Resistance Bomber

By SpiderMana, in X-Wing Squad Lists

Maybe I just want the Resistance Bomber to work, but I don’t see any lists with it at a quick glance here? What are people flying for it?

I only picked up one along with the Sheathipede for now, and flew them with Poe+FAA just to try out all the new toys. AP-5 is actually pretty great, though I put Kanan on him instead of Inspiring Recruit, which was a mistake. Either way, keeping the Bomber stress free and allowing it to stay put or one-turn twice in a row was awesome. Poe worked okay, but I’d taken PS8 for the points for Kanan. Which. Is not a mistake I’ll be repeating. Plus, that game was against 3x Kimogilas which... was interesting

Anyways, thoughts on the Bomber itself? I built a list with Nym and threw in AP-5 again to fill it out. See how that goes.

Bombs-Away ( 100 )

Captain Nym (Rebel) — Scurrg H-6 Bomber 30
Adaptability 0
Synced Turret 4
Extra Munitions 2
Harpoon Missiles 4
Sabine Wren 2
Cluster Mines 4
Conner Net 4
Guidance Chips 0
Ship Total: 50
"Crimson Leader" — B/SF-17 Bomber 29
Trajectory Simulator 1
Bomblet Generator 3
Ship Total: 33
Bandit Squadron Pilot — Z-95 Headhunter 12
Harpoon Missiles 4
Munitions Failsafe 1
Ship Total: 17

Bombs Away ( 100 )

"Crimson Leader" — B/SF-17 Bomber 29
Fire-Control System 2
Bomblet Generator 3
Sensor Cluster 2
Engine Upgrade 4
Crossfire Formation 2
Ship Total: 42
Rey — YT-1300 45
Push the Limit 3
Harpoon Missiles 4
Wookiee Commandos 1
Engine Upgrade 4
Millennium Falcon 1
Ship Total: 58

Here's what I've been running. 3&2 so far. It's a lot of jank to keep track of, and does not fare well against tanky Rebel stuff.... GD wookies.

Edit: Now 5&3.

Edited by Kleeg005

For a standard build, I'm thinking Trajectory Simulator, (bomb of choice - likely Bomblets or Proton/O.Silos), Deflective Plating, and possibly Weapons Guidance. WG is pretty effective at getting you two hits on two dice, and a Bomber is going to be beefy enough for the point investment to make sense. It doesn't make sense to add 2 points to the cost of a TIE, but if you're already in low to mid 30s with the turret (so you'll almost always have an opportunity to attack) and 12 hit points, I think it'd be a wise investment.

"Crimson Specialist" (27)
Trajectory Simulator (1)
Bomblet Generator (3)
Deflective Plating (1)
Crossfire Formation (2)

Crimson Squadron Pilot (25)
Trajectory Simulator (1)
Thermal Detonators (3)
Ordnance Silos (2)
Deflective Plating (1)
Crossfire Formation (2)

Warden Squadron Pilot (23)
Twin Laser Turret (6)
Sabine Wren (2)
Long-Range Scanners (0)

Total: 99

View in Yet Another Squad Builder

What do you guys think of this?

[Crimson Squadron]

100 points

PILOTS

“Crimson Specialist” (34)
B/SF-17 Bomber (27), Trajectory Simulator (1), Bomblet Generator (3), Crossfire Formation (2), Deflective Plating (1)

Crimson Squadron Pilot (36)
B/SF-17 Bomber (25), Trajectory Simulator (1), Proton Bombs (5), Ordnance Silos (2), Crossfire Formation (2), Deflective Plating (1)

Jess Pava (30)
T-70 X-Wing (25), R2-D2 (4), Primed Thrusters (1), Integrated Astromech (0)

Edited by BlodVargarna
On 13/12/2017 at 7:25 PM, theBitterFig said:

For a standard build, I'm thinking Trajectory Simulator, (bomb of choice - likely Bomblets or Proton/O.Silos), Deflective Plating, and possibly Weapons Guidance. WG is pretty effective at getting you two hits on two dice, and a Bomber is going to be beefy enough for the point investment to make sense. It doesn't make sense to add 2 points to the cost of a TIE, but if you're already in low to mid 30s with the turret (so you'll almost always have an opportunity to attack) and 12 hit points, I think it'd be a wise investment.

