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Help me make a TIE bomber list...

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Help me make a TIE bomber list - just for fun;) I've made this draft (no Harpoons allowed):

Gamma Squadron Veteran (19)
Deadeye (1)
Proton Torpedoes (4)
Guidance Chips (0)

Gamma Squadron Veteran (19)
Deadeye (1)
Proton Torpedoes (4)
Guidance Chips (0)

Gamma Squadron Veteran (19)
Deadeye (1)
Proton Torpedoes (4)
Guidance Chips (0)

Captain Jonus (22)
Crack Shot (1)
Homing Missiles (5)
Guidance Chips (0)

Total: 100

View in Yet Another Squad Builder

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Well, it's 4 missiles, 3 with pretty good dice modifiers. If you can launch a 'proper' volley, you should easily net one, maybe even two kills.

I'd be hesitant about giving Jonus Crack Shot instead of Deadeye - firstly, he's the obvious first target, so keeping a focus you can choose to spend defensively is arguably a better choice than a target lock, secondly at relatively low PS for a unique pilot he may have trouble getting both a target lock and a range 2-3 in-arc shot at a higher PS opponent.

You are gambling heavily on your opening volley. After you've fired that ordnance, with no extra munitions you've got a grand total of 4 ships with 2-dice primary weapons and nothing more impressive than a focus token to boost their effectiveness. You have to near enough win the game in that opening salvo.

Jonus' range 1 formation requirement is potentially a problem. Firstly, finding a route that a cluster of 4 TIE bombers can fit through easily isn't guaranteed, and being that tightly packed makes you easy prey for Harpoon Missiles and bombs coming in the other direction. A big part of Jonus' problems is that he has to be still alive at the point the Gamma Veterans fire, and ensuring that he isn't is not all that hard to do; two higher PS aces with missiles of their own are probably sufficient to achieve this.

 

If I wanted to build a Quad bomber formation, I'd probably consider a mix of the following:

  • "Sniper"
    • Gamma Squadron Veteran - Crack Shot, Homing Missiles, Long Range Scanners
    • Designed to fly slow and hunt high-agility evading aces like the Inquisitor and Vader
  • "Brawler"
    • Gamma Squadron Veteran - Deadeye, Plasma Torpedoes, Extra Munitions, Guidance Chips
    • Whilst less effective than a Jonus reroll/Proton Torpedo attack, you've now got two shots in the tank not one, and on the first shot the 'plasma burn' effect will make it similarly powerful against a well shielded target like Kanan Jarrus, Captain Nym or Miranda Doni.
  • "Flanker"
    • Gamma Squadron Veteran - Deadeye, Cruise Missiles, Extra Munitions, Guidance Chips
    • You can't fly this ship in close formation with everyone else - you ideally want to set up a speed 4 'attack run' coming in at an angle whilst the enemy focuses on your other ships and bin off a 5-dice focused attack.

Alternatively if you want a better edge of numbers:

  • "Swarmer"
    • Scimitar Squadron Pilot, Unguided Rockets, Lightweight Frame
    • 3 attack dice, 3 defence dice, 6 hit points. In theory it's equivalent to the TIE defender! (It's not because of the lack of evade tokens, the need to have a focus to fire your third die, lightweight frame's vulnerability to 2-dice attacks or range 3, etc. But you do get five ships)
  • "Alpha Striker"
    • Scimitar Squadron Pilot, XX-23 S-Thread Tracers, Cruise Missiles, Guidance Chips
    • Fly in from multiple directions, because a head-on joust with cruise missiles won't work - it's too easy to play range control against someone determined to pull a speed 3+ move. Thread Tracers having range 1-3 means that whoever ends up too close still has the ability to contribute, though, and in theory 4 target lock/focus/guidance chip 5-dice cruise missiles can remove even a VT-49 decimator in a single spray of missile fire - and unlike the gamma veterans you have 5 ships, not 4, available to try and mop up with.

