of the mines, while Capt Nym can directly assualt THROUGH THE MINES with his Conc missiles already locked and get cover and a probable lack of much return fire unless they are sporting side arcs. With the right turn 0 this could be a center tha´t is difficult for opponents to face without obligating mine/asteroid rolls, while 3 TLTs pump it out...

I like him more than the rebel one, myself, but they both look to be cool for the game