Havoc Bomber preview up

By Cubanboy, in X-Wing

11 minutes ago, PhantomFO said:

He has his own counters, though. Ion Damage seems like it should ruin this guy's day. Kylo Ren crew can tag him with a Damaged Cockpit to force him to PS0. And while the Accuracy Corrector will let him reserve his token for defense, he's still only one agility with 10 HP. He'll melt quickly under focused fire if you're not careful.

or just shoot him

1 agi; not miranda (or norra)

won't last long

not to mention arc-dodging isn't that easy with just b-roll regardless of facing concerns. you'll learn to play around him and bombs when the poor guy can't even do a 3-turn without stressing himself

Edited by ficklegreendice
1 hour ago, BlodVargarna said:

All this bomb junk. Why even bother fly anymore? X Wing Miniatures is wearing a leather jacket while water skiing headed towards the ramp ...

THE SHARK MUST BE JUMPED! THAT IS WHY WE STILL FLY!!!!

Arcdodging is actually really easy when you arent worried about your own arc too...

range 1 only, small base

no boost, no double actions

nym ain't super dash

Edited by ficklegreendice
19 minutes ago, ficklegreendice said:

range 1 only, small base

no boost, no double actions

nym ain't super dash

It's funny you say that, because right now over on Reddit there's someone presenting their Nym build with PTL, TLT, and Engine Upgrade and directly comparing him to Super Dash. Link to thread .

I like this monster on a small base.

23 minutes ago, EdgeOfDreams said:

It's funny you say that, because right now over on Reddit there's someone presenting their Nym build with PTL, TLT, and Engine Upgrade and directly comparing him to Super Dash. Link to thread .

well that's not the AC autoblaster build presented, is it :P ?

also, they can compare it if they want, but it ain't super dash

kinda difficult to articulate how stupid a difference a large base that can ignore obstacles has when it comes to trivially arcdodging/outranging everything (oh lord, and I forgot Kanan crew!)

it's also ps 8, which is below typical imp aces and rau

very interested in the pseudo mine-fields he'll leave behind and the positioning you'll have to do to work around it, though

Edited by ficklegreendice
25 minutes ago, EdgeOfDreams said:

It's funny you say that, because right now over on Reddit there's someone presenting their Nym build with PTL, TLT, and Engine Upgrade and directly comparing him to Super Dash. Link to thread .

Hah, you can do crazier with AdSensors. You can boost/barrel roll, drop a bomb, then take off.

32 minutes ago, ficklegreendice said:

well that's not the AC autoblaster build presented, is it :P ?

also, they can compare it if they want, but it ain't super dash

kinda difficult to articulate how stupid a difference a large base that can ignore obstacles has when it comes to trivially arcdodging/outranging everything (oh lord, and I forgot Kanan crew!)

it's also ps 8, which is below typical imp aces and rau

very interested in the pseudo mine-fields he'll leave behind and the positioning you'll have to do to work around it, though

If you do rebel you could kanan crew on Nym too :P. But yah, small base means you don't move as far with repositioning, and not ignoring obstacles is a big difference.

2 hours ago, benbaxter said:

Umm... How did you handle the Hawk?

Hyperbole, my friend :L

On 19/6/2017 at 10:29 AM, thespaceinvader said:

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.

What?? Man that's weird, you ARE deploying 2 bombs in the same turn (:

4 minutes ago, Cerve said:

What?? Man that's weird, you ARE deploying 2 bombs in the same turn (:

What?

Deploying =/= detonating.

Deploying is dropping out the back of the ship. ONce they've been dropped, you're not deploying them any more, they just stay on the board until the game says to remove them.

Detonating is removing from the board.

You deploy one bomb, it remains on the board, then you deploy another one the following turn. It's no different in functionality to dropping a conner net in one turn, having it not go off, and then dropping another one the following turn, and having someone run over both in the same move. I.e. perfectly legal.

15 minutes ago, thespaceinvader said:

What?

Deploying =/= detonating.

Deploying is dropping out the back of the ship. ONce they've been dropped, you're not deploying them any more, they just stay on the board until the game says to remove them.

Detonating is removing from the board.

You deploy one bomb, it remains on the board, then you deploy another one the following turn. It's no different in functionality to dropping a conner net in one turn, having it not go off, and then dropping another one the following turn, and having someone run over both in the same move. I.e. perfectly legal.