Could Acc Corrector be an even better investment? Of course, that means no Trajectory Simulator, but if you take action bombs instead, you don't need the simulator, or a focus for Weapons Guidance.

A guaranteed 2 hit turret range 1-3 isn't bad in my view...

@Cpt Barbarossa : my son suggested this on Crimson Leader and it has paid off in spades once I paired a Wookie Gunship with Tactician or the BTL-Stress Hogg with it. This ensures that my opponent has tough choices in their next activation because they will have Rattled and stress(es) to manage.

5 hours ago, Cpt Barbarossa said:

Could Acc Corrector be an even better investment? Of course, that means no Trajectory Simulator, but if you take action bombs instead, you don't need the simulator, or a focus for Weapons Guidance.

A guaranteed 2 hit turret range 1-3 isn't bad in my view...

I'm not sure. Accuracy Corrector is going to be effective offensively, but I don't know what bomb loadout is going to be most effective overall. I'm kind of starting with the presumption that dial-bombs without TS and Action bombs won't really be worth it compared to Trajectory Simulator will be fairly strong on the ship. If it's true that you want TS/dial bombs, then Weapons Guidance is your best choice to get consistent offense. It also mixes the ships offensive abilities a bit better. AccC is all-in on one method of dropping bombs, while TS allows either drop or launch.

I don't have a bomber yet... but when I do...

"Crimson Specialist" (27)
Trajectory Simulator (1)
Ordnance Silos (2)
Proton Bombs (5)
Deflective Plating (1)
Crossfire Formation (2)

Han Solo (TFA) (46)
Predator (3)
Courier Droid (0)
Sabine Wren (2)
Scavenger Crane (2)
Proton Bombs (5)
Smuggling Compartment (0)
Countermeasures (3)
Millennium Falcon (1)

Total: 100

View in Yet Another Squad Builder

Competitive? Probably not. Hilarious. for sure.

3 hours ago, theBitterFig said:

I'm not sure. Accuracy Corrector is going to be effective offensively, but I don't know what bomb loadout is going to be most effective overall. I'm kind of starting with the presumption that dial-bombs without TS and Action bombs won't really be worth it compared to Trajectory Simulator will be fairly strong on the ship. If it's true that you want TS/dial bombs, then Weapons Guidance is your best choice to get consistent offense. It also mixes the ships offensive abilities a bit better. AccC is all-in on one method of dropping bombs, while TS allows either drop or launch.

I agree, AC leads toone specific type of build, but i'm tempted to know just how effective a build it can be...on paper in any case, i like it!

The resistance Bomber had a pilot, tailgunner, and a crewman on board in the movie. Very annoying that tge game ship has only a pilot.

22 minutes ago, Pooleman said:

The resistance Bomber had a pilot, tailgunner, and a crewman on board in the movie. Very annoying that tge game ship has only a pilot.

I want my Paige crew! (1 pt, drop a bomb when your ship is destroyed, even if you have already dropped a bomb this turn)

And Rose crew. (1 pt, at the end of the turn, you may flip a damage card face down, then roll a die. On a [??] result, discard this card)

And Poe crew. (2 pts, once per turn, when another friendly ship is defending at range 1-3, it may convert a focus result to an evade)

This is K2SO all over again.

On 12/14/2017 at 0:15 PM, BlodVargarna said:

What do you guys think of this?

[Crimson Squadron]

100 points

PILOTS

“Crimson Specialist” (34)
B/SF-17 Bomber (27), Trajectory Simulator (1), Bomblet Generator (3), Crossfire Formation (2), Deflective Plating (1)

Crimson Squadron Pilot (36)
B/SF-17 Bomber (25), Trajectory Simulator (1), Proton Bombs (5), Ordnance Silos (2), Crossfire Formation (2), Deflective Plating (1)

Jess Pava (30)
T-70 X-Wing (25), R2-D2 (4), Primed Thrusters (1), Integrated Astromech (0)

This could be harsh. That's a lot of health, and a lot of board control. If I get a second bomber for Christmas, I may have to steal this. Although, huh. Maybe drop R2-D2 and Bomblet Generator for Silos and Seismics on the first Bomber, and a different 'Mech on Jess. I just don't trust dice, ha ha.

