Board Thread:General Discussion/@comment-31354887-20170318040741

Do you love dropping bombs?

Do you wish you could drop more bombs?

Or maybe you just love area denial and want to deny your opponent half of the field, if not more!

If you answered yes to any of those questions then I think I have a build for you. Of course feel free to use it and send your feedback to this post if you do I'd love to hear the hilarity that ensues.

'''Heads Up! You'll Probably Need To Buy A Few Extra Tokens For This Build.'''

First up we've got the U-wing, yes that's right this bomber squad includes a ship with no native bomb slot, why? Because this isn't just about bombs, this is about area denial too and the U-wing is just begging to be a good blocker, it's big, it can stop in place, and one of it's pilots loves being bumped.

Heff Tobber + Advanced Sensors + Extra Munitions + Sabine Wren (Crew) + Hera Syndulla (Crew) + Pivot Wing + Anti-Pursuit Lasers + Cluster Mines

At only 38 points Heff proves to be quite cheap considering the full kit given to him! Riding back seat is everyone's favorite ladies from the Ghost, Sabine and Hera. Of course now you see why the U-wing is in this bomb squad, Sabine lets Heff load up a set of cluster mines in the trunk and the U-wing's native torpedo slot gives him a double use. Fitted with advanced sensors give Heff maximum flexibility when dropping his bombs letting him drop them before or after his maneuver in addition to being able to drop them on any large ship unlucky enough to bump him from behind. "But why Hera? The U-wing only has one red maneuver." you say, Hera is here to synergize with the title, I know we've all huffed at least once that the title forces us to telegraph our intent to spin the U-wing around 180 on the next turn and this doesn't exactly fix that but inevitable as the field gets more and more clustered (pun intended) with bombs the large-based U-wing will end up on a collision course either with your own bombs, some rocks, or if your opponent unfortunately decided to field a bomber as well, some of their bombs. Hera gives Heff enough time to pull a stop, flip his card, and remained stopped two turns in around allowing him to take as much time as he needs to spin around and avoid hitting something. You'll be able to breath easier knowing you won't have to anticipate (as much) when you need to give up the U-wing's 2nd agility dice to spin Heff around. Since Heff loves getting bumped so much, you might as well let him pack a little punch for the effort with anti-pursuit lasers, it'll give him a good reason to keep bumping even after exausting all his bombs and migitates the fact that he might end up having a hard time getting the enemy into his firing arc.

Second up! The K-wing, a staple of many a rebel squads the K-wing is the rebellion's de-facto bomber (sorry Y-wing) so its no surprise as to why the second half of this team is the deceptively speedy and heavily armed fighter.

Miranda Doni + Twin Laser Turret + Extra Munitions + Seismic Torpedo + Assault Missiles + Recon Specialist + Cluster Mines (x2) + Advanced SLAM

At 57 points Miranda is half a squad worth of ship and built for the long haul. Extra Munitions and two Cluster Mine cards give her a whopping 4 bombs to drop and since cluster mines last until they are ran into she can do so with reckless abandon. Once Miranda has deposited her literal mine-field worth of bombs across the map using her advanced SLAM to get them where she wants them she can shift gears and revert to her standard roll of shield regin and TLT. Recon spec is there to make the most out of her double attack even when she gives up a dice to get a shield back. With two uses of seismic torpedo Miranda can make the rocks scattered around the field as dangerous as her bombs, enemies will certainly be hesitant to fly near any rocks and in a pinch she can clear up the field to give Heff some breathing space. Assault Missiles? Well I'll admit, you've got me here, with 12 points left to spend it was either fill out Miranda's last open upgrade slot or drop a Bandit Squadron pilot somewhere and let him distract the enemy or plink at them from odd angles. The missile seemed more fitting for area of denial, target lock your enemy when you've got the chance and they'll scramble to break away from their friends lest they suffer the consequences (assuming they aren't already scattered across the map desperately avoiding all the bombs and rocks) and with 5 unspent points you're almost garenteed to have the initative where it matters.

I certainly don't think FFG ever expected such a terrible bomb-related squad to crop up, even if you own the Punisher, Ghost, and Imperial Veterns you'll still need to buy or borrow Three more cluster mine sets for a whopping SIX set of cluster mines in the unfortunate event you manage to drop all of your bombs before any of them completely detonate.

Remember, Sabine's ability affects all your bombs, not just the ones dropped by the ship she is riding in, all those cluster mines suddenly become range 1 denial areas.

Think you can do without Heff taking pot shots at everyone bumping him? Replace anti-pursuit lasers with a ion projector, for added fun everytime you ionize something for bumping into you use Hera to pull those unlimited 0 speed maenuvers and trap them, psychological warfare!

If you see any way to improve, make more terrifying, or cause the build to require even more cluster bomb tokens feel free to post them here, I'd really love to see feedback on this admittedly half-serious joke squad. 