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Posted this in another thread (with harpoons), but what the heck:

PILOTS

Major Rhymer (34)
TIE Bomber (26), Extra Munitions (2), Proton Torpedoes (4), Adaptability (0), Seismic Charges (2), Guidance Chips (0)

Tomax Bren (33)
TIE Bomber (24), Adrenaline Rush (1), Extra Munitions (2), Proton Torpedoes (4), Seismic Charges (2), Guidance Chips (0)

Captain Jonus (31)
TIE Bomber (22), Extra Munitions (2), Proton Torpedoes (4), Veteran Instincts (1), Seismic Charges (2), Guidance Chips (0)

Yes it has a lot of faults (overpriced pilots etc), but it's darn fun to fly casually. PS8 helps you acquire TLs so you can have chips instead of LRS, and after all missiles are spent you still have bombs in a pinch. Adrenaline Rush can of course be switched to Carck Shot on Tomax for a bit more power.

Edited by Powermind
replaced profanity with "darn"

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9 minutes ago, Powermind said:

Posted this in another thread (with harpoons), but what the heck:

PILOTS

Major Rhymer (34)
TIE Bomber (26), Extra Munitions (2), Proton Torpedoes (4), Adaptability (0), Seismic Charges (2), Guidance Chips (0)

Tomax Bren (33)
TIE Bomber (24), Adrenaline Rush (1), Extra Munitions (2), Proton Torpedoes (4), Seismic Charges (2), Guidance Chips (0)

Captain Jonus (31)
TIE Bomber (22), Extra Munitions (2), Proton Torpedoes (4), Veteran Instincts (1), Seismic Charges (2), Guidance Chips (0)

Yes it has a lot of faults (overpriced pilots etc), but it's darn fun to fly casually. PS8 helps you acquire TLs so you can have chips instead of LRS, and after all missiles are spent you still have bombs in a pinch. Adrenaline Rush can of course be switched to Carck Shot on Tomax for a bit more power.

I like it!

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Won an OT tournament with this...

Bomber aces (100)

•Major Rhymer (38) - TIE Bomber
Adaptability (0), Cluster Missiles (4), Extra Munitions (2), Advanced Proton Torpedoes (6), Guidance Chips (0)

•Captain Jonus (28) - TIE Bomber
Veteran Instincts (1), TIE Shuttle (0), Fleet Officer (3), Systems Officer (2)

•Tomax Bren (34) - TIE Bomber
Crack Shot (1), Cluster Missiles (4), Plasma Torpedoes (3), Extra Munitions (2), Guidance Chips (0)

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Scimitar Squadron Pilot(20) [Scimitar Squadron Pilot(16), Lightweight Frame(2), Unguided Rockets(2)]

Scimitar Squadron Pilot(20) [Scimitar Squadron Pilot(16), Lightweight Frame(2), Unguided Rockets(2)]

Scimitar Squadron Pilot(20) [Scimitar Squadron Pilot(16), Lightweight Frame(2), Unguided Rockets(2)]

Scimitar Squadron Pilot(20) [Scimitar Squadron Pilot(16), Lightweight Frame(2), Unguided Rockets(2)]

Scimitar Squadron Pilot(20) [Scimitar Squadron Pilot(16), Lightweight Frame(2), Unguided Rockets(2)]

 

This kicks ****

Edited by D34d guru

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I've toyed around with a few 4 bomber lists and I personally enjoy running asymmetric builds. While I do have 1 harpoon in the list, you could just as easily swap it for another option, although the proton torp also loses a bit of value. It's still great ordnance, just a little less synergistic. Anyway, here's what I ran: 

Scimitar Sqd Pilot (27)

  • LRS
  • EM
  • Harpoons
  • Cruise Missile / Ion Pulse Missile
  • Seismic Charge

Scimitar Sqd Pilot (26)

  • LRS
  • EM
  • Proton Torp
  • Unguided Rockets
  • Ion Bomb

Scimitar Sqd Pilot (25)

