Bombs Away

By A-N-T-N-Y, in X-Wing Squad Lists

I'm a stuck between these two squad variations for an upcoming Hyperspace Trial this weekend. My original draft was (3) Bombers and (2) Tie Advanced ships with minimal upgrades. The remaining 9 points were spent on Seismic Charges because it spread evenly on three ships. This will be the first time I'd be using these devices in any game I've played since 2.0.

TIE/sa Bomber - Scimitar Squadron Pilot - 40
Scimitar Squadron Pilot - (30)
Barrage Rockets (7)
Seismic Charges (3)

TIE/sa Bomber - Scimitar Squadron Pilot - 40
Scimitar Squadron Pilot - (30)
Barrage Rockets (7)
Seismic Charges (3)

TIE/sa Bomber - Scimitar Squadron Pilot - 40
Scimitar Squadron Pilot - (30)
Barrage Rockets (7)
Seismic Charges (3)

TIE Advanced x1 - Tempest Squadron Pilot - 40
Tempest Squadron Pilot - (38)
Fire-Control System (2)

TIE Advanced x1 - Tempest Squadron Pilot - 40
Tempest Squadron Pilot - (38)
Fire-Control System (2)

Total: 200/200

View in the X-Wing Squad Builder

-VS-

TIE/sa Bomber - Scimitar Squadron Pilot - 37
Scimitar Squadron Pilot - (30)
Barrage Rockets (7)

TIE/sa Bomber - Scimitar Squadron Pilot - 37
Scimitar Squadron Pilot - (30)
Barrage Rockets (7)

TIE/sa Bomber - Scimitar Squadron Pilot - 37
Scimitar Squadron Pilot - (30)
Barrage Rockets (7)

TIE Reaper - •“Vizier” - 51
•“Vizier” - Ruthless Tactician (45)
Tactical Officer (2)
Shield Upgrade (4)

TIE Advanced x1 - Tempest Squadron Pilot - 38
Tempest Squadron Pilot - (38)

Total: 200/200

View in the X-Wing Squad Builder

  • The second draft replaces a (1) Tie Advanced with a Reaper.
  • Should I drop the Shield upgrade and put FCS back onto the remaining Tie Advanced?
  • I intended on running them in formation with some anticipation of splitting them into two groups if needed, as such: Group 1 - (3) Bombers Group 2 - (2) Advanced ships or Reaper/Advanced. Would a Reaper/Advanced combo have any advantages compared to (2) Advanced fighters?
  • What strengths or weaknesses do the Tie Advanced and Tie Reaper have when compared with each other?
  • Which of the two lists do you prefer.
  • Any advice to changes to the list or upgrades?

Thanks X-Wing Community!

Thoughts:

  • Vizier's built in white co-ordinate means he doesn't really need a tactical officer, so you don't have to loose out on fire control for the Tempest.
  • Co-ordinate basically gives up an action on one ship to provide a free action to another ship. This is worth it when you have an 'ace' or 'big ship' where you get a lot of value out of that action. Vizier, however, is the most expensive unit in your list so him giving up his action in favour of anyone else feels like it's almost always the wrong choice.
  • Personally I'd stick to list #1. You got a trio of 'standard' jousting craft who can take down shields, a pair of advanced who can capitalise on targets after they've lost shields and have the fire control to take over as primary threats after the initial pass, when the TIE bombers are having to pull red moves and can't fire rockets.
  • Seismic Charges are nice-to-have, because between elusive opponents hiding behind gas clouds, Rebel & Scum Falcons, Mining Guild TIEs, Blackout and Grappling Strut Vultures, even if you don't catch anyone in the bomb blast, being able to do some 'aggressive landscape gardening' can change the battlefield in your favour.
  • I'm not convinced 3 sets is necessary, simply because that's enough charges to wipe out every obstacle on the board....
  • 2 sets is probably enough (1 is probably enough, 2 is just insurance against losing that specific bomber....) - I'd be tempted to take 2 with Skilled Bombardiers, but you're a point short. I'm not sure what you can get for the other three points, so it might be worth just keeping the three seismic sets for simplicity.
  • You'll find flying the Advanced and Bombers in a co-ordinated fashion MUCH easier than a reaper and bombers or a reaper and advanced. The problem with Adaptive Ailerons is that unless you're stressed all the time, the TIE Reaper has an effective minimum speed equivalent to a speed 4 straight for a normal ship, which is the fastest a bomber can go at all, and a pain in the neck even for an advanced because it can't turn at that speed.
Edited by Magnus Grendel

