Vader Bomb Squad

By stootchmaster, in X-Wing Squad Lists

A bit of new player help, please. . .

I've had some wins with this, but is there any way to make it better?

Darth Vader (67)
Heightened Perception (3)
Fire-Control System (2)

Ship total: 72 Half Points: 36 Threshold: 3

Maarek Stele (46)
Predator (2)
Fire-Control System (2)

Ship total: 50 Half Points: 25 Threshold: 3

Scimitar Squadron Pilot (29)
Cluster Missiles (5)
Proton Bombs (5)

Ship total: 39 Half Points: 20 Threshold: 3

Scimitar Squadron Pilot (29)
Cluster Missiles (5)
Proton Bombs (5)

Ship total: 39 Half Points: 20 Threshold: 3


Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Galactic Empire&d=v8ZsZ200Z173X72W113WWY174X127W113WWY208XWW98WW69WWY208XWW98WW69WW&sn=Unnamed Squadron&obs=

Hate on Vader or just leave force off. Marksmanship on Maarek. Not sure on the bombers without Jonus or barrage rockets.

A few comments / questions / suggestions:

  • Heightened Perception seems an odd choice on Vader, at I6 he's going to shoot first most of the time anyway. What was the theory on that one? If you're going to take a force power, people mostly go with Hate. An even better upgrade for Vader is going to be Afterburners if we can find the points for it.
  • Predator + FCS on Maarek is another questionable one. You get diminishing returns on re-rolls so predator's probably not optimal here. Crackshot or Marksmanship would be typical choices (which gives you a point back)
  • Cluster Missiles aren't my favorite. It's hard to get the double shot and you don't have any threat at Range 3. Barrage Rockets are more expensive but probably give you more in return.

Optimal build is probably:

Vader+FCS+Afterburners

Maarek+FCS+Crack Shot/Marksmanship

Scimitars+Barrage Rockets x 2

... although it's not exactly a bomb squad at that point.

Edited by eljms
1 hour ago, eljms said:

A few comments / questions / suggestions:

  • Heightened Perception seems an odd choice on Vader, at I6 he's going to shoot first most of the time anyway. What was the theory on that one? If you're going to take a force power, people mostly go with Hate. An even better upgrade for Vader is going to be Afterburners if we can find the points for it.
  • Predator + FCS on Maarek is another questionable one. You get diminishing returns on re-rolls so predator's probably not optimal here. Crackshot or Marksmanship would be typical choices (which gives you a point back)
  • Cluster Missiles aren't my favorite. It's hard to get the double shot and you don't have any threat at Range 3. Barrage Rockets are more expensive but probably give you more in return.

Optimal build is probably:

Vader+FCS+Afterburners

Maarek+FCS+Crack Shot/Marksmanship

Scimitars+Barrage Rockets x 2

... although it's not exactly a bomb squad at that point.

Thanks for the great suggestions! Heightened Perception on Vader is because it seems like everyone I play has at least 1 I6 hotshot propping up their team, so I figured I'd bring an I7 . Vader's going to be target #1 anyway, so why not try to get the first hit in? The Cluster missiles are because the local meta involves lots of swarmy type teams. Droids mostly, sometimes TIE's. I jam the bombers in close quickly, double shot with the clusters, then next turn drop the bombs and K turn while Vader and Stele come in from the side and try to take out any damaged ships or start chipping away at any support ships. This usually does pretty good breaking up the tight formations.

I can see where Afterburners and Marksmanship would work out really well on this.

Edited by stootchmaster

Vader absolutely needs afterburners. And I do mean NEEDS. Agreed with above the Maarek is better off with marksmanship. They both like the FCS so that's a good choice. Always is actually on the x1's.

I've no experience with the bombers but... have you considered the unique missile from the Droid expansions? It's unique but gives you the anti-swarm option and retains range 3 threat.

Darth Vader (67)
Hate (3)
Fire-Control System (2)
Afterburners (6)

Maarek Stele (46)
Marksmanship (1)
Fire-Control System (2)

Scimitar Squadron Pilot (29)
Diamond-Boron Missiles (6)

Scimitar Squadron Pilot (29)
Barrage Rockets (8)
Total: 199

View in Yet Another Squad Builder 2.0

1 hour ago, stootchmaster said:

... Heightened  Perception on Vader is because it seems like everyone I  play has at least 1 I6 hotshot propping up their team, so I figured I'd bri   ng an I7 . Vader's going to be target #1 anyway, so  why n  ot try to get the first hit in? The Cluster missiles are because the local meta involves lots of swarmy type teams. Droi  ds   mostly, sometimes TIE's  .. . 

