Bomb Bros; Advice needed vs meta from bomb experts

By Cloaker, in X-Wing

Normally I am an efficiency / 4 ships + kinda player. But I finally think I'd like to try this bomb themed list;.

Bomb Bros

Emon Azzameen (76)
Jamming Beam (0)
Proton Bombs (5)
Andrasta (4)
Seismic Charges (3)

Sol Sixxa (46)
Seismic Charges (3)
Proximity Mines (6)

Captain Nym (48)
Seismic Charges (3)
Proximity Mines (6)
Total: 200

I like it because it's not a two ship list, they have 3 primary attacks each, considerable amount of HP, lots of options to make my bomb strategies squirrely, and dials that I am pretty familiar with. Normally, I find bombing boring, but for whatever reason this is interesting to me. I know protons are cheaaper but I like the "stay on the board factor" of the mines, their overall larger footprint, and the overlap immediate drop for damage.

So what I would like to solicit some help with, is how to approach the current 4-5 archetypes. Strangely enough, I am ok with handbrake Han as dropping proxs in his trajectory lanes and reloading seismics to take his obstacles away accomplish most of that. But what I'd like bombing experts to advise on is;

1) Quad Phantoms

2) Rebel / Republic Beef

3) Energy Cell Swarms

4) Imperial Aces (Soontir / Vader +1)

5) Those Pesky Free Mod Jedi / Resistance A's

Thanks in advance to any who offer. Cheers!

Edited by Cloaker

With no trajectory simulator in there you lose a ton of area denial and control. Swarms simply aren't going to care and will just eat a ship a turn. Rebel beef isn't going to care and will just tank the damage and melt something a turn. Keeping a proton on the board with Nym definitely makes no shield/unshielded ships think a lot more about their moves. But realize with this list and no turrent you have to be running from a list to get those bombs out and you aren't shooting in return. I think most lists that are more than happy to joust will just tank seismic damage, be happy the rocks are gone and just chew through those scurggs in a hurry. To get prox mines to proc you have to get those ships butts pointed in a place where they aren't shooting that turn and probably eating a bunch of dice for it.

And good luck vs phantoms. They simply won't play your game and will box in a corner and wait for you to come. Then you lose a ship a turn.

Edited by viedit

If you're doing it for fun, try it out. See what you think. Local threw Boba Fett crew on Emon and Beckett on somewhere else so he could start the game by bombing the opponent's deployment zone. It was an interesting gimmick. Ultimately unsuccessful, but it put me on my heels right from the start.

I agree with @viedit though, that the power lists in tournaments right now are going to be problems. Unless you are VERY good at what you're doing or your opponent makes hideous mistakes, it's an uphill fight. And Phantoms? Uhg... Get an early lead on these lists (somehow), and continue to runaway so you can bomb them as they chase you?

Yeah this doesn't look good. And so many Seismic charges... there's not that many rocks to blow up!

I'd scrap it and start again.

Well darn. I appreciate the blunt honesty... Will tinker an element at a time, bring them in with other pillars and see how it goes.

As I am a bombing scrub, I need to ask, can Sol Sixxa use Skilled Bombardier?

Might seem stupid, but I too am looking at expanding my bomb knowledge/experience.

Yes he can.

Emon Azzameen (76)
Tractor Beam (2)
Qi'ra (2)
Proton Bombs (5)
Andrasta (4)
Proximity Mines (6)

Ship total: 95 Half Points: 48 Threshold: 5

Captain Nym (48)
Ion Cannon Turret (4)
Seismic Charges (3)
Proximity Mines (6)
Havoc (4)
Trajectory Simulator (10)
"Genius" (2)

Ship total: 77 Half Points: 39 Threshold: 5

L3-37 (Escape Craft) (26)
Tactical Officer (2)

Ship total: 28 Half Points: 14 Threshold: 2


Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v6!s=200!104:,13,,55,69,,,146:U.70;144:,138,,,71,70,,149:U.114,U.1;95:,61,:&sn=Unnamed Squadron&obs=

something like this might be fun. uv got some built in control elements with ion cannon and tractor beam plus the threat of trajectory simulator and unpredictability of genius for throwing bombs before or after you move with Nym. Qi'ra could possible be trickshot on Emon but having the ability to ignore a key obstacle opens up your approach options.

escape craft coordinates a reinforce to Emon if hes in a tight spot or adds dice mods with TL or focus or ensures a focus if u see ur init 5 ship is going to be blocked.

