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Subject: Meta change: bombers rss

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Lando
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As some of you have noticed, the Meta has changed significantly since Tie Bombers have been released. Their high hull, decent agility, high fire power, and ability to stick 4 of them, with ordinance, in 100 points have changed things drastically. High hit point, low agility ships are no longer able to stay around for 3-4 turns of fire and low health ships get vaped in one turn on a regular basis.

I want to say the game has changed so drastically that it has significant power creep, or even a jump, towards the Imperials. Now, I have heard the arguments of getting crits on the bombers and they will go down fast enough, but crits aren't enough. Their high maneuverability, tough hull, high(ish) agility, and decent green maneuvers (1 straight green), all aid towards a very GOOD missile/torp carrier.

Now, the big question, what are we going to do with it? I witnessed a bomber/bomber missile fight and it... well, it was a giant mess. Not nimble at all. I have also played a bomber and tie list go against a tie swarm. It wasn't pretty either. This last weekend, there was a 150 point tournament and it was 4 imps, 3 rebels. The 3 imperial lists that had bombers in this won first, second, and third. The imperial tie swarm took 4th or 5th (never found out), and all of the rebel lists were properly trounced by the bombers.

Is Wedge with marksmanship the way to go for Rebels? Or is it some other combination of ships/equipment? How does the bomber change the meta as of right now?
 
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Eric B.
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Re: Meta change
nimdabew wrote:
This last weekend, there was a 150 point tournament and it was 4 imps, 3 rebels. The 3 imperial lists that had bombers in this won first, second, and third. The imperial tie swarm took 4th or 5th (never found out), and all of the rebel lists were properly trounced by the bombers.


Can you give us any details about the lists, especially the Rebel ones?
 
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Bryce K. Nielsen
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Re: Meta change
I haven't seen the bombers used very effectively yet, though in the 6 or so bomber games I've seen there's only been one, with other TIEs as escort. The problem has always been that the bomber dies before it's able to fire off all its ordinances and so feels like a waste of points. I'll have to try a 4 Bomber run (only have 3 atm, scared to buy more in case FFG decides to do a repaint) and see if that changes things or not...

-shnar
 
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Lando
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Re: Meta change
I never played against any of the rebel lists, but it was a pretty good variety.

First list:

Ten, HLC, Marksmanship
GSP, Homing missiles, PTL
GSP, Homing missiles, PTL
Rookie, R2 astro
Jan ors, squad leader, ion cannon turret


Second list: (didn't play against this so this is from a friends memory)
Han Solo, marksmanship
Blue Squadron Pilot, HLC, FCS
Blue Squadron Pilot, HLC, FCS
Luke, R2D2


Third List: (third hand since I never saw the actual list)
Ten, HLC, FCS, Adv PT
Ib, HLC, FCS, Adv PT
Roark, blaster turret, recon specialist, moldy crow
GSP, PTL, Stealth, homing missile


My list:
Vader, Squad leader
Howlrunner, swarm
Mauler, Swarm
backstabber
winged gundark
academy
alpha
alpha
 
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Robert M.
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Re: Meta change
nimdabew wrote:
I want to say the game has changed so drastically that it has significant power creep, or even a jump, towards the Imperials. Now, I have heard the arguments of getting crits on the bombers and they will go down fast enough, but crits aren't enough. Their high maneuverability, tough hull, high(ish) agility, and decent green maneuvers (1 straight green), all aid towards a very GOOD missile/torp carrier.

They have the lowest Agility and weakest dial of any Imperial fighter. (The TIE Advanced is faster and lacks the Bomber's red 2-turn.)

I agree that it's a good (cheap, not too likely to die early) ordnance carrier, but there's also a ceiling there: missiles, torpedoes, and bombs have not thus far been a huge aspect of the metagame. That could change--but if A-wings didn't do it (at the same price point), I doubt Bombers will.

nimdabew wrote:
Now, the big question, what are we going to do with it?...

