On 7/13/2018 at 2:41 AM, Magnus Grendel said:The Lightweight Frame thing is a wash - it's nice now in 1.0, because 3 green dice and 6 hit points is a bugger to kill when you're only getting 20 points for achieving it. --- If anyone remembers when bombers first came out, they were surprisingly effective just with their primary weapons as a mob of 6 because they took so much bloody killing (in fact they require more damage cards than there are in a standard damage deck....)
They have one key problem - they still need to acquire target locks for most ordnance, which is and always has been hard if your target is higher
Pilot SkillInitiative than you are; you move, target is not within range 3, you cannot lock them, they move into range 3 and lock you, then next turn they are into range 1 and under your minimum range.---
There are four options I've seen to deal with this:
- Higher Initiative pilots. Fortunately, we've kept all four TIE bomber unique pilots and they are all really, really good, and hopefully we don't have to pay an inexplicably massive surcharge for Major Rhymer anymore.
- Grand Moff Tarkin. He needs a bit of infrastructure to support him because few Imperial crew-carrying ships can target lock, meaning either a Decimator (expensive) or the Tarkin/Krennic road-trip buddy comedy, but the ability to mass-lock on one target before you move allows you to Koiogran turn behind people and shove missiles where the sun doth not shine.
- Range 1 or Range 1-2 missiles. Advanced Proton Torpedos and Cluster Missiles let you move into range to acquire a target lock, and then your opponent's move will (hopefully) carry them into closer range where you can shoot.
- Cluster Missiles aren't amazing, but they're still a 3-dice attack which a TIE bomber doesn't normally get. Nothing forces you to use the 'scatter-fire' option, and if you don't, you've got 4 turns of X-wing level firepower at range 2 without needing a reload action. Captain Jonus, particularly, will be brutal with these things against close-packed enemies.
- Advanced Proton Torpedoes remain range 1 but are 'whole arc' unlike heavy laser cannons and proton rockets, and still have proton torpedoes automatic hit-to-crit modification. The fact that you don't need target lock and focus to make them effective anymore makes them a scary option for a large group of bombers because it only takes one of them to get a shot off to really, really inconvenience even an intact fighter. Yes, you only get one shot but that means they shouldn't be extortionately expensive and you can always reload.
- Focus-triggered missiles. Proton Rockets and Barrage Rockets both don't actually need a lock to be effective.
- Proton Rockets are going to be best with...something. Range 1-2 bull's-eye isn't bad, but either you need them en masse (to create a 'crossfire' of lethal bull's-eye arcs, or you need ion pulse missiles or similar tools to restrict your opponent's movement options, or you need to be hunting easier-to-hit large base ships. Lining up the shot (and still having a focus to fire the things) isn't easy - TIE advanced (with barrel roll/link/focus) might have an easier time, but even then, it's far from guaranteed because a barrel roll can easily carry your bull's-eye clean across a small base and off the other side.
- Barrage Rockets are probably the best 'basic' armament for the TIE bomber if you're trying to turn it into a heavy swarm combatant. They give you 3 dice at range 2-3, matching rebel letter-wings and scum scrabble-tray-fighter, at range 1 you get 3 dice naturally with your primary weapons, focus is a nice, flexible action, they still benefit from Jonus' ability (unlike contemporary unguided rockets), and 5 shots (the most of any ordnance) should last you most of the game unless you're burning them on the bull's-eye ability and netting focus/reroll/no range defence bonus attacks, which is pretty darn skippy on a cheap generic in and of itself. Or - for elites - Saturation Salvo. Unloading a TIE bomber's entire rocket load in one attack is feasible, but that is a three dice attack with focus, and four dice - either red or green rerolled as the Imperial player sees fit, which is a painful concept to be on the receiving end of....
I hadn't heard that, and don't see why they should be (what prompted that comment?). Given that conversion sets are being released at the same time as the core set, why shouldn't they be legal? The Gencon event is wave 1 only, but that's fair enough as it's a pre-release event played with the stuff in the box.
True. But it's not unreasonable to assume they've done their best to 'spend up' to that limit - the pre-built Black Squadron Ace is a good example - coming with stuff strapped to him you would never (in 1.0, admittedly) bother paying for as gear for a lowly TIE fighter generic.
I've been hearing on the Mynock Squadron Podcast that it could be Wave I only for some OP. They, of course, could be referring to GenCon, since I think at least one of the casters is going. I could very well [happily] be wrong, that's just something I've heard out there.
I am psyched to try out the assortment of new Imperial officers in support ships. I'm feeling more and more inspired to get the Reaper now that its becoming more clear that at least some of the Imperial crew could be doing some cool stuff.
Barrage Rockets should be great for low-PS Bombers, like you said. A well-modified attack should be doable with Jonus, I agree I think I'll reserve some of the fancier missiles for my Ace-y ordinance carriers.
I think I'm going to end up trying Prockets on the Punisher at least once. I think Deathrain will have an easier time at getting things done with her bonus action after dropping/launching a device. I think Focus during the System phase, then Boost for a shot. Finish dropping bombs, get out, reload, get back in. Maybe even put a few different kinds of ordinance on her to see what she can really do.