Learning to bomb properly

By LUZ_TAK, in X-Wing Rules Questions

Greetings folks. This is not a rules question but rather a "looking for advice" thread. Im fairly rookie but getting a hang of the game in terms of jousters and arc dodgers. But bombs and devices in general still puzzle me... The few times I tried to used them I failed miserably. I read the related upgrade cards but I'm not grasping on how to use them.

So, can you direct me to some sources, videos, etc that can help me get better at this? My google-fu is only finding 1.0 content.

Thank you very much.

Edited by LUZ_TAK
Spelling

you understand the rules for bombing, right? as in, they're deployed in the systems phase and detonate at the end of activation?

bombs are not mines. they're both devices, though. bombing and mining are very different. mines (currently only conner nets and proximity mines) detonate when overlapped by a ship, or overlapping a ship, which seems to be the same thing according to the rules (including the FAQ. the FAQ is a part of the rules).

this thread doesn't really belong in this forum since it's not a rules question. you should probably post in the general forum instead. that being said:

mines can be used to deny you opponent paths, but are generally not very reliable. conner nets are of course amazing, but points wise also very expensive, so they're not used a lot. especially since you only get one of them for 6 points. they are not used for damage, but for ionization. you can field five tie strikers with conner nets in one list. i wouldn't recommend it, but you can do it.

bombs are a different beast. the most useful bomb is the seismic charge, since it removes obstacles and can cover a pretty huge area with a single drop. they don't deal much damage, but are of course excellent versus lists that have a lot of obstacle shenanigans, such as dash rendar, mining guild ties, han solo, trick shot, grappling struts etc.. they can also be great to bring if you have a list with several large bases or a list with a lot of ships that require free space to move around and stay in formation. bringing seismics is a strategical choice to bring the best out of your list and deny a lot of other lists their tricks. they can be used tactically as well, such as parking a ship on top of an asteroid and blowing it up in order to get a ship in a very unexpected location and allowing it to shoot, since the asteroid will no longer be there when engagement comes around. it will deal damage to you, though, so it's not a very common tactic at all. i wouldn't recommend you bring them unless you have an excellent understanding of your list and a reliable plan of how to take advantage of them.

proton bombs are pretty popular. doing critical damage is of course very good. it's not very efficient versus ships that have a lot of shields, though. well, damage is always damage, i guess. the most underused and in my opinion under appreciated bomb in the game is the bomblet generator. it can dish out a lot of damage. it's not very reliable either, though.

in general, bombs and mines are quite difficult to use and therefore not a very worthwhile investment for most players. especially since you need to be a very skilled player to make the most out of them. there are to my knowledge not really any great guides on how to use them. such a guide would need to be pretty hefty, since it would need to cover how to fly different lists versus a variety of opposing lists, what different upgrades and pilot abilities bring to the table etc.

the tie bomber is still quite cheap and has a neat ship ability, especially for mines. sol sixxa and emon azzamen have very useful pilot abilities. skilled bombardier is a very viable gunner to put on any of those ships if you want to go bombing. k-wings are a good platform to put bombs on for the rebels - and of course the star fortress can do a lot of good with bombs as well. deathrain can use bombs to get extra actions and acquire locks to get off double modded torpedoes, put seismic charges and proton torpedoes on him and you're good to go. you could go with trajectory simulator as well, but it's so expensive now it barely sees any use what so ever.

so in general, i wouldn't actually recommend bringing a lot of bombs to the table if you're just looking to perform well. they can be a lot of fun, for sure, but you'll need a lot of repetition to make proper use of them.

Edited by meffo
1 hour ago, meffo said:

...

this   thread doesn't really belong in this forum since it's not a rules question. you should probably post in the general forum inste  ad.  ..

Or the Squad Lists forum, but this is a good general intro post by @meffo .

2 hours ago, LUZ_TAK said:

 My   google-fu is only finding 1.0 content.   

Specific details are different of course, but as far as general tactics go I feel that not much has changed from 1e. Then again I've never been great with bombs/mines so what do I know. The squad building forum or the main is a better place to go for tactics advice than rules forum.

Sorry if this thead is misplaced. Can any mod move it?

7 minutes ago, LUZ_TAK said:

Sorry if this thead is misplaced. Can any mod move it?

just make a duplicate thread in the squad list or main forum.

Done.