Is Wedge with marksmanship the way to go for Rebels? Or is it some other combination of ships/equipment? How does the bomber change the meta as of right now?

Principally, I think the Bomber pushes the double-Falcon list out of the metagame. Between HLC B-wings and Bombers loaded with missiles and Adv. Protons, there's too much of a risk of losing half your list in the first couple of rounds.

As for how to defeat Bombers, I think you're right that crit-fishing (e.g., with Marksmanship) could acquire some more currency. But more importantly, I think you're going to see more value attached to pilot skill. The principal problem with Bombers is one of the two major problems ordnance has always had: it's hard to get both a target lock and range on a ship that moves after you do. Higher-PS ships also have the opportunity to kill or cripple a Bomber before it drops its payload (and I've had substantial success doing this so far).

The other thing to do is start building better defense into our lists. We already see lots of lists using Biggs; an alternative is Luke with Draw Their Fire and R2-D2 (at 33 points). You can fit both Luke and Biggs into a list with a pair of Rookies, which makes for a very defensive build. Or you can accompany him with a pair of Dagger Squadron Pilots with HLC and Fire Control Systems, which (like TIE Bombers) have impressive firepower and can weather a couple of attacks before falling apart.

On the other side, most Firespray lists are unimpressed by the Bomber's firepower, and a typical TIE swarm is going to pick off a Bomber every round.

Basically I think if you're going up against Bombers you want to make sure you have the PS to pick them off early, and the firepower to make sure your attacks count. I don't think you need a lot of gimmicks--just concentrated fire and a bit of luck, just like against most other competitive lists.

ETA: Ninja'ed by your actual list descriptions. A couple of quick thoughts:

nimdabew wrote:
Ten, HLC, Marksmanship
GSP, Homing missiles, PTL
GSP, Homing missiles, PTL
Rookie, R2 astro
Jan ors, squad leader, ion cannon turret

Ten is loaded up too much, the PTL Greens don't bring enough offense, and the Rookie is going to be wrecked quickly and early.

nimdabew wrote:
Han Solo, marksmanship
Blue Squadron Pilot, HLC, FCS
Blue Squadron Pilot, HLC, FCS
Luke, R2D2

This one looks better, but you're still fielding only four ships in a 150-point tourney--and poor overall Agility makes it a particularly bad matchup against Bombers.

nimdabew wrote:
Ten, HLC, FCS, Adv PT
Ib, HLC, FCS, Adv PT
Roark, blaster turret, recon specialist, moldy crow
GSP, PTL, Stealth, homing missile

Again--GSP with missile is carrying a huge point load compared to its likely offensive value. Roark and the B-wings are also groaning under the weight of all those upgrades. Not a good squad to face a bunch of missiles and torpedoes, since a little bit of luck for your opponent is going to take out as much as a third of this list.

Basically, I think your local Imperial meta just sounds stronger than the local Rebel meta--not necessarily a reflection of the strength of Bombers as a whole.
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Nick Sibicky

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Re: Meta change
The other elephant in this room is Jonus /w squad leader. He effectively gives lower PS bombers target their target locks at PS 6 and the rerolls turn any ordinance fired into guaranteed 3 hits (most likely 4's). In the last tournament I played in I took down Han Solo on round two with my bomber squad (2 crit direct hits helped).
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Lando
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Re: Meta change
Nicksib wrote:
The other elephant in this room is Jonus /w squad leader. He effectively gives lower PS bombers target their target locks at PS 6 and the rerolls turn any ordinance fired into guaranteed 3 hits (most likely 4's). In the last tournament I played in I took down Han Solo on round two with my bomber squad (2 crit direct hits helped).


Exactly. I think the lynchpin of the 4 bomber list is Jonus. Being able to kill Jonus in one turn is key and that is the endeavor before the PS 2/4 bombers get to shoot at 100 points. I think I have a solution for it, but it is entirely dependant on taking out Jonus in one turn. If not, then the entire game falls apart at that point.
 
