Havoc Bomber preview up

By Cubanboy, in X-Wing

Can someone save me searching 11 pages: Can Captain Nym prevent the opportunity for a Seismic, Proton Bomb, etc. to detonate so that it blows up at the start of the following activation phase?

That could be some mind-game control tech.

8 minutes ago, Rinzler in a Tie said:

Can someone save me searching 11 pages: Can Captain Nym prevent the opportunity for a Seismic, Proton Bomb, etc. to detonate so that it blows up at the start of the following activation phase?

That could be some mind-game control tech.

Yes. You prevent it from detonating, so it sticks around and tries to detonate the next round (unless you stop it again). You could keep a proton bomb around on the map all game until an enemy ship gets in range.

2 hours ago, VanderLegion said:

Yes. You prevent it from detonating, so it sticks around and tries to detonate the next round (unless you stop it again). You could keep a proton bomb around on the map all game until an enemy ship gets in range.

So you could Bomblet, one forward, prevent, Bomblet then two forward OR one forward and Clusters?

They're really pushing bombs. Cad Bane makes Clusters and Prox Mines more playable. Scum gets a Sabine

Pushing bombs is a good thing.

Just wish this meant anything for Y-Wings.

5 hours ago, VanderLegion said:

You can do the same thing with cluster mines. You don't need to hold out a maneuver bomb with bums ability from mapper to block a lane. I see it more for dropping bombs where your opponent got out of range opponent got out, or flying over your own mines.

Sure, but blocking a lane with Clusters means spending squad points and a Cluster opportunity later. Plus, unless you're Scum Nym, Clusters block off the flight path for you as well. Not so much with a Bomblet.

I've been enjoying Deathfire competitively lately.
No Deathfire goodies :(

Might try running Unkar Plutt (17) with Spacetug Tractor Array (2), Cad Bane (2), Bomblet Generator (3), Pattern Analyzer (2), and Cloaking Device (2) for a total of 28 points (which is probably 8 too many on a Quadjumper) casually though.

Edited by DragoonKainKatarn
Missed parenthesis added
45 minutes ago, DragoonKainKatarn said:

I've been enjoying Deathfire competitively lately.
No Deathfire goodies :(

Might try running Unkar Plutt (17) with Spacetug Tractor Array (2), Cad Bane (2), Bomblet Generator (3), Pattern Analyzer (2), and Cloaking Device (2) for a total of 28 points (which is probably 8 too many on a Quadjumper) casually though.

Bomblets are deathfire goodies. Bomblets LWF and unguided rockets should be a decent loadout for him and he'll be cheap set up that way. Cheap enough? We'll see...

5 minutes ago, thespaceinvader said:

Bomblets are deathfire goodies. Bomblets LWF and unguided rockets should be a decent loadout for him and he'll be cheap set up that way. Cheap enough? We'll see...

Deathfire can't use bomblets, bomber only has one bomb slot. You thinking deathrain?

1 hour ago, VanderLegion said:

Deathfire can't use bomblets, bomber only has one bomb slot. You thinking deathrain?

Quite right.

Yeah nothing for Deathfire here. Fortunately Deathfire is pretty fine already. Chuck Unguided Rockets and LWF onto his normal build, laff

6 hours ago, Rinzler in a Tie said:

So you could Bomblet, one forward, prevent, Bomblet then two forward OR one forward and Clusters?

They're really pushing bombs. Cad Bane makes Clusters and Prox Mines more playable. Scum gets a Sabine

I think the faq says that you can't DEPLOY 2 bombs in the same turn, not that you can't let detonate 2 of them per turn.

So you can't.

3 minutes ago, Cerve said:

I think the faq says that you can't DEPLOY 2 bombs in the same turn, not that you can't let detonate 2 of them per turn.

So you can't.

The rules say you can't deploy two bombs in the same turn, not the FAQ.

Nothing stops two bombs detonating in the same turn. So there's no reason this wouldn't work, and this is presumably why they included two bomblet tokens in the pack.

Yeah, I wasn't suggesting two bombs per turn, just detonating two "reveal" bombs very close to another and closing a large area.