Oh ok, I was saying that in response about dropping the Bomblet, move, then drop any action bomb (like a Conner Net).

Doing what you are saying is totally legal, yep

Just now, Cerve said:

Oh ok, I was saying that in response about dropping the Bomblet, move, then drop any action bomb (like a Conner Net).

Doing what you are saying is totally legal, yep

I never suggested anyone should do that, and indeed there are very few ships that could even if it were legal.

Edited by thespaceinvader

Just flew against Sol last night on Vassal. With advanced sensors, engine upgrade, and PTL. It was a very tricky ship!

I wound up eating more than my fair share of bomblets, so lesson learned.

If I were to build a hard counter to this ship, I'd definitely put a tractor beam and/or ion cannon in my list. The 1 agi on the scrrrrrrg will be its downfall.

1 hour ago, BlodVargarna said:

Just flew against Sol last night on Vassal. With advanced sensors, engine upgrade, and PTL. It was a very tricky ship!

I wound up eating more than my fair share of bomblets, so lesson learned.

If I were to build a hard counter to this ship, I'd definitely put a tractor beam and/or ion cannon in my list. The 1 agi on the scrrrrrrg will be its downfall.

:D

btw, sabine and bomblet combo can deliver some damage tho

Thing about that is they smartly made bomblet generator on reveal rather than an action

Kwing doesnt want it. So either they sacrifice SLAM-bombing, or they take a second very expensive ship (rebel Nym) to use the bomblet generator. Nym will be 33pts with JUST the generator, and he wont do jack all like that other than drop bombs every turn. A one-trick pony is easily dealt with.
Which is shockingly too expensive to field Nym, Miranda, and Biggs in a list. W/o sabine and ADV Slam, it comes to 100pts flat and thats literally just Nym with Bomblets, Biggs w/ his 1pt droid and IA, and Miranda w/ TLT/Conner/EM lol. A good list that is not.

Edited by Vineheart01
14 hours ago, Tom1132 said:

Hyperbole, my friend :L

I'm not a mathematician or anything, but it feels like that shape would be better for an X-wing or Viper than a Hawk. But hey, as long as you got it working, good on ya!

:P

K-wings love Bomblets too. Only one point more than a Seismic but you get have an unlimited number of them. Miranda with Sabine would love it since she usually doesn't use that third bomb slot anyway.

1 hour ago, alien earth said:

btw, sabine and bomblet combo can deliver some damage tho

It definitely adds a level of consistency that wasn't present with bombs before. Not sure how I get the image of Samus dropping bombs in the og Metroid games out of my head, though.

56 minutes ago, ArbitraryNerd said:

Not sure how I get the image of Samus dropping bombs in the og Metroid games out of my head, though.

This makes me so happy. Sabine/Samus is my new favorite crossover crack pairing.

For everyone fretting that Imps aren't getting any cool toys:

GUNBOAT. Wave 12. I can feel it.

So Carolina Krayts have a bit of analysis in their last podcast notes regarding what the Scrugg will do for a bombing Jumpmaster (yes, I know, these guys do perform content at times within the bounds of rants and mind-less funny blather):

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

" H3bM1JK.png

It's not that the Scrugg is OP --which it probably is better than most ships of the past few waves save the Jumpmaster and Protectorate-- but that it could make the already crazy OP Jumpmaster have another amazing platform; Mr. Torpedo Boat Jumpmaster, meet Mr. Bomb Boat Jumpmaster. Great, another way that this OP chassis gets toys. They had to see this coming; play-testing strikes again!

Yeah the jm5ks continue to be bull

But once again i feel we're overvaluing in the SCURGG at the bade level, ie in any capacity apart from named bombers

Outside jm5ks, there are oodles of ships that would be it in a firefight for less or comparable cost

The biggest is obviously Miranda, but id also point to stuff like x7s, sfs, even thr aggressor or Y or the ARC (ESP norra, SCURGG aint got **** on Norra)

and given that the generics dont do anything special regarding bombs, well i doubt theyll see much use

Also, regarding trolls, i love them but without a k to give flexibility i fear thryll be far more predictable than people may realize.

In short, more jm5k tech = bad; SCURGG = fine not even particularly outstanding save for named bombing

Edited by ficklegreendice