Good reasons both. If your meta is full of i6 then HP could be worth it on Vader for the occasional initiative kill, but it won't be worth it if you're getting Outmaneuvered by someone with a deeper bid so your blocking will need to be on point with the bombers and Maarek. Or just dial the right maneuver every time ;)

As for Clusters I feel like general consensus is that it's hard to get anything worth while out of the bonus attack without multiple/passive mods. That's on top of the low-initiative lock problem that ordnance generally suffers from, but if you're bringing it to tech against low initiative swarms that's not so much of an issue.

Given that you're teching against both I6 and swarms, i would suggest the following subtle changes. Maarek trades Predator for Crack Shot, and Vader trades FCS for Passive Sensors.

While I love me some Marks Maarek, I fly Maarek with Howl to give me hitting power. Absent her, I think the ability to punch through defenses with Crack is slightly better than Marks. Both are better than Predator. We reinvest that point to give Vader Passive Sensors. Activate Vader's ability off the Passive Sensors. Now you don't need a bid to reposition after enemy aces. Now cackle.

3 hours ago, ChahDresh said:

... Activate  Vader's ability off the Passive Sensors. Now you don't need a  bid to reposition after enemy aces. Now cackle. 

When they dodge your arc, but Vader has Passive Sensors:

tenor.gif

Perfect suggestion! I can't believe I forgot about Passive Sensors, I remember theory crafting around this combo when it was first spoiled.

If you’re going to be popping off unmodded shots with clusters you NEED munitions failsafe bad.

Also for a point more Prox mines are soooo deadly with the nimble bomber feature.

I almost think dropping Maarek for a strong shuttle would be better.

Vader Bomb Squad

(67) Darth Vader [TIE Advanced x1]
(2) Fire-Control System
Points: 69

(46) Colonel Jendon [Lambda-class T-4a Shuttle]
(4) ST-321
Points: 50

(29) Scimitar Squadron Pilot [TIE/sa Bomber]
(5) Cluster Missiles
(5) Proton Bombs
(1) Munitions Failsafe
Points: 40

(29) Scimitar Squadron Pilot [TIE/sa Bomber]
(5) Cluster Missiles
(6) Proximity Mines
(1) Munitions Failsafe
Points: 41

Total points: 200

Edited by JBFancourt
15 hours ago, ChahDresh said:

Given that you're teching against both I6 and swarms, i would suggest the following subtle changes. Maarek trades Predator for Crack Shot, and Vader trades FCS for Passive Sensors.

While I love me some Marks Maarek, I fly Maarek with Howl to give me hitting power. Absent her, I think the ability to punch through defenses with Crack is slightly better than Marks. Both are better than Predator. We reinvest that point to give Vader Passive Sensors. Activate Vader's ability off the Passive Sensors. Now you don't need a bid to reposition after enemy aces. Now cackle.

Nice! I think I like this!

11 hours ago, JBFancourt said:

If you’re going to be popping off unmodded shots with clusters you NEED munitions failsafe bad.

Also for a point more Prox mines are soooo deadly with the nimble bomber feature.

I almost think dropping Maarek for a strong shuttle would be better.

Vader Bomb Squad

(67) Darth Vader [TIE Advanced x1]
(2) Fire-Control System
Points: 69

(46) Colonel Jendon [Lambda-class T-4a Shuttle]
(4) ST-321
Points: 50

(29) Scimitar Squadron Pilot [TIE/sa Bomber]
(5) Cluster Missiles
(5) Proton Bombs
(1) Munitions Failsafe
Points: 40

(29) Scimitar Squadron Pilot [TIE/sa Bomber]
(5) Cluster Missiles
(6) Proximity Mines
(1) Munitions Failsafe
Points: 41

Total points: 200

Unfortunately, I don't have a shuttle. Closest thing I have to it is a Reaper. The Munitions Failsafe is something I hadn't considered, thanks!