3 hours ago, Kleeg005 said:

This could be harsh. That's a lot of health, and a lot of board control. If I get a second bomber for Christmas, I may have to steal this. Although, huh. Maybe drop R2-D2 and Bomblet Generator for Silos and Seismics on the first Bomber, and a different 'Mech on Jess. I just don't trust dice, ha ha.

The thing I like with regen on Jess is with her re-rolls she will be very tanky

FAA on Jess would be great, but i guess if she wants to stay in formation anyway, might as well take R2-D2

I don't remember the exact build, but it was close enough to:

Crimson specialist

Deflective plating

Ordnance silos

Thermal detonators

Trajectory simulator

Captain nym

Bomblet generator

Autoblaster turret

Sabine

VI

Gold sq y-wing

Dorsal turret

Btl-a4

Flight assist astro

Bomb loadout

Cluster mines

Extra munitions

It played out quite nicely. After i parked the y-wing on a rock it got obliterated, but to be honest i over used the astromech and approached too fast with the y which definitely contributed to it's death.

Only used the trajectory simulator once, but crimson specialist's ability is the nuts btw, it just gives you so much flexibility in where the bombs go down, anywhere within range1 of this guy is like a death zone.

Might try and get havoc on nym so he can have a trajectory simulator too, just need to put another ship in the list which can carry sabine.

A Crimson Squadron Pilot w/ Silos, Clusters, Collision Detector, and Pattern Analyzer is brutal, and VERY able to drop those mines exactly where you want them. Not to mention, for 33 points, it can slide into many lists. You could also throw Accuracy Corrector on it instead of the detector if you had the points.

Cobalt Leader with that same bomb loadout, but Enhanced Scopes, pairs great with Nym, who can freeze the bomb in place if desired.

Crimson Leader with Bomblets, Accuracy Corrector, Pattern Analyzer, and Engine Upgrade is expensive, but a real presence on the board. The title and deflective plating are optional.

The reason the B/SF-17 doesnt have a crew slot is that it would be insanely broken. Equipping Sabine on it would give an additional bomb for Ordnance Silos to work on, giving it EIGHT bombs. Equipping Hera on it would let it sit still as long as it liked, hucking bombs. Those are just the two immediate examples.

Sometimes game balance has to take precedence over being 100% film accurate.

Edited by MalusCalibur
11 hours ago, MalusCalibur said:

The reason the B/SF-17 doesnt have a crew slot is that it would be insanely broken. Equipping Sabine on it would give an additional bomb for Ordnance Silos to work on, giving it EIGHT bombs. Equipping Hera on it would let it sit still as long as it liked, hucking bombs. Those are just the two immediate examples.

Sometimes game balance has to take precedence over being 100% film accurate.

Oh, no doubt.

Hera might be a major issue.* Ordnance Silos + Sabine not so much, since you could revise the wording on OS to "add three ordnance tokens to equipped bomb upgrades in any combination you choose" or suchlike. Still, for game balance, I'm glad there aren't crew slots on this specific ship.

But I still want my crew cards. Fact remains, this is an omission every bit as egregious as the lack of K-2SO. The issue is that there isn't necessarily a good expansion format for crew card releases. I don't want to buy another U-Wing, for example. Maybe some sort of transport pod ( https://www.lego.com/en-us/starwars/products/resistance-transport-pod-75176 ) will get released, but they just did the Sheathipede and there aren't too many other obvious releases for Resistance-era crew upgrades to be released.

