Havoc Bomber preview up

By Cubanboy, in X-Wing

Another thought- what is keeping a player from setting up clusters with scum nym with the mapper in a circle like shape that will allow him to circle within it endlessly, all the while getting tlt shots and a defensive bonus? Lol maybe harder to pull off in practice than in theory, but it sounds super annoying.

1 minute ago, Kdubb said:

Another thought- what is keeping a player from setting up clusters with scum nym with the mapper in a circle like shape that will allow him to circle within it endlessly, all the while getting tlt shots and a defensive bonus? Lol maybe harder to pull off in practice than in theory, but it sounds super annoying.

Most small ships should be able to take a single cluster mine hit and get into that circle or just drive a ghost through it.

9 minutes ago, nigeltastic said:

Most small ships should be able to take a single cluster mine hit and get into that circle or just drive a ghost through it.

Good. That is all I want to make them do. Fly into my bombs willingly. Lol.

7 hours ago, MaxPower said:

As an empire player, I'm beginning to feel irritated. Shouldn't we get cool bombers, too? Maybe in the form of an upgraded iconic ship... say... the bomber? Oh. I forgot. That one's a shuttle now.

7 hours ago, Suriel said:

As an Imperial player I feel almost cheated.

Neither of you think that this will do good things for the Tie Punisher? There have been a number of fixes with this wave (and 1 from the last) for the Tie Punisher. They include:

  • Bomblet Generator
  • Minefield Mapper
  • Unguided Rockets
  • Lightweight Frame

Someone else made a comment about how you can use Bombs on the Tie Punisher, but still have their crappy attack value.....except you now have Unguided Rockets to fix that, too! Bomblet Generator doesn't use your action. This can put a cheap Punisher with Bomblet Generator, LWF, and Unguided Rockets at 28 pts. PS 4 at 30 pts. Deathrain at 33 pts and PS 6.

8 hours ago, PhantomFO said:

Did I miss something?

There was a rumor going around in one the the twitch chats about how the Scurgg was so good that they are gonna nerf Sabine on arrival. Same type of talk happened back in March about X/7 and Palpatine and that they were testing nerfs.

1 hour ago, nigeltastic said:

Most small ships should be able to take a single cluster mine hit and get into that circle or just drive a ghost through it.

At which point you fly OUT of the circle and keep firing TLT and getting the defensive bonus while they have to fly through another mine to get out (or fly really well to get out the same hole they came in)

8 hours ago, atr127 said:

so, with minefield mapper, you can create a castle of about 12 cluster mines/connor nets around your entire squadron, and just sit there bumping yourself for 75 mins. sounds like super fun to me -_-

Cutlass Squadron Pilot 21
Minefield Mapper 0
Extra Munitions 2
Unguided Rockets 2
Cluster Mines 4
Cluster Mines 4
33
Cutlass Squadron Pilot 21
Minefield Mapper 0
Extra Munitions 2
Unguided Rockets 2
Cluster Mines 4
Conner Net 4
33
Cutlass Squadron Pilot 21
Minefield Mapper 0
Extra Munitions 2
Unguided Rockets 2
Cluster Mines 4
Conner Net 4
33

That 6 dice final salvo is a beast. Shame I'd make someone wait that long to get to it.

32 minutes ago, heychadwick said:

Neither of you think that this will do good things for the Tie Punisher? There have been a number of fixes with this wave (and 1 from the last) for the Tie Punisher. They include:

  • Bomblet Generator
  • Minefield Mapper
  • Unguided Rockets
  • Lightweight Frame

Someone else made a comment about how you can use Bombs on the Tie Punisher, but still have their crappy attack value.....except you now have Unguided Rockets to fix that, too! Bomblet Generator doesn't use your action. This can put a cheap Punisher with Bomblet Generator, LWF, and Unguided Rockets at 28 pts. PS 4 at 30 pts. Deathrain at 33 pts and PS 6.

See why guys like us still love the game... because: WE KNOW HOW TO PLAY IT CORRECTLY.

60SA.gif

THE GLORY CONTINUES!

