Thought Experiment: Three Resistance Bombers

By Biophysical, in X-Wing

Say you've got a Crimson Squadron Pilots (25 each). You add Crossfire Formation (2), Trajectory Simulator (1), Deflective Plating (1), Seismic Charge (2), Ordnance Silos (2) for a cool 33 points, basically the out of the box build. You can obviously get 3 of these.

What does that give you? You get a ton of health, and three pretty potent turrets with Crossfire Formation. The bombs let you saturate the area in front of you making jousting against you a very hard thing to do. So you slowly drift over the board putting out real turret damage and doing area denial with bombs.

This can definitely be made better with better bomb selection, but part if me really thinks that this is not crap. Hard to kill, hard to maneuver around, decently powerful turret, giant pile of hit points.

Am I crazy?

Yeah, you're crazy @Biophysical ... crazy like a FOX!

Ditch Crossfire and Deflective Plating and upgrade Seismic to Proton. Shields? We don't care about your steenking shields!

Edited by FTS Gecko

It depends what you will be facing. If you suddenly face multiple TLTs which decide to split up, it might not be so fun. Regen ships might also have no problem absorbing a seismic provided that they manoeuver to only get hit by one. Also 3 large bases will not be easy to manoeuver through an asteroid field.

I'm mot saying that it is bad by any means, but I would try it out on Vassal or something prior to throwing your wallet to the Rancor... unless of course if your wallet is Rancor sized, in which case, go nuts!

Yeah, they are too ugly.

Edited by Jo Jo
1 minute ago, Jo Jo said:

Yeah, they are too ugly.

Where's the dislike button?????

...anyway, good thing we have a dial now to try on Vassal once that gets updated. It's always worth trying, especially before making the decision to buy.

Edited by RStan

Crap, I just realized Crossfire Formation is defensive, not offensive. That ruins the build for me.

I've seen people (not on the forum) worrying about 3 generics with AC. Anybody here think that has any legs? I feel like even with PWT and the extra defense making these things take 2 hit potshots doesn't feel like it would be a very efficient use of the platform.

Just now, Biophysical said:

Crap, I just realized Crossfire Formation is defensive, not offensive. That ruins the build for me.

Yeah, I was going to mention that, but the ugliness. CF Formation is kind of a crap card.

Crimson Leader (36 pts.)
- Defective Plating
- Accuracy Corrector
- Bomblet Generator

Crimson Sq Pilot (32 pts.)
- Defective Plating
- Trajectory Simulator
- Ordnance Silos
- Thermal Detonators

Crimson Sq Pilot (31 pts.)
- Defective Plating
- Trajectory Simulator
- Ordnance Silos
- Seismic Charges

AC to guarantee the Leaders ability, he jets forward to Rattle an enemy for the next turn bomb launch. And maybe get a block to prevent the target from being able to take an action. By no means is this a great list, but a potentially a heap of fun.

I do like that "defective plating" is picking up

God alone knows what inspired ffg to blight an otherwise fine gimmick with yet more pointlessly game swinging RNG bull

Anyway, 3 HLC boats will probably kill one before it fires so eh

More relevantly, large bases are very clunky and 3 of them no less with bomb templates overlapping is going to be a massive hassel that I'd imagine is more trouble than it's worth

Why not four so you can run out of damage cards?

3 hours ago, Biophysical said:

Say you've got a Crimson Squadron Pilots (25 each). You add Crossfire Formation (2), Trajectory Simulator (1), Deflective Plating (1), Seismic Charge (2), Ordnance Silos (2) for a cool 33 points, basically the out of the box build. You can obviously get 3 of these.

What does that give you? You get a ton of health, and three pretty potent turrets with Crossfire Formation. The bombs let you saturate the area in front of you making jousting against you a very hard thing to do. So you slowly drift over the board putting out real turret damage and doing area denial with bombs.

This can definitely be made better with better bomb selection, but part if me really thinks that this is not crap. Hard to kill, hard to maneuver around, decently powerful turret, giant pile of hit points.

Am I crazy?

Maybe you are, maybe you are not.
I still think aces are back, which means PWT with 2 dice are ... dead.

Drop the ordnance silos, play bomblet generator (3) instead of the seismic charges, save a point on each ship?

Must be something interesting to add with 4 points to play with

13 minutes ago, namdoolb said:

Drop the ordnance silos, play bomblet generator (3) instead of the seismic charges, save a point on each ship?