I appreciate the feedback!

I missed that important detail regarding Vizier's coordinate ability as white after performing Adaptive Aileron.

I was a bit iffy running a Reaper in this list for reasons you described. I wasn't convinced that replacing a Tie Advanced with Vizier would benefit the squad and I suspect that he would be in the hot seat being the most points of the second list. Also, being a novice pilot, I wasn't sure how to synergize his movements with the other ships as well.

I'm going to stick with the my first list and play around with remaining 9-points with devices and Skilled Bombardier.

Thanks again!

Edited by A-N-T-N-Y
Grammar
23 minutes ago, A-N-T-N-Y said:

Also, being a novice pilot, I wasn't sure how to synergize his movements with the other ships as well.

He's a lot easier to fly alongside strikers, obviously - the ability to do 'long swoopy turns' is a signature trick of aileron craft. I'm not sure how I'd use him with 'normal' fighters.

24 minutes ago, A-N-T-N-Y said:

I'm going to stick with the my first list and play around with remaining 9-points with devices and Skilled Bombardier.

Don't forget you could also try other missile loadouts as well.

Barrage Rockets are by far the easiest to use because they're just focus-point-click, but the target-lock missiles are cheaper and might be more effective in the right circumstances.

The extra effort required to make use of Concussion Missiles is probably a waste, especially since the TIE advanced should be punting out criticals left, right and centre, but ion missiles might be worth a look.

Given that you've got what's essentially a 'heavy swarm', being able to reduce an opponent to predictable movement for a turn lets you line up lots of nasty range 1 or bullseye shots.

7 minutes ago, Magnus Grendel said:

but ion mis  sile  s  might   be   worth a  look.

Hmmm, this could be a nice option!

First list looks awesome!

List one looks really good. Simple and solid, like a hammer. Hammers can do a lot of damage in the right hands.

Personally, I'd keep all the Seismics on the bombers. If you drop it from one of them, you just know that's the ship that's going to be in the perfect spot to use it, but doesn't have it!

8 minutes ago, Force Majeure said:

P ersonally, I'd keep all the Seismics on the bombers. If you drop it from one of them, you just know that's the ship that's going to be in the perfect spot to use it, but doesn't have it!

Yep, thats what exactly would happen to me, lol. And my OCD tendencies like that the fact that each ship is evenly spread at 40 points each. 😣

2Advanced2BimbersSabacc

(38) Tempest Squadron Pilot [TIE Advanced x1]
Points: 38

(38) Tempest Squadron Pilot [TIE Advanced x1]
Points: 38

(30) Scimitar Squadron Pilot [TIE/sa Bomber]
(7) Barrage Rockets
Points: 37

(30) Scimitar Squadron Pilot [TIE/sa Bomber]
(7) Barrage Rockets
Points: 37

(44) "Pure Sabacc" [TIE/sk Striker]
(3) Seismic Charges
Points: 47

Total points: 197

@pakirby It's a matter of preference, but I like the Initiatives all being the same like in the original list. Sabacc can be a beast though.

Any plans to change something up in the OP list with the new points? Bombers got a point cheaper, right? Pasive Sensors perhaps?

But Barrage Rockets are a point more, so the TIE/sa effectively stay the same.

Fire Control System versus Passive Sensors is an interesting choice, but in this list something would have to give to accommodate them.