IMP%2BTIE%2BDEF%2BNEW.png IMP%2BTIE%2BDEF%2BNEW.png

IMP%2BTIE%2BBOMBER%2BNEW.PNG IMP%2BTIE%2BBOMBER%2BNEW%2BVET.PNG IMP%2BTIE%2BBOMBER%2BNEW.PNG

IMP%2BTIE%2BPUNISHER%2BNEW.PNG IMP%2BTIE%2BPUNISHER%2BNEW.PNG

4 hours ago, Rakaydos said:
4 hours ago, Rakaydos said:

Just because they arnt actually discarded doesnt mean you can discard them twice to the same effect.

Because munition tokens arnt bombs.

I don't think it's as clearcut as you are pretending.

They count as bombs for the purpose of discarding:
"When you are instructed to discard an Upgrade card, you may discard 1 ordnance token on that card instead."

And you can keep discarding cards as long as you have them

2 hours ago, Marinealver said:

The good thing about this expansion pack is it is a true expansion pack with something for all factions, despite it being a dual faction (Scum and Rebel) there are things for the Imperials as well. Minfield Mapper is just ready for TIE Punishers, and bomblet generators along with unguided rockets is what the Imperial Bombers just been begging for. Move over Squints, let the Pods take care of the heavy lifting. However there is one thing the Imperials are getting stiffed on, the T-roll. Another Scum/Rebel ship with the T-Roll and all the 1st Order TIEs are still stuck on S-loops.

All in all, something for everyone. I think Imperial Bombers would be picking this up in a heartbeat.

TIE Bombers can't equip Bomblet Generator. It requires two bomb slots. Only the Punisher can as far as Imperials go.

8 minutes ago, GreenDragoon said:

I don't think it's as clearcut as you are pretending.

They count as bombs for the purpose of discarding:
"When you are instructed to discard an Upgrade card, you may discard 1 ordnance token on that card instead."

And you can keep discarding cards as long as you have them

It is quite clear cut.

You have 1 bomb with a munition token. You choose your bomb to be discarded by the map. That bomb has been affected by the map, and cannot be affected by the map again, even though you use a munition token to still have it.

Edited by Rakaydos

QUADJUMPERS!!!

cheap, bombs, Mapmines and Scavenger Crane!

Scavenger Crane and Extra Munition still works.

Jumpmaster will bombs too.

I love this expansion! Guess I will take 3 of them.

8 minutes ago, Cerve said:

QUADJUMPERS!!!

cheap, bombs, Mapmines and Scavenger Crane!

Scavenger Crane and Extra Munition still works.

Jumpmaster will bombs too.

I love this expansion! Guess I will take 3 of them.

Constable Zuvio (19)
Veteran Instincts (1)
Cad Bane (2)
Bomblet Generator (3)
Pattern Analyzer (2)
Cloaking Device (2)
Stealth Device (3)

Total: 32

View in Yet Another Squad Builder

I know the article has Mine Mapper drop the cluster mine tokens as a set in the example... But is there actually any rule written down that prevents you from dropping the tokens wherever seperately?

2 hours ago, heychadwick said:

Neither of you think that this will do good things for the Tie Punisher? There have been a number of fixes with this wave (and 1 from the last) for the Tie Punisher. They include:

  • Bomblet Generator
  • Minefield Mapper
  • Unguided Rockets
  • Lightweight Frame

Someone else made a comment about how you can use Bombs on the Tie Punisher, but still have their crappy attack value.....except you now have Unguided Rockets to fix that, too! Bomblet Generator doesn't use your action. This can put a cheap Punisher with Bomblet Generator, LWF, and Unguided Rockets at 28 pts. PS 4 at 30 pts. Deathrain at 33 pts and PS 6.

And they last how long against current meta lists? 2 turn each? Maybe even one Punisher destroyed a turn?

I get it these new upgrades do address some of Punisher downsides. UR bumps attack to 3 dice with limited modification. LWF will usually add extra green die. Maybe it will even make a difference and Punisher will survive 3 rounds of shooting. Bomblets, well, majority of forum ppl opted to have something like it as Punisher only upgrade. Instead Scum and Rebels got it as well, and have better chassis to use it.

We have overpriced piece of garbage, added some points, and we still have garbage but this time it's environment friendly.