Sabine on there and boom.

Also, with Sabine, Nym gets Bomblet and Clusters. Woof..sorry, just getting to make some lists with this. Bombs are here to stay lol

Bomb wing miniatures game! :wacko:

Rebel Nym + Sabine scenario:

Any friendly ship places a cluster mine directly on an enemy ship that already activated this round. Two cluster tokens overlap the enemy ship. You could allow one to detonate, add Sabine damage and prevent the second one from detonating until the start of the next round. It's a new round, so you get a new opportunity for Sabine to add damage.

Can anyone see a reason that doesn't work?

1 minute ago, jmswood said:

Rebel Nym + Sabine scenario:

Any friendly ship places a cluster mine directly on an enemy ship that already activated this round. Two cluster tokens overlap the enemy ship. You could allow one to detonate, add Sabine damage and prevent the second one from detonating until the start of the next round. It's a new round, so you get a new opportunity for Sabine to add damage.

Can anyone see a reason that doesn't work?

It would only work if the ship subsequently moved over or landed on the bomb you delayed. It wouldn't trigger just because a new round started, but otherwise, it would be legit.

39 minutes ago, BlodVargarna said:

Bomb wing miniatures game! :wacko:

Not really

You can position around bombs with any squad, but you csn also avoid them rather trivially with small aux arcs/turrets and dash

25 minutes ago, jmswood said:

Rebel Nym + Sabine scenario:

Any friendly ship places a cluster mine directly on an enemy ship that already activated this round. Two cluster tokens overlap the enemy ship. You could allow one to detonate, add Sabine damage and prevent the second one from detonating until the start of the next round. It's a new round, so you get a new opportunity for Sabine to add damage.

Can anyone see a reason that doesn't work?

I do not think that it would detonate in the 2nd case unless the ship was positioned towards the back of the bomb template causing them to place their maneuver template on top of the bomb when they attempted to move off of it causing the mine to trigger a 2nd time (similar to an obstacle trigger).

8 minutes ago, ficklegreendice said:

Not really

You can position around bombs with any squad, but you csn also avoid them rather trivially with small aux arcs/turrets and dash

If I was flying Mine Mapper against Dash I'd seed all the rocks with Conner Nets so he couldn't drive over them :D

I'm pretty pleased by NON-action bombs, just fly casual and throw them at your opponent! Dial is not the best, but couldn't expect too much from Havoc, it has access to turret so fly how you like because no need for trying to catch anyone in your arc, crew slot also adds huge advantage for Havoc can't even start with that. This is a ship that has access to the best possible upgrade slots there is, but at least not same time, it's been restricted a bit!

I think Scum and Rebels just got bumped in huge way! Not so happy to see that K-wing has access to this generator, would have been better Scurgg/Havoc only, just because Sabine again makes this way better, not to mention the Minefield Mapper!!! Makes me happy to be Scum player!! :ph34r:

swx65-bomblet-generator.png

Is it just me or is there going to be difficulty remembering whose bombs are whose in mapper-versus-mapper fights? It's going to matter a lot with Cad and both Nyms and Sabine around.

E: also, is the Havoc's the cockpit the Hot Shot Copilot sits in in its card art?

Edited by thespaceinvader

Actually, I just realised what really gets to me about Scum Nym: not only is his ability not as revolutionary as his rebel counterpart (sure, it's cool, but it's not 'make your opponent totally rethink future moves' cool), but... The scurrg doesn't have an 'ace'.

Punisher has redline, K-wing has Miranda, bombers have both rhymer and mux... All these bomb platforms have options to do something else, too.

The scurrg boasts secondary weapons, turrets, and a solid primary weapon. But not one pilot has a single thing to care about any of those options.

Compare to the insanity they handed the aggressor, and even thoughts like rebel-nym would've had plenty of fun if he and the PS6 pilot both swapped abilities (because aiming bombs is even more fun when you know where you're wanting them)... Yeah, they've missed an opportunity here, in the name of a bomb fixation. Hmm.

I guess we'll have to see how the PS1 generic does with those cool upgrade slots instead, eh?

