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![[Post New]](/s/i/i.gif) 2016/07/22 22:16:10
Subject: Xw: Bomber loadout question
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Jealous that Horus is Warmaster
Boston
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Hey all,
This is a late question for a couple of games I have tomorrow but I'm wondering what y'all think is the best 2 missile/torp + extra Munitions load for the TIE Bomber.
I know that 4 ordinance shots is unlikely but in my build plan i have the points so...
Basic list:
99 points
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The Inquisitor (32)
TIE Advanced Prototype (25), Push the Limit (3), XX-23 S-thread Tracers (1), TIE/v1 (1), Autothrusters (2)
Gamma Squadron Veteran (29)
TIE Bomber (19), Deadeye (1), Flechette Torpedoes (2), Extra Munitions (2), Homing Missiles (5), Long Range Scanners (0)
Colonel Vessery (39)
TIE Defender (35), Tractor beam (1), Veteran Instincts (1), TIE/D (0), Twin Ion Engine Mk II (1)
My most likely opponents enjoy a) Vader/ Soontir &2 low point TIEs list and an IG/Boba (both vi).
My question is whether instead of the flachette/ Homing Missiles combination I might be better off with plasma torps & Concussion missiles?
My initial thoughts were that the flachette would be fine when I can't get both TL & focus on the same shot for the Homing Missiles ... if I didn't have the points I'd just run the Gamma vet with Homing. But since I have a few points to spare... the alternative combination seems viable too.
The flachette/ homing feels better against the Imperial list (Soontir and Vader not having fun with stress) and gives an easier choice than Concussion vs plasma vs scum. But the latter does feel more well rounded.
What say you?
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![[Post New]](/s/i/i.gif) 2016/07/23 02:11:46
Subject: Xw: Bomber loadout question
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Charging Dragon Prince
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Here is one I have been having fun with,
Captain Jonus:
-Guidance Chips
-Crack Shot or Adrenaline Rush
-Extra Munitions
-Homing Missiles
-Xx-23 S-Thread Tracers
3x Scimitar Squadron Pilot:
-Guidance Chips
-Extra Munitions
-Homing Missiles
It puts out a scary amount of hits on target. I really like Homing Missiles since it doesn't burn your target lock, allowing you to reroll two dice from Jonus, use your target lock for rerolls, and than a guaranteed hit from the Guidance Chips.
Jonus is the only one I have been having a real hard time deciding how I want to run him. I like Adrenaline Rush for post K-Turn nonsense with the Xx-23 S-Thread Tracers getting me Target Locks for the Scimitars to continue to pour ordnance into the enemy. But, I like Crack Shot as well because you can minimize some hits on the way in by having your bombers Focus since you will most likely be shooting last with the Scimitars and having Jonus fire off the Thread Tracers, have a guaranteed hit at worst with Guidance Chips and make that guaranteed hit go further by cancelling an evade.
You only get a few turns of extreme ranged hate, but if you try to stay towards range three on the way in and play it slow, you can more often than not hate most ships off the board with accurate firepower. You will take hits going in, but 6 hull is still fairly sturdy unless they focus on just one ship. I still only have a few games with it, but it has been real fun.
Here is another list that has been real good for me against a lot of the ships you listed that you see a lot.
Soontir Fell:
-Royal Guard TIE
-Autothrusters
-Stealth Device
-Push the Limit
Howlrunner:
-Crack Shot
3x Black Squadron Pilot
-Crack Shot
99 Points.
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![[Post New]](/s/i/i.gif) 2016/07/23 02:39:53
Subject: Xw: Bomber loadout question
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Douglas Bader
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NH Gunsmith wrote:I really like Homing Missiles since it doesn't burn your target lock, allowing you to reroll two dice from Jonus, use your target lock for rerolls, and than a guaranteed hit from the Guidance Chips.
You know that you can only re-roll a die once, right?
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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. |
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![[Post New]](/s/i/i.gif) 2016/07/23 02:57:01
Subject: Xw: Bomber loadout question
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Charging Dragon Prince
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But it doesn't mean you have to roll the same dice. If you roll 3 or 4 blanks than that allows you more chances for rerolls. I only use the target lock as a last resort because I like being to keep my action next turn for focus or if I have to K-Turn. Guess I didn't explain it too well haha.
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![[Post New]](/s/i/i.gif) 2016/07/25 08:15:52
Subject: Xw: Bomber loadout question
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Battleship Captain
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Observation? I'd take Crack Shot.