Anyhow, I'm salty. I hope I'm wrong and Punisher will be the new overlord.

5 minutes ago, BoxerlessBossk said:

I know the article has Mine Mapper drop the cluster mine tokens as a set in the example... But is there actually any rule written down that prevents you from dropping the tokens wherever seperately?

Yes. The card for cluster mines shows they must be deployed together.

7 hours ago, Rakaydos said:

Extra munitions isnt a bomb. You can only discard each bomb once when minefield map goes off, which strips the munition token. You cant discard the same bomb again to the same map.

The wording on Extra Munitions says any time you are instructed to DISCARD a bomb, you may discard a token instead.

So when Minefield Mapper says DISCARD, that should include the bomb cards AND the EM tokens.

That's my reading anyway.

10 minutes ago, Tom1132 said:

The wording on Extra Munitions says any time you are instructed to DISCARD a bomb, you may discard a token instead.

So when Minefield Mapper says DISCARD, that should include the bomb cards AND the EM tokens.

That's my reading anyway.

You can't however trigger something more than once per opportunity.

Let's say you have a bomb with EM on. Minefield Mapper says 'discard bomb'. You can discard EM instead. However, now you have used Mapper on that bomb, so you can't do so again.

That being said, I so hope they FAQ it to work on all bombs and EM tokens, as I feel it's rather underwhelming otherwise.

Hy there,

imho the " Minefield Mapper" is a massive problem for epic players. 6 Ships using up to 4 bombs each (bomb, bomb extra ammo) can cluster the complete side of the enemy zone so there will be no close combat until at least one ship is sacrificed to open a small corridor to fly through.

Furthermore...when both players use those setups the game may become extremely boring since everyone stays out of range when noone dares to punch through the line of bombs.

The list shown earlier (3 punishers) already IS able to do this on 100pts but I am not sure if this as devastating as it would be on epic. Might be the "Minefield Mapper" will result in a new house rule for some epic players since it COULD be breaking the whole game. I dunno if it will be really that bad but it might happen. Just imagine adding a line of conner nets directly next to the line of clusters...

Still I am a fan of the expansion since I am not playin tournaments. And I really LOVE the upgrade it brings for punishers...but yet I am also pretty worried about the "Minefield Mapper".

Edited by shadowfriend

There are a lot of zero point upgrades for Nym:

Scum Nym 30

Adaptability 0

Autoblaster Turret 2

Bomblet Generator 3

Havoc 0

Long Range Scanners 0?

Collision Detector 0

Genius 0

Total 35pts

PS 9 and you can drop the bomblets before or after you move, CD for the rare occasion you want to roll through debris, LRSs are probably less useful.

Edited by Vandenberg
1 hour ago, Rakaydos said:

Constable Zuvio (19)
Veteran Instincts (1)
Cad Bane (2)
Bomblet Generator (3)
Pattern Analyzer (2)
Cloaking Device (2)
Stealth Device (3)

Total: 32

View in Yet Another Squad Builder

I still like Zuvio with Vizago+Cloacking, need to protect him.

But run 2 PS1 with a bomb and miners will works! They still cheap and add some tactical tool for this little bugs.

FFG has pretty much screwed Empire out of bombs these past 11 waves.

The Tie freaking Bomber , can't even take the Bomblet Generator.

Also, this expansion ain't fixing the Punisher lol. I'm sure no play tester even thought of that ship.

14 minutes ago, Tbetts94 said:

Also, this expansion ain't fixing the Punisher lol. I'm sure no play tester even thought of that ship.

Last wave gave Punisher LWF. This wave gives it Unguied Rockets and Mine Mapper. All are steps in the right direction IMO.

Given the quality of FFG playtesting,I'd rather they stick to small, incremental steps.

1 hour ago, Dr Zoidberg said:

Yes. The card for cluster mines shows they must be deployed together.

The card for cluster mines also says you have to drop them from a ship with a 1 straight maneuver though. Minefield Mapper ignores that part, so why not the part that forces you to drop the tokens together?

I just know someone is gonna pull this trick on me and I won't be able to rules-lawyer my way out of it..

Wait I'm confused: is this ship on a large or a small base? If it's a small base the dial is much better than expected!

Edited by Celez