Here's an idea: four Scimitar Squadron TIE Bombers each with a Homing Missile and Cluster Missiles for exactly 100 points. That's a ton of missiles. What does everyone think? Viable?


Here's an idea: four Scimitar Squadron TIE Bombers each with a Homing Missile and Cluster Missiles for exactly 100 points. That's a ton of missiles. What does everyone think? Viable?


Here is the obvious problem. They all fire close to last. So there is a better than average chance that focus fire from your opponent will take out one of these ships before they even get off their first shot. And then the ramaining bombers rain fire on those suckers. But the next round you have the same issue, possibly having another ship destroyed before it can get off its CM. Then I don't think the remaining 2 ships can have much of a chance of inflicting enough damage to pull out the win. Various factors could change this scenario in your favor (movement dial of Bomber, good/bad dice rolls, your opponent bringing some rookie pilots without initiative or prototype A-wings), but it is a risky build. But as all builds in this game, give it a shot and see what happens.
Here is the obvious problem. They all fire close to last. So there is a better than average chance that focus fire from your opponent will take out one of these ships before they even get off their first shot.
"Better than average?" Is that based on actual math? You're talking about an attack at range 3. 1.5 average hits per attack, assuming 3 dice per attacker. On average 1.125 of those will be dodged with 3 defense dice, leaving .375 damage per attack. So it actually doesn't seem likely to me at all that any 6-hp ship is turning to dust at max range, barring particularly awful critical hits. Obviously there are pilot skills and HLCs and such that exacerbate this situation, but even assuming a situation where ALL of the opponents sips are able to focus fire... I'm not necessarily feeling CERTAIN DOOM.
Regardless, I think trading in 2 of those cluster missiles to get Jonus in the mix is probably a wise investment. Just don't put him up front.
Trade the Homing Missiles for the captain. you can only reroll a dice once.
"Better than average?" Is that based on actual math? You're talking about an attack at range 3. 1.5 average hits per attack, assuming 3 dice per attacker. On average 1.125 of those will be dodged with 3 defense dice, leaving .375 damage per attack...I'm not necessarily feeling CERTAIN DOOM.
Regardless, I think trading in 2 of those cluster missiles to get Jonus in the mix is probably a wise investment. Just don't put him up front.
Well...if the attacker has focus...that ratio goes up to about 2 hits per attack. Still not likely to kill a bomber, unless 6 ships are able to all shoot at it, or the dice hate you, but they can do fair damage...enough to kill it next round (probably) before it gets it's shot off. But i love these bombers...because it's impossible for even Han Solo to 1 shot them.
The main problem with PS 2's with missiles is that they won't be getting their target lock on the first shots, unless you're facing imps. Swarms aren't a huge deal if you're consistently able to put 2 damage on a tie via a missile, and in fact, almost nothing can withstand too many missiles as long as you roll average dice. But Ordinance is fickle, and can fail, or can completely demolish ships...so this list is literally Dependent on those missiles
What i would advise is to drop all those Homing Missiles to Concussion Missiles (which are Nearly {not quite but close} as good as Homing) and take Captain Jonus with Squad Leader to give away a first shot to someone with focus. Then you have 4 points still left over, with which you could take a couple Seismic Charges, to do a bit more damage, or a Shield/Engine Upgrade or whatever.
Here is the obvious problem. They all fire close to last. So there is a better than average chance that focus fire from your opponent will take out one of these ships before they even get off their first shot.
"Better than average?" Is that based on actual math? You're talking about an attack at range 3. 1.5 average hits per attack, assuming 3 dice per attacker. On average 1.125 of those will be dodged with 3 defense dice, leaving .375 damage per attack. So it actually doesn't seem likely to me at all that any 6-hp ship is turning to dust at max range, barring particularly awful critical hits. Obviously there are pilot skills and HLCs and such that exacerbate this situation, but even assuming a situation where ALL of the opponents sips are able to focus fire... I'm not necessarily feeling CERTAIN DOOM.
Regardless, I think trading in 2 of those cluster missiles to get Jonus in the mix is probably a wise investment. Just don't put him up front.
No you are right, it wan't based on actual math. But with TL re-rolls, focus, missiles/torps, B-wings with HLC, Han + gunners, Jan Ors ability, Wedge, and a ton of other factors, I wouldn't feel really confident that all of my bombers were going to make it through that first round. That was more my point. Sorry if i didn't explain it well enough
I plan on trying a 4 bomber squad with:
Captain Jonus (22)
3 x Scimitar Squad Pilot (25)
Homing Missile (5)
Cluster Missile (4)
I don't know what I plan to do with the last 3 points but I'm sure squad leader or swarm tactics or maybe even a bomb would fit.
I figure you fly forward slow and try to reach range 3 on turn 2 so you can TL and shoot your stuff that turn. Also this squad could be customized to fight almost anything based on what missiles you throw on it. With Jonus, 3 cluster missiles then 3 proton torps will fry any falcon on average dice, you just have to live that long. Expect to see lots of swarms or tight formations? You can fit 2 Assault missiles on each scimitar and come to 100 points with Jonus. That will be a hilariously bad day for someone. Only problem is you better wreck a couple ships quick because this list will have no staying power.