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Re: Meta change
nimdabew wrote:
Nicksib wrote:
The other elephant in this room is Jonus /w squad leader. He effectively gives lower PS bombers target their target locks at PS 6 and the rerolls turn any ordinance fired into guaranteed 3 hits (most likely 4's). In the last tournament I played in I took down Han Solo on round two with my bomber squad (2 crit direct hits helped).


Exactly. I think the lynchpin of the 4 bomber list is Jonus. Being able to kill Jonus in one turn is key and that is the endeavor before the PS 2/4 bombers get to shoot at 100 points. I think I have a solution for it, but it is entirely dependant on taking out Jonus in one turn. If not, then the entire game falls apart at that point.


another way is to deny target locks, through the use of Kagi (for imperials), Biggs (for rebels), or expert handling. Failing which, you could try the age old tactics of randomizing your fleet's speed to screw up your opponent's estimation of ranges, thus making it difficult for him to fire off his missiles

I get the feeling that the reason why the imperial lists seem to be winning is that the players are going head on against each other right away. This tends to be very beneficial to swarms and alpha strike builds, both of which the imperials now excel in.
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Lando
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Re: Meta change
Also, the above lists aren't mine except for the tie swarm. Clumping ties together is too much of a liability with 4 bombers all carrying assault missiles which is the only way to kill a bomber in one turn. Otherwise, you are trying to pick them apart, and unfortunately, Tie fighters can't close fast enough with bombers in one turn unless you correctly guess that they are going to go x forward the first turn.

Blocking with tie fighters is easy if both players do a 4 forward first turn, but if the bombers move forward 1 or 2 forward, then you can't block effectively unless you use boost and then you are running not a swarm in the traditional sense, but a semi swarm like I was running.

My entire list idea was to move first and shoot first with swarm tactics. I created my list to deal with the 4 bomber list and it got crushed. I couldn't take the chance of lucky assault missiles. Spreading them out doesn't let you concentrate fire though.

4 bombers is tougher than you may realize. Even if you have a good round of fire, and almost kill one, they still move and shoot next turn and their dial isn't bad. The 3 turn white is a big advantage for them and the 5 k-turn is huge as well. To block the 5 k-turn, you have to be far away, but if you want to kill them you have to be close. It is a quandry. Plus, being close you have to worry about seismic charges. They are a pain since I saw a B-Wing AND Luke get annihilated in one turn from 4 seismic charges all dropped at the same time. Fighters can't repel firepower of that magnitude.
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Jeff Dunford
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Nicksib wrote:
The other elephant in this room is Jonus /w squad leader. He effectively gives lower PS bombers target their target locks at PS 6 and the rerolls turn any ordinance fired into guaranteed 3 hits (most likely 4's).


Yep, I'm playing around with:

Jonus + Squad Leader
Scimitar + Assault Missiles + Proton Torpedoes
Scimitar + Assault Missiles + Proton Torpedoes
Scimitar + Assault Missiles + Proton Torpedoes

It's got a good Alpha-strike, with Jonus allowing ships to fire their Assault Missiles with 2 rerolls and a Focus (Torps are fired when a ship doesn't have Focus, but still gets 2 rerolls), and after that, they're like a slightly weaker TIE Swarm. It's pretty solid.

But as for the OP's suggestion, we're seeing the opposite: wave 3 has brought a strong shift towards Rebels, where Rebel lists are cleaning up the top spots (whereas Imperials used to win all the wave-1 and wave-2 tournaments). Why?

Three words:

Heavy.
Laser.
Cannons.
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Xander Fulton
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iNano78 wrote:
But as for the OP's suggestion, we're seeing the opposite: wave 3 has brought a strong shift towards Rebels, where Rebel lists are cleaning up the top spots (whereas Imperials used to win all the wave-1 and wave-2 tournaments). Why?


I think, per the OP's post, the different point total they are playing with might be a factor.

