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Made in us
Krazed Killa Kan





SoCal

So, on a lark, I picked up 3 TIE Bombers and ran them loaded with missiles torpedos and bombs. It was quite effective, although my opponent did make some mistakes in placement due to inexperience, and I was rolling hot. My opponent ran with 3 interceptors and the shuttle. Unfortunately, he forgot to run the shuttle up front to prevent target locks on his interceptors.

On the second turn of the game, I launched a missile/torpedo with every bomber, two on one target, one on another. I ended up blowing up one. Turn 3 had me dropping a prox mine, a proton bomb, and a seismic charge behind my bombers to try and catch his interceptors doing a K-turn. One interceptor did a 1 hard turn and avoided the mess, but one did take the bait and did a long K-turn, putting him in explosive range of the proton bomb and seismic charge. Having been previously damaged from a single assault missile hit before, the interceptor was destroyed. Toward the end of the game, he did keep his final interceptor alive by keeping the shuttle close to it, unfortunately some really bad defense rolls and good offense rolls from me killed the remaining interceptor. it was pretty easy to kill the shuttle by tailing it after that.

I enjoyed using the list, and will likely tweak it and play again. I was using two of the no name mid level pilots, but honestly I'll probably drop down to scimitar squadron pilots since most stuff will be going before my bombers anyway. Then I can grab more munitions, or a shield upgrade to prevent an early crit. I've also considered running a shuttle of my own that can pass lock ons around.

The bombers themselves aren't actually that slow and still have the default 2 attack of a normal TIE. I also see bombers and munitions being pretty important once Epic Play becomes common, since those large and huge ships can be hit with less danger.

The bombs also work great, especially against more agile ships since they do direct damage.

I am having some issues though, I wanted to run with 3 proximity mines, but only had one from the Slave 1 box which I had traded away. Anyone know a good place to buy individual components for X-Wing? I'd like to pickup more copies of various upgrades, as well as the tokens for them. I'm good on Seismic Charges and Proton bombs, but need 2 more prox mines, and a bunch more assault and cluster missiles.

   
Made in ca
Blood Angel Chapter Master with Wings






Sunny SoCal

You can find cards and tokens on ebay, though, I warn you they are sometimes very expensive as FFG doesn't release ANYTHING other than the actual full products, so any 'bits' are strictly cannibalized from full kits.




Automatically Appended Next Post:
If you ever find alt actual models for the charges and bombs though I may be interested in that!

This message was edited 1 time. Last update was at 2014/04/28 14:51:02


   
Made in us
Decrepit Dakkanaut





Biloxi, MS USA

I'm kinda surprised that additional bombs/torps haven't shown up as League Night accessories yet. Maybe next season.

This message was edited 1 time. Last update was at 2014/04/28 16:43:51


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Made in us
Krazed Killa Kan





SoCal

Hmm, then perhaps some third party has made some acrylic tokens? I'll check around and report back after work.

Would anyone else be interested in actual models of the seismic charge, proximity mine, and proton bomb? I'm a 3D sculptor and making some to put up on shape ways would be easy.

   
Made in us
Douglas Bader






 Platuan4th wrote:
I'm kinda surprised that additional bombs/torps haven't shown up as League Night accessories yet. Maybe next season.


Good guess. Seismic charges are the current prize, and proton bombs + proximity mines are the upcoming one.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in us
Malicious Mutant Scum





Looking good. Might have to buy myself some TIE Bombers.

Dust Warfare:150 pts of SSU
WIP
Retribution of Scyrah

Imperial Fleet-3 TIE/LN Fighters, 1 TIE Advanced, 1 TIE Bomber, 3 TIE Interceptors(includes the aces pack), 1 TIE Phantom, 1 TIE Defender.


 
   
Made in us
Krazed Killa Kan





SoCal

After playing a 300 point team game (100 points per player), and seeing the rebel transport in action, TIE bombers will be a good choice to help take down the huge ships.

Proton bombs will be especially important in taking them out since huge ships have the regenerate and fortify ability (usually) which will let them weather fire from many smaller weapons. Dropping proton bombs on huge ships should be easy, although sometimes risky due to the huge ship collision rules, but bypassing shields and straight up putting crits on the huge ships is a big deal. Not to mention firing torps at long range.

   
Made in us
Malicious Mutant Scum





I could see that sort of list being played. What upgrades would you put on them?

Dust Warfare:150 pts of SSU
WIP
Retribution of Scyrah

Imperial Fleet-3 TIE/LN Fighters, 1 TIE Advanced, 1 TIE Bomber, 3 TIE Interceptors(includes the aces pack), 1 TIE Phantom, 1 TIE Defender.


 
   
Made in us
Krazed Killa Kan





SoCal

No upgrades other than the torpedoes and bombs.

Although, I could see myself equipping flechette torpedoes on them to fire at incoming enemy fighters, then flying right past them on to the big ships to unload Proton Torps first if possible, otherwise to fly past and drop Bombs.

Enemy fighters will make a beeline for them to try and knock the bombers out or dissuade them from closing in to the big ships, the extra stress from the flechette torps should prevent any quick turn arounds to pursue.

The TIE Bomber is actually pretty maneuverable and relatively fast for being a bomber, its speed will keep it at range 3 from the pursuing fighters, and hull of 6 will allow it to take the hits that get through.

   
Made in gb
Fixture of Dakka





Southampton

My first Tie Bomber arrived today - looking forward to seeing it in action tomorrow night.

I've only got one at the moment, so what should I escort it with - Tie Fighters or Interceptors?

   
Made in us
Longtime Dakkanaut





whidbey

I have access to a laser cutter at work and could be motived to do some.
   
Made in us
Krazed Killa Kan





SoCal

TIE fighters should run interference, interceptors are a waste of points escorting bombers and their speed is wasted.

You don't want to jet interceptors straight at the enemy to get in the way of them reaching the bombers.

   
Made in gb
Regular Dakkanaut



england

eBay currently has someone selling bombs if anyone's interested

 
   
Made in gb
Longtime Dakkanaut




Nottingham, UK

I'm having great fun and currently undefeated with:
Jonus (determination)
Maarek Stele (cluster missiles, marksmanship)
Krassis (heavy laser cannon).

You could replace Maarek with a scimitar pilot and have space for a bomb too. The HLC with 3 re-rolls is a bit nasty.

 
   
 
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