@ Lizardbreath
see above post.
@ Lizardbreath
see above post.
Oh lol fair enough. Though you can keep your target lock into the next round for the cluster missiles in lieu of getting the TL reroll. I mean really there are a lot of missile options that will work really well I think. I personally feel that putting any missiles on Jonus himself is a waste because he doesn't benefit from his own ability and you can just have him hang back a bit out of the fight.
seems like a bomber (or two) supported by a decent name pilot with swarm would do the trick.
but bombs aren't.
and bombs are cheap
squad leader on the captain
BOMBERS
boom
100 points
Here's an idea: four Scimitar Squadron TIE Bombers each with a Homing Missile and Cluster Missiles for exactly 100 points. That's a ton of missiles. What does everyone think? Viable?
![]()
What do I think? That, if you run this squad, you'll be doing a Star Wars reenactment of Torpedo 8 at the Battle of Midway. Even a 4 GSP A-Wing force would have little problems taking it down IMO.
What do I think? That, if you run this squad, you'll be doing a Star Wars reenactment of Torpedo 8 at the Battle of Midway. Even a 4 GSP A-Wing force would have little problems taking it down IMO.
...a 4 GSP A-wing force would be one of the best ways to take it down. Any other fleet is gunna be taking a ton of damage because of their low agility.
The best thing the rebels could do is to mix it up. An A-Wing, an X-Wing, a B-Wing and one of those new ships would be a good group if coordinated properly and be nearly unbeatable if flown well.
I can see me trying out Named Bomber Pilot with PtL and selected missiles/bombs, Vader with a missile and Soontir or maybe even Maarek instead of Soontir.
They are all high value targets and so may make my opponent think a bit.
Another option is Vader, 2 Named Bombers. All sporting missiles.
For sheer brutality Take a Firespray and 2 named bombers all with bombs and a missile each.
The bomber has potential, but it needs to not be the first thing everyone decides to shoot....
However it's mixed up, you're going to need to get your bombers to have 2 actions per round for the same reason everything else with torps or missiles needs that.
Edited by EnglishpeteYou won't get a Range 3 shot with those missiles because you have too low pilot skills. So what will happen is that you will move forward, not target lock anything, then your opponent will move to range 3. A few shots will be exchanged, and you will take a little damage. Next turn, you will move forward to Range 2 and target lock, then your opponent will move forward to range 1. Your opponent will fire focused shots at range 1 and vaporize one of your Bombers with missiles on the racks. Your two survivors will fire unfocused Cluster Missiles at his ships and do maybe 2 or 3 damage. Turn 3 you will be forced to make a hard turn to one side or another (so you don't collide with him) and grab a target lock. He will K-Turn and get a couple more points of damage in.
Over the next few turns he will keep shooting at you while keeping you at Range 1 while denying you the opportunity to fire your Concussion missiles.
Trade your clusters for Advanced Protons so at least you can kill a ship or two on that first pass. Also, the threat of them may allow you to get a Concussion Missile or two off the racks. Otherwise, this list shares exactly the same drawbacks that low PS Y-Wings have. Namely, the TL requirement makes a Range 3 shot on the first pass (where munitions really shine) impossible to perform.
@Picasso: Yeah I was thinking about throwing a bomb on him.
Also speaking of bombs can we talk about 5 Scimitar Squadron Pilots each with a Proximity Mine? Probably not that great but it would be very hilarious.
@KineticOperator,
Why can't I squad leader the target lock action so I can shoot one missile in the first "Range 3 pass"? also with the reroll from the Captain those cluster missiles do more like 4-5 damage at range two or one. I don't think the advanced proton torpedo is worth the points in a build holding six missiles. Also what happens after that range one exchange you predict? Those seismic charges that is what happens. I don't think this is an award winning build but it is something that needs to be considered.
PS your theory also depends on two forces flying right at each other.
@Lizardbreath
I'm thinking seismic charges or proton bombs. I've been thinking this for sometime.
@Picasso
Yeah those are probably more effective choices, I just would love to see an opponents face when you drop 5 mines in the asteroid field all at once. That would get a good reaction the first couple usages.
I am beginning to think bombs are the way to go with these guys. Especially Proton Bombs. Two of these babies and a BH with gunner and a proton bomb would be nasty.
You could even use proton bombs and seismic charges, 1 of each on each bomber to keep the cost down. Or use Proximity mines to choke the field of play.
In the case of mines, 2 cheap bombers would be 28 pts each with 2 mines. Then add other ships as you see fit, probably a couple of highly maneuverable squints to get into positions that will force your opponent to take fire or move over mines or asteroids to fire back at the squints.
2 x Basic Bomber with 2 Proximity Mines each.
1 x Alpha Squad Squint with Stealth Device.
1 x Avenger Squad squint with Stealth Device
100 pts
Edited by EnglishpeteYou won't get a Range 3 shot with those missiles because you have too low pilot skills.
Wow, why hadn't I thought of that? Even if you take squad leader, or pass off a TL somehow, you won't be able to do it for all of your bombers. This increases the odds that at least one of your bombers are going down before getting to spend their ordinance.