With the current set of ships available, I feel like I get much more 'balanced' lists with Rebels at 100 pts then I do with the Empire. The Empire, particularly, always feels like there is just SOMETHING else I want to do, or just barely that one more thing I can't fit in that I need.

At 150 pts, Empire lists are cake. (I mean, heck, at 100 pts you can't even get Jonus and more than *one* BH + HLC. But at 150 pts, you can get Jonus and *THREE* BH + HLC.)
 
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Robert M.
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XanderF wrote:
I think, per the OP's post, the different point total they are playing with might be a factor.

Yeah, that could be key. I've knocked out a couple of TIE Bomber lists in competitive and mock-competitive play so far--both times without a lot of drama, and with mostly Wave 2 tech to boot. But both of those games were at 100 points, where in order to bring Bombers you have to make serious sacrifices either in the number of ships or the overall PS of your list.
 
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Lando
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Vorpal Sword wrote:
XanderF wrote:
I think, per the OP's post, the different point total they are playing with might be a factor.

Yeah, that could be key. I've knocked out a couple of TIE Bomber lists in competitive and mock-competitive play so far--both times without a lot of drama, and with mostly Wave 2 tech to boot. But both of those games were at 100 points, where in order to bring Bombers you have to make serious sacrifices either in the number of ships or the overall PS of your list.


This is true. I have only played against a 100 point bomber list once and I was unprepared for it. I will have to keep chugging away at it, but I still believe a 4 X-wing list would do very well against a 4 bomber list.
 
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Nick Sibicky

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Vorpal Sword wrote:

Yeah, that could be key. I've knocked out a couple of TIE Bomber lists in competitive and mock-competitive play so far--both times without a lot of drama, and with mostly Wave 2 tech to boot. But both of those games were at 100 points, where in order to bring Bombers you have to make serious sacrifices either in the number of ships or the overall PS of your list.


For me, I've run multiple bomber lists 10 times (both at 100 and 150 pt levels) and my record with them is 10 wins, 0 losses, including two first-place finishes in tournaments; mostly playing against rebel lists. 6 hull/2 agility is tough to take down before a shot gets fired, regardless of how the first battle takes place (opposing "joust" or maneuvering setups included).
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Josh Derksen
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BGG user R2EQ ran a 4x bomber list at one of our tournies last weekend and did reasonably well considering most other lists had 2-3 Bwings with HLCs. He was playing the following:

Captain Jonus w/Proton Bomb and Squad Leader (29 pts);
Scimitar Squadron w/Proximity Mine and Assault Missiles
Scimitar Squadron w/Proximity Mine Assault Missiles (24ea)
Scimitar Squadron w/Proximity Mine, Cluster Missiles (23 pts)
=100

He was basically jousting and firing his missiles on the first round, and then dropping proxy mines on the following turn to mess up enemy formations. The Bwing + HLC lists did well against him, but he chewed up all the other 3-ship lists, and a couple firesprays.
 
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Jeremy Steward
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Blue squad+HLC is the biggest meta changer this wave.

And I agree that 4 bombers is best, although I think a single bomber (like Rhymer) can work as well. I havent really found any good middle ground yet.

An alternate 4 bomber list i want to try but havent due to only having 2 bombers is Howlrunner+Black Squad+4 Scimitar Squad.
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Jeff Dunford
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Deadwolf wrote:
Blue squad+HLC is the biggest meta changer this wave.

And I agree that 4 bombers is best, although I think a single bomber (like Rhymer) can work as well. I havent really found any good middle ground yet.


^^ THIS.

Deadwolf wrote:
An alternate 4 bomber list i want to try but havent due to only having 2 bombers is Howlrunner+Black Squad+4 Scimitar Squad.