Bomblet is unique.

https://geordanr.github.io/xwing/?f=Rebel Alliance&d=v4!s!279:245,237,-1,-1:62:33:;279:245,244,181,-1:62:33:;279:245,244,181,-1:62:33:&sn=Unnamed Squadron&obs=

Slightly stronger version of the original list. I guess your goal is to drift around and trap someone in your stressful bomb ****?

I'm still annoyed that FFG made yet another bomb-spam and turret ship and then proclaimed that bombing was just as important of a "pillar" as arc-dodging.

5 hours ago, Hawkstrike said:

Why not four so you can run out of damage cards?

If you ever run out of damage cards and can't assign damage to a ship, that ship is invincible, right?

17 hours ago, DR4CO said:

Bomblet is unique.

That is a thing; I did miss that,

However, if you switched one out to a bomblet generator then the other two could pack thermal detonators for stress inducing goodness.

**edit** just like Kaptin Krunch has done about two posts above me **edit**

Edited by namdoolb
Retcon to account for post previous to mine

Depends if 3 bomb tokens is enough saturation. I don't think it is.

I would be tempted to fly them with Trajectory Simulator, Ordnance Silo, and Proton Bombs.

On 11/22/2017 at 2:57 PM, Biophysical said:

Crap, I just realized Crossfire Formation is defensive, not offensive. That ruins the build for me.

I'd like it casually, but it's hopefully setting a precedent for better "formation flying" cards that will capitalize off of great maneuvering your ships to get back together at lower pilot skills, just that they kinda missed it this time...

I think Punishers are the big winners of the Trajectory Simulators. The first build I'll try is:

Cutlass Squadron Pilot (33) x 2
TIE Punisher (21), Trajectory Simulator (1), Extra Munitions (2), Unguided Rockets (2), Proton Bombs (5), Lightweight Frame (2)

“Deathrain” (34)
TIE Punisher (26), Trajectory Simulator (1), Unguided Rockets (2), Bomblet Generator (3), Lightweight Frame (2)

They're simply not going to die in a turn. You can't joust them and win, and they can easily funnel arc-dodgers into a joust, especially with Deathrain around. The only problem is that every decent PWT can solo the squad.

I'm also concerned about how irked Mu0n is going to be at having to add a forward-5 bomblet spawner to the Vassal module. ;)

Crimson Squadron Pilot (25)
Trajectory Simulator (1)
Seismic Charges (2)
Ordnance Silos (2)
Crossfire Formation (2)

Crimson Squadron Pilot (25)
Trajectory Simulator (1)
Bomblet Generator (3)
Crossfire Formation (2)

Poe Dameron (31)
Veteran Instincts (1)
R5-P9 (3)
Advanced Optics (2)
Integrated Astromech (0)

Total: 100

View in Yet Another Squad Builder


I think this is the better build if you insist on the title shanenigans.
Basically people will have to chose between a very tanky poe, or 12 HP bombers that focus every turn and throw bombs everywhere.
Gives you a win condition if poe survives.

14 hours ago, Kieransi said:

I would be tempted to fly them with Trajectory Simulator, Ordnance Silo, and Proton Bombs.

This may just be me, but I really, really want my deflective plating if I'm lobbing proton bombs around.....

On 11/22/2017 at 10:04 PM, ficklegreendice said:

I do like that "defective plating" is picking up

God alone knows what inspired ffg to blight an otherwise fine gimmick with yet more pointlessly game swinging RNG bull

I'm just working on "ignore a friendly bomb, once" as an effect and if if survives the experience, bonus! (It won't).

On 11/22/2017 at 8:57 PM, Biophysical said:

Crap, I just realized Crossfire Formation is defensive, not offensive. That ruins the build for me.

Yeah, if crossfire was 'when attacking' it'd be brutal. As it is - merely okay.

On 11/22/2017 at 10:04 PM, ficklegreendice said:

Anyway, 3 HLC boats will probably kill one before it fires so eh

Well, even if it dies before it shoots its popguns any bombs thrown will at least detonate.

They're pretty survivable - with 12 hits and 1 agility, even without a focus token or crossfire it should normally take 4 heavy laser shots to punch one out. If you drift into range 2 and crossfire formation comes into play before shots are fired, you may even need 4-5.

Not, I hasten to add, that they're actually going to win a trade of fire with cannon-armed gunboats.

Other thoughts: Crossfire is amazing but it does eat focus tokens like heck. An operations specialist (maybe on a nearby resistance falcon?) might be a good call.

Edited by Magnus Grendel