Adrenaline Rush - and for that matter Extra Munitions - are both predicated on the idea that Captain Jonus survives the initial pass.
Since he's providing (in theory) free target locks plus the ability to reroll without burning the target locks (leaving them for next turn's second missile salvo) plus if you've focused with the Scimitar Squadron Pilots you can't actually fire the missiles unless he hits with the XX-23 Thread Tracers, he's got a massive bulls-eye centred on him.
Bombers aren't exactly fragile, but killing one at PS7+ is far from impossible, and if Captain Jonus gets killed in the face before he launches, your focus/rerolled Homing Missile alpha strike falls flat on its face and you get.....three focused TIE bomber primary weapon shots (woo hoo).
I'd assume the enemy will try to shoot him down. I'd therefore assume they will succeed - if not before he fires once, then definitely by the second round of the engagement. Hence, he ain't gonna live long enough for Adrenaline Rush to really matter.
Crack Shot is quite likely to make the difference between getting to launch missiles in the first round and not - which is a game-changer with a bomber list.
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Termagants expended for the Hive Mind: ~2835
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![[Post New]](/s/i/i.gif) 2016/07/25 14:17:04
Subject: Xw: Bomber loadout question
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Leader of the Sept
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Did you mean crack shot or dead eye?
Personally I like matching cluster missiles and either proton or plasma torps. Let's you fire something no matter what range you're at.
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Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!
Terranwing - w3;d1;l1
51st Dunedinw2;d0;l0
Cadre Coronal Afterglow w1;d0;l0 |
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![[Post New]](/s/i/i.gif) 2016/07/26 04:31:00
Subject: Xw: Bomber loadout question
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Charging Dragon Prince
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I getcha on Crack Shot, I will try it with that next time. I used Adrenaline Rush that time and it worked out great. My opponent ran Palob Godalhi, Kavil and a Hired Gun with locked turret.
The Bombers got into range turn 2 after focusing, Palob stole a focus and did two damage to the lead Bomber with his turret. Jones sent out the Thread Tracers, and between the Target Lock, Focus, Guidance Chips and the Jonus Reroll it only took two Bombers to waste Palob. The next couple turns I played like crap, wasting the second shot with the Thread Tracers, Jonus got hit with a critical that discarded his Homing Missiles, and poorly timed my Adrenaline Rush. It still pulled out a win though. Will keep tweaking it and let you guys know.
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![[Post New]](/s/i/i.gif) 2016/08/04 12:50:22
Subject: Re:Xw: Bomber loadout question
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Jealous that Horus is Warmaster
Boston
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Last weekend I stumbled on what may become my default bomber load (unless I'm trying something clever/insane):
Gamma Veteran (29 points total)
Deadeye
Proton Torpedoes
Extra Munitions
Ion Pulse Missiles
G-chips
The ion pulse missiles are a great pot shot weapon averaging a bit more than 2 hits (3 dice plus either TL or focus) even before the chips - not having to spend the TL/focus is a big assist.
That gives you a decent chance to hit just about anything (except possibly a fully tokened Soontir/Inquisitor with Autothrusters at r3). And you're not sacrificing much damage to get 1 damage and 2 ions.
Then you know that ship is doing a 1 fwd so you can block to deny actions and follow up with a Proton Torpedo the next round. (Pushing through more damage than a long shot proton even if it did hit)
I only got the combination off once before my opponent decided the bomber NEEDED to die, but that only meant 2 "wasted" points for Munitions not expended
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![[Post New]](/s/i/i.gif) 2016/08/04 14:29:35
Subject: Xw: Bomber loadout question
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Battleship Captain
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Deadeye + Guidance Chips + Extra Munitions + Missile of choice is a nice 'tactical' missile load. I'd either take that for a 'brawler' bomber, or Crack Shot + Guidance Chips + Missile of choice for a 'one shot' alpha strike.
Ion Pulse Missiles are a very nice 'trick' weapon - not amazing but not bad either. They're especially tasty not against agility 3 arc dodgers but against big ships - which can rarely avoid a shot and which ideally can be 'zapped' whilst stressed, giving you two rounds to screw them over. The second ion token makes a big difference.
(Warning: even ionized, Kanan Jarrus can still let them clear stress).
The downside, of course, is that the bomber is expensive. 29 points isn't quite ace money, but it's not far off 1/3 of your squad. Depends what you're supporting it with, I guess.
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Termagants expended for the Hive Mind: ~2835
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