How to bomb like a pro?

By Blail Blerg, in X-Wing

Okay. So. Does anyone want to explain high-level bombing to the wide online world? Preferably with pictures.

I'm asking most specifically about bombing at the very high meta T1 level. What you'd use to yknow Heaver up a Worlds. Does it still work now post-FAQ??

What are the general principles?

What's the best bomber? Why?

How do you avoid normal efficiency issues: losing focus to drop, being in front of your enemy?

I saw that crazy Cluster Bomb from the side in that worlds game with Miranda.

Not sure if i am sufficiently qualified to speak on this (i'm almost certainly not). However.....

General theory says that unless you know with some certainty where the enemy is going to go, then you should look to place your bombs not where you expect them to be, but rather where you don't want them to go.

Right now i think the best bomber is nym, resistance bomber may be able to supplant him, but since it's more or less untested right now i wouldn't like to guess.

Nym avoids quite a few of the issues you note with drop on reveal bombs, either by advanced sensors pre-maneuver shenanigins or by genius. Also the typically ps10 build means you have near perfect positional information when you drop your bombs.

K-wing might still be the best action bomber, but the A-slam nerf really did a (well deserved) number on them, not sure where action bombs stand anymore. They can still do their thing with experimental interface (i think), but that is more expensive and a lot more restrictive.

All of the above is correct.

You can still do experimental interface bombing with Miranda like namdool said. One more point and stresses you, making your next turn more predictable.

I fly Nym quite a bit. Gotta get in close and advanced sensors is awesome. Players that have patience and run off to re-engage do better against bombs.

Miranda action bombs do spike damage.

Nym reveal bombs do a few damage here and there to tilt the game in your favor.

Of course bomb loadouts can vary on these ships. I have been enjoying Sol Sixxa lately with clusters. And a light Miranda with tlt, long range scanners, and bomblet.

220px-CrimsonSkies_coverart.jpg

Trajectory Simulator

+

Crimson Spec

+

Thermal Detonators

+

Trajectory Simulator

+

Nym

+

Genuis

+

Bomblet

=

Bombs & Stress Everywhere.

Launch 2 hold one lead people on a Merry TLT chase while Spec bumps all the things spilling bombs out the side.

Not high level but a good place to start learning probably.

Edited by Boom Owl

Replace Genius with Sabine imho

Wouldn’t call it high-level, but I’ve been having shockingly good success with using Y-wings & Flight Assist Astromech for bombing. Currently undefeated with a list using 3 of them and a TIE Fighter.

Crimson Specialist in particular is probably the strongest bomber in the game in terms of options. The danger zone around her is fairly massive especially if you also have a trajectory simulator. For 32pts

Crimson Specialist

-Trajectory

-Defective

-Bomblet

Easily the best bomber in the game for her cost. Even ships with open dials and a lot of reposition options have a hard time avoiding her bombs and with defective plating, she can hit herself usually at least 2-3 times without caring. That's not to mention the option of jamming with the 0 maneuver and bombing which also poses a number of interesting problems. If you have Regen black one Poe escorting as I did, he's also pretty unconcerned about taking random bomblets. And just for the **** of it, she has a pea shooter turret that usually goes late in the turn after enemy ships have spent tokens and 12 health to chew through. Ran her through her paces in 5 games, two of which were against players I would regard as better than me and she was well worth her points every time. That being said, Crimson Specialist is so different from normal bombers with their limited danger zones and frequently hitting herself that she's not the greatest example of how to bomb.

Ok ok . All cool builds. But how do you DO the movements for bombing????

4 hours ago, Boom Owl said:

220px-CrimsonSkies_coverart.jpg

<snip>

OMG I played the **** out of that PC game back in the day.

2 hours ago, MasterShake2 said:

Crimson Specialist in particular is probably the strongest bomber in the game in terms of options. The danger zone around her is fairly massive especially if you also have a trajectory simulator. For 32pts

Crimson Specialist

-Trajectory

-Defective

-Bomblet

Easily the best bomber in the game for her cost. Even ships with open dials and a lot of reposition options have a hard time avoiding her bombs and with defective plating, she can hit herself usually at least 2-3 times without caring. That's not to mention the option of jamming with the 0 maneuver and bombing which also poses a number of interesting problems. If you have Regen black one Poe escorting as I did, he's also pretty unconcerned about taking random bomblets. And just for the **** of it, she has a pea shooter turret that usually goes late in the turn after enemy ships have spent tokens and 12 health to chew through. Ran her through her paces in 5 games, two of which were against players I would regard as better than me and she was well worth her points every time. That being said, Crimson Specialist is so different from normal bombers with their limited danger zones and frequently hitting herself that she's not the greatest example of how to bomb.