I tried a 3-Bomber list last week:

Jonus + Squad Leader + Seismic Charges
Scimitar Squadron Pilot + Assault Missiles + Proton Torpedoes + Seismic Charges
Scimitar Squadron Pilot + Assault Missiles + Proton Torpedoes + Seismic Charges
Howlrunner + Swarm Tactics

The idea was to use Squad Leader to fire each Assault Missile with 2 rerolls and Focus, firing Proton Torpedoes with the other ship (when it doesn't have Focus), and then using Howlrunner to give the missile-less ships a boost in a pseudo-TIE Swarm. Oh, and to drop bombs whenever I'm being tailed, especially right before doing a 5-K-turn. Unfortunately, bombs suck when you have lower PS than (and initiative when same PS as) your opponents... so the bombs weren't very useful.

I had horrible luck with the dice in my first match and was wiped out before I could destroy a single ship against my wife playing Chewbacca and 2 Blue Squadrons with HLC's. I only managed to take the shields off one B-wing; couldn't hit a 1-agility ship with all those dice and rerolls and focus; seemed like nothing but blanks, over and over, on both offense and defense. It was terrible.

But immediately afterwards, my dice turned from ice-cold to steaming-hot, as I defeated a gentleman running "Fettigator" (with Autoblaster, Engine Upgrade, Expert Handling), Dark Curse, Backstabber and Night Beast, only losing my Howlrunner in the process... so the squad does have some potential. It's interesting to note I could only use one Proton Torpedo on Fett as he kept using Expert Handling to both get out of arcs and ditch my Target Locks. But I landed Assault Missiles on Night Beast early and was able to capitalize, finishing off Backstabber with a Proton Torpedo and Dark Curse with primary laser fire from Howlrunner and friends.

Nicksib wrote:
Vorpal Sword wrote:

Yeah, that could be key. I've knocked out a couple of TIE Bomber lists in competitive and mock-competitive play so far--both times without a lot of drama, and with mostly Wave 2 tech to boot. But both of those games were at 100 points, where in order to bring Bombers you have to make serious sacrifices either in the number of ships or the overall PS of your list.


For me, I've run multiple bomber lists 10 times (both at 100 and 150 pt levels) and my record with them is 10 wins, 0 losses, including two first-place finishes in tournaments; mostly playing against rebel lists. 6 hull/2 agility is tough to take down before a shot gets fired, regardless of how the first battle takes place (opposing "joust" or maneuvering setups included).


I read your tournament report and you seem to be in a minority here. Is it possible that the people you play against are really bad at this game? Bombers are solid but they're hardly unbeatable. There are lots of squads - including those loaded with B-wings/HLC's - that will make short work of Bombers.
 
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Nick Sibicky

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iNano78 wrote:


I read your tournament report and you seem to be in a minority here. Is it possible that the people you play against are really bad at this game? Bombers are solid but they're hardly unbeatable. There are lots of squads - including those loaded with B-wings/HLC's - that will make short work of Bombers.


I've played it against a pretty wide array of skill levels, many if which did give me easier games than others. But, I also used a 4-bomber squad to beat the regional champion in a tournament game. That game was particularly memorable because we set up in opposite corners and no shots were fired for a full six rounds (though a few target locks were acquired, which benefitted me more than him).

Anyway, if you weed out some of the less-strong opponents my true record with bombers is probably only 5-0 or maybe 6-0. Definitely not conclusive, and only one squad I played against had any b-wings.
 
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Admittedly, I haven't played a ton of bomber lists recently, but I do think they can be a heck of a lot of fun to play, and do raise concerns for the meta. And that's a good thing!

They bring a bit of a balancing factor to the game. You can't just load up a single ship with tons of stuff anymore. It was said earlier that bombers are the death of the double YT-1300 list, and I have to agree. I also think it provides a great counter to Biggs and Howlrunner lists (so many Assault Missiles). That being said, I think the inclusion of bombers does encourage a number of other cool lists.