Just noticed firespray has a reload action... with the swarms im seeing wonder if finding 5pts for cluster missiles is a good call? worth considering. gives swarms even more reason to avoid a frontal assault.

Edited by Da_Brown_Bomber

Phantoms tell that list they don't get to play. It's just how it goes.

  1. You have too many Seismic Charges. You're going to run out of good places to drop those, and fast, even vs. cargo chutes. (You also mention reloading them, but keep in mind only the Andrasta has the Reload action.)
  2. Find space for Trajectory Simulator and turrets. They'll help you threaten a lot more area.
  3. Don't overlook Y-Wings as bombers. (They can even take Genius!)
  4. I am also a fan of Proximity Mines, as they're less avoidable and can deal multiple damage to one ship instead of spreading it out.

I've been having fun refining this:

Sol Sixxa + Proton Bombs, Prox. Mines, Dorsal Turret
Kavil + Veteran Turret Gunner, Dorsal Turret
Crymorah Goon + Veteran Turret Gunner, Ion Turret, Proton Bombs
Captain Jostero
199 pts

(I really want an Ion turret instead of Dorsal on Sol but I don't know where to take the points from yet. Probably downgrading Jostero.)

Key points to flying this well:

  • You need to plan your bombing positions. You won't end up in a good spot without thinking ahead. This usually involves being aggressive with Sol and flying fast through the thick of things.
  • Your turret ships need pre-planning too. You need to be modding, and you can't mod if you regularly rotate. Unmodded dice are bad dice.

Edited by Quarrel

I actually don't like Seismic Charges in bomb-centric lists. Removing rocks means enemy ships have a lot more freedom to avoid your proton bombs and makes their flight path less predictable. I would spring for the pricier but more effective munitions when possible.

Cad Bane has been surprisingly impressive the couple times I've used him. He lets you pre-movement red boost every time you drop a bomb or mine, then immediately take a green move to clear the stress and still have a normal action. I highly recommend you at least give him a try.

22 minutes ago, Covered in Weasels said:

I actually don't like Seismic Charges in bomb-centric lists. Removing rocks means enemy ships have a lot more freedom to avoid your proton bombs and makes their flight path less predictable. I would spring for the pricier but more effective munitions when possible.

Seismics are great against swarmy style lists. Just having them can be deterrent enough to keep ships away from obstacles, with my limited experience in bombs, it all contributes to the control factor.

56 minutes ago, Covered in Weasels said:

I actually don't like Seismic Charges in bomb-centric lists. Removing rocks means enemy ships have a lot more freedom to avoid your proton bombs and makes their flight path less predictable. I would spring for the pricier but more effective munitions when possible.

Cad Bane has been surprisingly impressive the couple times I've used him. He lets you pre-movement red boost every time you drop a bomb or mine, then immediately take a green move to clear the stress and still have a normal action. I highly recommend you at least give him a try.

Re Seismics I certainly agree, the temptation to take them because of the huge damage potential to swarms is there but, especially with Emon, you need them to chase you, and obstacles are your friend in that situation.

Also, only having seismics left and not being in range of obstacles is a horrible feeling.

2 hours ago, tampermagnitude said:

Re Seismics I certainly agree, the temptation to take them because of the huge damage potential to swarms is there but, especially with Emon, you need them to chase you, and obstacles are your friend in that situation.

Also, only having seismics left and not being in range of obstacles is a horrible feeling.

good points.

Nym lets seismics get a little more mileage. He can hold them until the opponent either forgets about them or is forced to commit to position where they are. But three bomb heavy ships with no Traj Sim or turrets are a hard list to pull off bombing successfully.