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Made in ca
Huge Hierodule






Outflanking

Was playing around with ideas for using the TIE Bomber, and I realized that the following list is possible once Imperial Veterans comes out:

4x Gamma Squadron Veteran
Deadeye
Plasma Torpedoes
Extra Munitions
Guidance Chips

Given how successful the U-boat list is being, what are your thoughts on this list? I lose the R4 and turret, as well as a chunk of durability on all my ships, but gain an extra torpedo shot.

Q: What do you call a Dinosaur Handpuppet?

A: A Maniraptor 
   
Made in us
Longtime Dakkanaut




Minneapolis, MN

Of note is that basic bombers are usable as regular swarm ships (their pool of hull points really helps them when jousting).

Without doing any math, my instincts tell me that you ought to be able to destroy one jumpmaster during the first engagement, and they will destroy one bomber. I guess the question is: do you think you can take on two jumpmasters with three bombers? Let's break down their advantages/disadvantages.

Overall durability: similar
2 jumpmasters and 3 bombers have 18 total HP, and 2 evade dice. With the way the alpha strikes go, both sides will probably be undamaged at this point (both sides need to concetrate fire to guarentee one ship goes down). Jumpmasters had the advantage of shields, and possibly proton torpedoes, but the two sides are fairly evenly matches

Firepower: similar
3 Bombers have more overall firepower, but the turrets of the jumpmasters will give them more opportunities to attack. They also have better dice modifiers with the aggromechs. However, the Bomber's shoot-first capabilities will give them a shooting advantage on the turn when a jumpmaster is destroyed.

Maneuverability: jumpmasters
There's really no comparison: jumpmasters have way better dials, and move-first capability. They are also potent blockers. The bombers can also barrel roll, but they can't dodge arcs. Not to mention that the Jumpmaster's white Sloops allow them to turn around and shoot their ordnance (something the bombers struggle with).

I think it would be a very difficult fight for the bombers. In particular, they would have a tough time getting their second round of ordnance shooting, as the jumpmasters have every incentive to get into a furball.

This message was edited 2 times. Last update was at 2016/04/02 16:47:49


 
   
Made in us
Regular Dakkanaut




Indiana

Yeah, with the white sloop, the Jumpmasters should trump this out. It's still quite powerful, and effective.

I'm currently testing out a similar squad:

3x Scimitar Squadron Pilots
guidance chips, thermal detonators, plasma torpedoes, extra munitions

Captain Jonus
Guidance chips, thermal detonators, plasma torpedoes, adaptability
   
 
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