  • LRS
  • EM
  • Plasma Torp
  • Unguided Rocket
  • Seismic Charge

Scimitar Sqd Pilot (22)

  • TiE mk II
  • TIE Shuttle
  • Systems Officer
  • Fleet Officer

Comes to 100 points even, although it takes a bit of practice to fly well. I've had the best successes flying in a pinwheel formation that flies fairly slow. You'd ideally want your front two ships at range 2 and your back two at range 2 or 3. Bombs are best used to discourage k turns behind you, and I highly recommend dropping a bomb early just to show your opponent it's in your mind and they should take care. It discourages a lot of quick turn and chases that your bombers really can't afford. 

The support shuttle doesn't throw a lot of dice and goes down pretty quick if it gets focused, but while it lasts, it should keep the rest of your ships full on mods. You will probably need to hard turn or K turn your ordnance carriers at some point, and you should stagger the shuttle to do it the turn after, to ensure your heavy hitters have the locks and tokens they need to keep firing. Him taking shots when he can't fire and after the second salvo should be fine for you, and you should really be able to clean up most lists by the 4th or 5th combat. It definitely suffers against double adjustment aces and star vipers with their wonky barrel roll, but it's a fun list and can handle enough lists that you'll enjoy your time with it. 

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12 hours ago, Powermind said:

Posted this in another thread (with harpoons), but what the heck:

PILOTS

Major Rhymer (34)
TIE Bomber (26), Extra Munitions (2), Proton Torpedoes (4), Adaptability (0), Seismic Charges (2), Guidance Chips (0)

Tomax Bren (33)
TIE Bomber (24), Adrenaline Rush (1), Extra Munitions (2), Proton Torpedoes (4), Seismic Charges (2), Guidance Chips (0)

Captain Jonus (31)
TIE Bomber (22), Extra Munitions (2), Proton Torpedoes (4), Veteran Instincts (1), Seismic Charges (2), Guidance Chips (0)

Yes it has a lot of faults (overpriced pilots etc), but it's darn fun to fly casually. PS8 helps you acquire TLs so you can have chips instead of LRS, and after all missiles are spent you still have bombs in a pinch. Adrenaline Rush can of course be switched to Carck Shot on Tomax for a bit more power.

Hate to rain on your parade but EM, PT, and SC are all torpedoes so you'd need to swap out one. oops

 

Personally I like running Bren with Crackshot, UR, and LWF. He's relatively cheap, durable, and ignored at your opponents peril.

 

Another fun one is Deathfire, just for his Pilot ability shenanigans. 

 

"Deathfire" — TIE Bomber	17
Extra Munitions	2
Unguided Rockets	2
Cluster Mines	4
Lightweight Frame	2
Ship Total: 27
 	
Tomax Bren — TIE Bomber	24
Crack Shot	1
Unguided Rockets	2
Lightweight Frame	2
Ship Total: 29

 

Edited by impspy
Human error

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If I can also pop a suggestion in here.  If you've got access to the TIE Shuttle Title for the TIE Bomber and want to throw something into the middle of the squad to improve its effectiveness then a TIE Shuttle with Operations Specialist and Tactician is a good pick.  You can fly a squad of generics that actually kicks quite a lot of ****, I would imagine it looks a bit like this:

Gamma Squadron Veteran (19)
Crack Shot (1)
Tactician (2)
Operations Specialist (3)
TIE Shuttle (0)

Gamma Squadron Veteran (19)
Crack Shot (1)
Unguided Rockets (2)
Lightweight Frame (2)

Gamma Squadron Veteran (19)
Crack Shot (1)
Unguided Rockets (2)
Lightweight Frame (2)

Gamma Squadron Veteran (19)
Crack Shot (1)
Unguided Rockets (2)
Lightweight Frame (2)

Total: 97

You could also drop down to generic pilots/drop lightweight frame and maybe squeeze in an extra ship.

 

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