Bombs Away! – DW Heavy Bombers

IMG_3069Introduction

April was an exciting month for Dystopian Wars, as the game received its first new unit type in quite some time. I’m referring, of course, to the Heavy Bombers that were included in the Bombardment Groups that were released for the 7 core factions! Given that these models represent an expansion of the already large range of model types within the game, I thought it might be fun to take a look at the type as a whole, as well as each individual model. This is similar to the methodology I recently used to discuss the Battlecruisers, which makes this post a sequel of sorts, I suppose. I am modifying my methods somewhat, though. I will say upfront that this post is focused only on a technical analysis and comparison of the stats. I will “keep my powder dry” for a discussion on tactics and employment for a later article. On with it, then!

General

The Heavy Bomber (HB) models are a neat addition to the DW world, and are a logical extension of the Medium Bombers that have been present in the game since its launch. Interestingly, they make a certain amount of sense as a follow-on topic from my battlecruiser (BC) comparisons; in many ways, the HBs are something like “Battlecruisers of the Sky.” For example, the basic DR/CR/MV/HP stat line for the heavy bombers matches that of the BCs; 5/7/10″/6 are the normals. The HBs are also rated as Medium Capital models with a squadron limit of 1, and cost roughly the same amount of points (110-120). There are 6 different HB designs (leaving aside the CoA model of this class), and as one might expect all of them have significant bomb bay capacity, along with one or two other weapons. For MARs, they all have Area Bombardment, Combat Patrol, and Momentum, and most have Squadron Support. However, beyond those similarities, these models come with an intriguing mix of other weapons and MARs, which makes each model rather unique. Lets take a look in more detail!

Slide1Kingdom of Britannia

Slide2The KoB Halifax HB is the first up. The basic stats for this model are pretty standard, in line with the HB baseline. The model has some respectable Fore Guns, which will make it a threat to Medium models well out to RB4, thanks to being equipped Devastating Munitions. Plus, those guns are Primary weapons, meaning they benefit from the Redoubtable MAR due to the KoB’s universal faction rules. On the downside, these guns have a Fixed Fore arc (boo!), making them a bit more fiddly to use. The bombing capacity of the Halifax is pretty good too, amounting to a 15AD linked attack with the Hunter (Surf/Sub +1) MAR. For defenses, the Halifax comes with 5AP of Stoic nature, which should help fend off the worst of the boarding threats, as well as a Shield Generator and Experienced Engineers. Add to that a SAS of 3 KoB fighters (which have Big Fuel Tanks and Aerial Hunter +1), and the Halifax will be a fairly tough nut to crack. This model is a bit pricy at 125 points, but it does have nice synergy with the KoB universal rules and seems like a fair value.

Slide3Prussian Empire

 

Slide4The PE is equipped with the Adler HB. This model is a bit slower than normal, at 8″, though it does have an Internal Tesla Generator to compensate for that somewhat. The Turn Limit is only 1″, which makes the Adler a bit more maneuverable. This thing’s weapons mix is pure Tesla fury; the Adler packs a Fore Tesla Coil, a Heavy Speerschleuder, and two Speerschleuder Bomb Bays. Zap! Like most PE models, though, the Adler HB’s long-range firepower is not great. Thanks to the Heavy Speerschleuder, the Adler can put up some decent AD at RB3, but really comes into its own in RB2. The bombs are a bit weak at 12AD linked, though the fact that they are Tesla weapons could make them much deadlier if they are dropped on a target with a lightning rod or two stuck in its side. Plus, they do benefit from the Hunter (Surface) MAR. Defensively, the Adler comes equipped with Rugged Construction (2), which is a boost over the normal Rugged Construction (1) granted by the PE universal rules. It also has Specialized Defenses, which will help with the boarding threat. However, the Adler HB does not benefit from Squadron Support. Taken as a whole, the PE’s Adler is yet another great Tesla-based platform for the Prussian arsenal. It is not as robust as some, with no shields, but at 110 points the Adler seems like a great deal.