I would love to try a 4-5 named Ties with Stealth against a bomber list. Run Interceptors and Dark Curse or Mithrel and fly them solo. They bring X-Wing fire power to the board but are a hell of a lot faster and harder to hit. 4 dice vs. the alpha strike, and no clumping will probably give you the edge, plus you can fly circles around the bombers with Turr and Fel thereafter. I think a similar plan with A-Wings loaded with Cluster Missiles could work out too.

I for one, am even more excited now, and will love utilizing and trying to beat the Wave 3 builds.
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I was lucky enough to get to play against some new people last Thursday(new to me, although one did say it was only his second game). I ran Sootnir Fel+PTL, Vader+Squad Leader, and Major Rhymer, with Concussion Missiles, Cluster Missiles, and Proton Torpedoes(I also had VI on Rhymer, but realized afterwards that Squad Leader would have been useless. Only played one pilot at 7+ so it didn't matter that I had VI). The first list I played was a four ship rebel list, I believe 2 X-wings, an A-wing and a B-wing. Don't really remember the upgrades or pilots, but I know he never used any of the secondaries and they were all generic pilots. Player 2 had a PS2 bomber, a couple of named ties(excluding howlrunner, but I know he had dark curse), and Sootnir with PTL.

Vader passing locks to Rhymer was great, and Sootnir just flew off in the corner without being noticed. Realizing the mistake of VI on Rhymer, I would drop one of the missiles to a mine and upgrade the protons to adv. protons. I did feel that the bomber's alpha strike was a big help(I destroyed another player's bomber in the first round, along with several secondaries(my clusters pulled up a couple direct hits which helped). The game ended with vader (with an engine malfunction crit(red turns)) vs Dark Curse. I was able to get two hits on him by sheer luck, then tried to pull away and circle back to finish him. Not being able to reroll my die on offense was a big disability, so I had to rely on evades and barrel rolls to stay defensive. I only pulled out the win because the other player misjudged a turn and crashed into an asteroid. Not the way to win, but it worked.

I do think bombers are going to be included in lists, but I don't see them becoming 4 ship squads(maybe 2 plus a handful of smaller ships to run interference). A four bomber list seems to vulnerable to me, and trying to compensate with lower pilot skills is too dangerous. Running only three ships as Empire seemed strange, but it was effective, and the bomber + vader combo seems to be effective(bet Jonus + Rhymer would work well, if you can spare the points and don't mind loosing the dog fighting abilities.)

Edited for clarity(I didn't use paragraphs).
 
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i think 3 and 4 bomber lists will see lots of play and will shape the metagame.
Jonus is the catalyst here, i think using him with Squad Leader is best.
I posted this build on FF Forums...

Total Squad Points: 100

Pilot: Captain Jonus
Tie Bomber (22)
Upgrades:
Squad Leader (2)
Seismic Charge (2)
Pilot: Gamma Squadron Pilot
Tie Bomber (18)
Upgrades:
Assault Missiles (5)
Pilot: Gamma Squadron Pilot
Tie Bomber (18)
Upgrades:
Assault Missiles (5)
Pilot: Storm Squadron Pilot
Tie Advanced (23)
Upgrades:
Assault Missiles (5)

This squad should have the edge in the mirror because all of your missile carrier ships have 4 Pilot Skill. u will be able to move after them, hopefully letting u target lock first as well as get away your missiles first. After that its down to your superior play skill .
In a tight game that Tie-Advanced should earn its keep. I like how u have a bit of a backup plan if things dont go as planned with ur first wave of missiles. 3 assault missiles should force your opponent to spread his ships out or risk suffering massive splash damage.
 
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Robert M.
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Silver_Surfer wrote:

Pilot: Captain Jonus
Tie Bomber (22)
Upgrades:
Squad Leader (2)
Seismic Charge (2)
Pilot: Gamma Squadron Pilot
Tie Bomber (18)
Upgrades:
Assault Missiles (5)
Pilot: Gamma Squadron Pilot
Tie Bomber (18)
Upgrades:
Assault Missiles (5)
Pilot: Storm Squadron Pilot
Tie Advanced (23)
Upgrades:
Assault Missiles (5)

This squad should have the edge in the mirror because all of your missile carrier ships have 4 Pilot Skill. u will be able to move after them, hopefully letting u target lock first as well as get away your missiles first.

