Talk:Proton Bombs/@comment-122.59.182.29-20160825065851/@comment-454133-20160825160123

Neat! Thank you for sharing. I too am not great at math, and I share your desire to be able to analyze the probabilities. I've been taking a TGC course to try to improve, and should really get back to it.

Yea, cluster mines are very disappointing, even though they sound freaking awesome. In practice you're almost always better off with a proximity mine or conner net. Big pile of tokens I'll probably never use (I have a lot of clusters from the tie punisher etc that peddled them; wonderful ships, bad bombs). :(

A few things to note:

1) Ships with 2 or 3 bomb slots get better use out of Extra Munitions, since that 2 points amplifies multiple bombs, so a ship could be packing up to 6 bombs this way (though it probably won't manage to field them all).  This is hard to account for above though, and it's not really worth including in the calculations.

2) Sabine Wren (Crew) does interesting things with bombs.  All your bombs (deployed from any ship) do 1 extra damage to a ship in range 1 when removed, as long as sabine is still on the field.  It also applies only once per round, so plowing through multiple cluster mines won't incur massive damage.  This only helps rebel bombers though.

3) Action-placed bombs are easier to hit with than maneuver-placed bombs, IMO, as they detonate immediately if dropped directly on a ship.  A low-PS bomber can act before the foe can even take a turn, and dodgy ships can't boost or barrel roll out of the bomb zone.  This makes prox mines a little easier to hit with than, say, seismic charges.  That... may be personal opinion though.  Grain of salt and all that.  :D