Crimson specialist is my jam right now.

Either thermals or bomblets depending on how i want to run the list. (bomblets are better most of the time, but thermals definitely have a place).

Only issue you can have is that you kinda have to re-learn your bomb placement all over again for this guy because he gives you so many options

8 hours ago, Blail Blerg said:

Ok ok . All cool builds. But how do you DO the movements for bombing????

You're asking all three of the $64,000 questions. How, Where and When. You really need a good feel for your opponent's play style. Reveal bombs have gotten easier to use with bomblet generator and the simulator. Bombs are easier to use with highest PS available. These things you already know. Reading your opponent is the key.

As to the questions

HOW do I get (target) in detonation range?

WHERE is the best place to drop?

WHEN is the best time to drop?

I hate to say it but practice is the only way. Just like running Soontir for arc dodging, or A-wings for 5 dice Cruise Missile attacks, it takes practice. If you like to slow roll and your opponent likes to snipe from R3 force him to chase you. Bombadier comes in handy here. You'll have an easier time with the opponent that likes to be close.

Another thing to consider is the threat of a bomb may be more effective than the bomb itself. Having a bomb can keep an opponent from closing to tailgating range if there's a possibility he'll be eating a proton bomb or a thermal detonator.

One other thing to consider. If you show you're not afraid to bomb yourself, like taking damage from a rock, you can create an area of denial behind your bomber. Having your opponent thinking "This guy is crazy" adds another level of uncertainty to your moves.

Hopefully some of this was helpful. I don't think there's a good formula for dropping a bomb and having it be effective. Practice, experience and being able to read your opponent are all necessary.

On 12/24/2017 at 9:29 AM, MasterShake2 said:

-Defective

:D I'm not the only one who thinks "Defective plating."

1 minute ago, Koing907 said:

:D I'm not the only one who thinks "Defective plating."

B/SF-17 uses plating! It's super defective!

On 12/24/2017 at 11:30 AM, Blail Blerg said:

Ok ok . All cool builds. But how do you DO the movements for bombing????

So, how do you effectively move your ship to bomb your opponent? Is this your question?

You've got the two categories of bombs: mines (action bombs) and bombs (maneuver bombs).

I'll start with how to fly them individually.

In my opinion, the lower PS bombers are more effective at dropping action bombs. Conner Nets, Cluster Mines, and Proximity Mines are all good at clogging up flight paths and are unlikely to effect you a ton since only Deathrain can throw mines out the front. DeathFIRE is probably the most efficient minelayer in the game since he drops them like a maneuver bomb or after he's done another action, all for 17 points base cost. K-Wings used to be very good at this as well until the nerf; now you'll get stressed to SLAM and drop an action bomb. I usually run Deathfire in slow, figure out where my opponent wants to be, then drop them. I often get a little hung up on trying to drop mines on my opponent's head, but you don't have to do that; gum up spaces between asteroids, especially if you're pretty confident that you can get around them or that you don't need to be in that spot anytime soon. You can also be fairly aggressive and jam mines right in your enemy's face so that they need to change their plan on the fly, which just makes them think more and they are more likely to make a mistake.

Low PS maneuver bombers aren't to be ignored, though. They cause a lot of caution on approach for your enemy because they don't necessarily know you will be dropping a bomb (unless you have Bomblet Generator because why wouldn't you). Much of the best use of these bombers is still area denial with a much broader area of effect, especially since they add stress, ion, or auto damage. I usually get these in the midst of things so they cause a lot of trouble for my opponent. Flying these gets tricky because you need to be pretty decent at predicting where your opponent will go. If you can do that, just put bombs about where they want to be next.

High PS maneuvers bombers are solid because their bombs are simply more likely to be effective and they know where at least a few of their opponents will be at the end of the activation phase. This, combined with Sabine or Cad Bane, is why Bomblet Generator is so effective with Nym. Otherwise, high PS bombers also tend to have a lot of hitpoints, so after their ordinance is spent, they can't just be written off. Flying these should be the easiest. You probably won't care a lot about being blocked, though it is a minor annoyance. Just fly them near where the fight is (especially if they have a turret) and send other things in for target priority. If you don't have a turret, try to get an engagement at Range 3 (in a joust), then drop bombs on the next turn.

Anytime you drop, any maneuver except a hard stop to ensure getting out the blast radius. Flying away is pretty simple.