"First"--I do not think that word means what you think it means. whistle

Interceptors haven't been burning up the spaceways because Falcons eat them alive, but in a mirror match how are your bombers going to handle something like:

* [48] Boba Fett (39) + Expert Handling (2) + Navigator (3) + Engine Upgrade (4)
* [26] Royal Guard Pilot (22) + Veteran Instincts (1) + Stealth Device (3)
* [26] Royal Guard Pilot (22) + Veteran Instincts (1) + Stealth Device (3)

They're fast, they're maneuverable, they all shoot first, and they have enough firepower to wreck a Bomber every round. I'm not saying a list with 3-4 Bombers is unplayable, but it's definitely beatable.
 
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Vorpal Sword wrote:
Silver_Surfer wrote:

Pilot: Captain Jonus
Tie Bomber (22)
Upgrades:
Squad Leader (2)
Seismic Charge (2)
Pilot: Gamma Squadron Pilot
Tie Bomber (18)
Upgrades:
Assault Missiles (5)
Pilot: Gamma Squadron Pilot
Tie Bomber (18)
Upgrades:
Assault Missiles (5)
Pilot: Storm Squadron Pilot
Tie Advanced (23)
Upgrades:
Assault Missiles (5)

This squad should have the edge in the mirror because all of your missile carrier ships have 4 Pilot Skill. u will be able to move after them, hopefully letting u target lock first as well as get away your missiles first.

"First"--I do not think that word means what you think it means. whistle

Interceptors haven't been burning up the spaceways because Falcons eat them alive, but in a mirror match how are your bombers going to handle something like:

* [48] Boba Fett (39) + Expert Handling (2) + Navigator (3) + Engine Upgrade (4)
* [26] Royal Guard Pilot (22) + Veteran Instincts (1) + Stealth Device (3)
* [26] Royal Guard Pilot (22) + Veteran Instincts (1) + Stealth Device (3)

They're fast, they're maneuverable, they all shoot first, and they have enough firepower to wreck a Bomber every round. I'm not saying a list with 3-4 Bombers is unplayable, but it's definitely beatable.


ok, by "mirror" match i meant - game versus another 3-4 bomber squad. im seeing a lot of scimitar squadron pilots getting drafted into the initial bomber squads - at lest the ones reported on FF Forums. so to be clear, id back my squad versus an imperial list made up of 3 scimitar squadron pilots and jonus.

i know any bomber squad will have a lot of trouble with high pilot skills squads. The meta isnt really dominated by them though but obviously a squad with even a small number 3 attack ships with high pilot skills would be a poor matchup for a bomber squad.

against ur 3 ship build id probably hit Fett with all the assault Missiles early and worry about the intercepters last. if the missiles missed or did minimal dmg id almost certainly lose, if fett was taken down early enough though this would be an interesting end game. high hull vs high agility. from experience playing tie-advanced which have the same 2 attack dice and target lock, they r actually not bad on offense, esp if u get off a target locked close range shot (easier said than done i know).
 
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Joseph Woodworth
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Though, y wings at 18 points 19 with an amazing dial), rebel action synergy
And 17 point a wings that can carry a missile, really aren't all that more expensive than a bomber. Considering 3 agility of the a wing and hull/shields if the y wing, I don't see the addition of the bomber as power creep.

Miraculously, the value of the interceptor and fighter roles have been increased by the addition of the bomber and Hwk/shuttle. Somehow, the game feels more balanced than it ever has to me.
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Jody Nixon
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i think there mere presence of bomber squads will deter some squads in tournaments - falcon based builds and even tie swarms may need to diversify to keep pace with jonus assisted secondary weapons. This is a good thing for the game.
 
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