... Who am I kidding it's just autoblasters or TLTs with one point crews, isn't it...

5 hours ago, thespaceinvader said:

Quite right.

Yeah nothing for Deathfire here. Fortunately Deathfire is pretty fine already. Chuck Unguided Rockets and LWF onto his normal build, laff

Yeah, he's been tons of fun.
Recently I got 9th at a 60+ person tournament which netted me 1 each of the Regional dice and I won my first tournament ever, a 6 person event (but with some reputably tough opponents who have wiped the floor with me previously, so whilst modest successes, I'm quite pleased) with Deathfire.

My build for him at the moment is LRS, Homing Missiles, Extra Munitions, and Cluster Mines in a fleet with TIE/D Vessery with Ion Cannon and Crack Shot and Backdraft with FCS, Score to Settle, and LWF.

I'm not sure if I already am paying for Extra Munitions (for his bombs) if I want to pay 3 points for unlimited rockets when I can give him the heavy hitting missiles for a point or two extra.

2 minutes ago, DragoonKainKatarn said:

Yeah, he's been tons of fun.
Recently I got 9th at a 60+ person tournament which netted me 1 each of the Regional dice and I won my first tournament ever, a 6 person event (but with some reputably tough opponents who have wiped the floor with me previously, so whilst modest successes, I'm quite pleased) with Deathfire.

My build for him at the moment is LRS, Homing Missiles, Extra Munitions, and Cluster Mines in a fleet with TIE/D Vessery with Ion Cannon and Crack Shot and Backdraft with FCS, Score to Settle, and LWF.

I'm not sure if I already am paying for Extra Munitions (for his bombs) if I want to pay 3 points for unlimited rockets when I can give him the heavy hitting missiles for a point or two extra.

Personally I'd go for keeping him cheap and giving him an option that doesn't need him to have a TL, unless you're running him with something with Targetting Synchroniser.

Plus, LWF makes him pretty tough for his size.

He's only 27 points with this loadout: EM, Cluster or Conner, LWF, UR, and I suspect it'll be an excellent flanking control piece. Can't ignore him, but he's not trivial to approach with the other 3/4 of a list burning down the other flank.

4 minutes ago, thespaceinvader said:

Personally I'd go for keeping him cheap and giving him an option that doesn't need him to have a TL, unless you're running him with something with Targetting Synchroniser.

Plus, LWF makes him pretty tough for his size.

He's only 27 points with this loadout: EM, Cluster or Conner, LWF, UR, and I suspect it'll be an excellent flanking control piece. Can't ignore him, but he's not trivial to approach with the other 3/4 of a list burning down the other flank.

In a vacuum, I'd agree with you regarding the target locks.
In the case of running beside TIE/D Ion Vessery, I prefer him to grab the target locks.

The EM, Clusters, Homings, and LRS only comes to 28 points, I send him flying in formation with Vessery and Backdraft. He frequently gets picked out as the most appealing target (which is fine by me), but I haven't had him die on the first engagement *yet* and once he gets in that furball he can always find the right space for the Clusters.

19 hours ago, kris40k said:

Still sounds fun for blocking off approach lanes, although Empire really needs an equitable damage boosting Crew member to really make them as scary as Rebel and Scum mines.

This is a REAL big design hole FFG has dug themselves into; not balanced in the least.

12 hours ago, Rinzler in a Tie said:

They're really pushing bombs. Cad Bane makes Clusters and Prox Mines more playable. Scum gets a Sabine

This.

12 hours ago, Captain Lackwit said:

Pushing bombs is a good thing.

Just wish this meant anything for Y-Wings.

I'm not so sure about this, this could make the game less about the game concept of, "take control of powerful Rebel X-wings and nimble Imperial TIE fighters!" What the hell is this game turning into anyway? No casual fan will have a f***ing idea what this game is when they see these ships being played at the LGS, no idea.

8 hours ago, DragoonKainKatarn said:

I've been enjoying Deathfire competitively lately.
No Deathfire goodies :(

This is Scum-Wing, stop with your TIE Bomber flying my friend; unless it's Epic....and casual.