I've been stumping for campaign packs for a while. It seems like three obvious eras to me: A Rebels/Rogue 1 era set (Lothal to Scarrif: Birth of A Rebellion), an original trilogy one (Yavin to Endor: Fall of An Empire), and a new trilogy one (Jakku to [Crait]: Saga of The First Order). I'd set them up like Most Wanted: they'd have ships, but also stuff for ships they don't actually have in the box. These would give crew which had been overlooked (K-2SO, Rose, perhaps a new Leia), fixes for some ships (X-Wing, naturally, but say an alternate Bomb title for a Striker, or something for the G-1A), and cardboard tokens to expand others without including extra models. I mean, it'd be great to get more U-Wing or Quadjumper pilots and upgrades, but we don't need an aces pack for Quadjumpers or G-1A. Likewise, I'd put in an "assault variant" on the B/SF-17 which wouldn't have bomb slots, but would have crew slots (maybe also a team slot and energy? That'd be spicy), and a few pilots for it.

* Hera and unlimited stalls + bombs may or may not work. Personally, I'm of the interpretation that Hera allowing you to reveal red maneuvers while stressed obviates the entire rule which prevents you from performing effects other than those which change your dial away from a Red move. However, I know that some folks might read it differently, and wouldn't allow a stressed ship doing a stall to drop a bomb, even with Hera equipped.

The best way to fly a Crimson Squadron Pilot is with two other Crimson Squadron Pilots. Three large base ships with 4 bombs each have a huge amount of board control.

Crimson Squadron Pilot
Ordinance Silos
Seismic Charge
Trajectory Simulator
Crossfire Formation
Deflective Plating
33 points

Crimson Squadron Pilot
Ordinance Silos
Seismic Charge
Trajectory Simulator
Crossfire Formation
Deflective Plating
33 points

Crimson Squadron Pilot
Ordinance Silos
Seismic Charge
Trajectory Simulator
Crossfire Formation
Deflective Plating
33 points

Was riding home on the metro making silly lists, saw this thread and well here you go:

Need the Bid on Han to try to place last, Sabine for the surprise Cluster mines in your face turn one + to give boomlets extra teeth.

Accuracy corrector so you’re always getting 2 hits, saving focus for defense, sensor clusters so you will (almost) get 1 evade. Was thinking about the title but it’s never done squat for me so, 3 point bid seems better call.

Han YOLO (97)

Han Solo (61) - YT-1300
Veteran Instincts (1), C-3PO (3), Sabine Wren (2), Millennium Falcon (1), Engine Upgrade (4), Cluster Mines (4)

"Crimson Specialist" (36) - B/SF-17 Bomber
Accuracy Corrector (3), Bomblet Generator (3), Sensor Cluster (2), Deflective Playing (1)

Edited by BlodVargarna

When I first got the bomber, I was trying combos with Nym. I think this might still work best with a third ship in support - maybe Sheathipede or even a T-70. I use the TIE with Sabine carrot as a big distraction in this list. (And I know the Minefield Mapper can only throw out one set of Clusters, but it helps with board control and you still have a few more Clusters left to drop.)

Crimson Leader (38)

Minefield Mapper, Ordinance Silos, Cluster Mines, Advanced Optics, Deflective Plating

Captain Nym (40)

Trick Shot, Seismic Torpedo, Synced Turret, Bomblet Generator, Havoc, Trajectory Simulator

Zeb Orrelios (22)

Sabine's Masterpiece, Captured TIE, Cloaking Device, Sabine Wren, Proximity Mines

So went top 8 at PAX south system open and won a local tourney with this list:

Captain Nym

TLT

Sabine

Bomblet Gen

Trick Shot

Crimson Specialist

Deflective plating

Trajectory Simulator

Thermal dets

Ord Silos

T-70 Rookie

Integrated Astro

Flight assist Astro

Later version which I think is better:

swap trick shot for VI on Nym and swap the T-70 for Tarn Mison, IA and flight assist.

The list is about board control, the T-70/X-wing is either a blocker or if ignored can be a decent damage dealer, the Bomber dies early and often but blocks and with either a 0 move or bump can get 1-2 rounds of bomb work in. The big problem is lower mov as you usually lose the bomber.

Edited by arsuf476