Slide5Federated States of America

Slide6The FSA’s HB is the B-72, and it is quite the beast! The B-72 gains +1 to its DR, similar to most FSA models. Speed is the standard 10″, though like the Adler the B-72 benefits from a 1″ turn limit. Interestingly, this HB is actually a Low Level-capable craft, meaning it can choose to count as a Surface Model. It’s not clear yet to me what tactical utility this could serve, but it is an interesting option. It comes armed with two respectable Rocket Batteries, and a decent bomb load that gives 14AD linked. The Rockets have the Piercing munitions type (If you reach a model’s DR, you roll for a Critical effect), which means that the B-72 has the potential to rapidly degrade an opposing force with “soft” kills. They are Fixed Channel, though. In addition to its higher DR, the FSA HB also benefits from a heavier than usual Squadron Support SAW of 4 fighters. The B-72 also has the Spotter (Expert) MAR, which means it could generate some good synergy with some of the other FSA platforms out there with longer-ranged shooting. And finally, the B-72 has access to of the Sharpshooters MAR, thanks to the FSA universal rules. Overall, the FSA’s HB is fairly straight forward, with lots of rockets and bombs with good armor to keep it in the air. Its firepower won’t suffer with damage, since both the bombs and rockets are Tertiary weapons, so this is definitely a good buy at 120 points.

Slide7Empire of the Blazing Sun

Slide8The EoBS can now field the “Suzaku” (Vermillion Bird) HB. The Suzaku features the usual EoBS +1 to its CR, and has a higher than normal AP of 7. Oddly, the EoBS HB is somewhat less maneuverable than some, with a 2″ turn limit. The weapons mix on this HB is similar to the FSA B-72; rockets and bombs. The Rockets put out decent AD all the way to RB3, and are Incendiary thanks to the EotBS special rules. The Bombs drop a respectable 15AD linked, and also have Incendiary munitions and the Surface Hunter MAR. As a result, the Suzaku is clearly an Incendiary-oriented platform; Fire it up! Defensively, the Suzaku HB as a 3-strong fighter SAW for Squadron Support, but not much else. I have to say, this one strikes me as a bit “Meh.” It isn’t terrible for 120 points, but it doesn’t have a lot in the way of interesting bells or whistles to make it a compelling choice over some of the other EoBS mediums out there.

Slide11Republique of France

Slide12The French are able to field the Rosseau heavy bomber. The stats are fairly standard, though the AA value is pretty good at 6. A Redoubtable 6 at that, thanks to the RoF special rules. The weapons mix on the Rosseau is reminiscent of the KoB Halifax; a heavy, long-range Fore Gun and two Bomb Bays. The guns are a bit better at range than they are on their KoB counterpart, though, and also have a more flexible firing arc of 90-degree Forward instead of the Halifax’s Fore Fixed Channel. The guns also get Aerial Hunter, which puts the Rosseau in the same tradition as the Voltaire heavy interceptor. The Rosseau’s bomb load is adequate, being able to drop a linked 14 AD with Surface & Diving Hunter. It also can’t be ignored that both the Fore Guns and Bombs are equipped with Corrosive munitions, which makes them even more dangerous. Other than the usual above-average AA that comes standard on RoF models, the only other defensive aids the Rosseau gets is its 3-strong fighter SAW Squadron Support and Evasive Maneuvers (+1). At 115 points, the Rousseau is not a must-have, but strikes me as a good choice for an RoF commander looking for a little long-range sniping ; as a flying model, it will be able to put those long-range guns in play from Turn 1, and its corrosive munitions can be downright scary.

Slide13Russian Coalition

Slide14Last, but certainly not least, is the Russian Krichev. The RC HB is a bit slower than many, at 9″, but this is compensated for by getting a +1 to its DR. The model comes with two Fore Cannons that, surprisingly for the RC, has decent shooting out to RB4 (8 AD!). On top of that, these cannons benefits from Concussive and Piercing munitions, making the Krichev a credible threat to Mediums at that range. The Bombs are impressive as well, with a whopping linked 16AD (the highest of all the HBs) that are Concussive as well. Defensively, the Krichev comes with Ablative Armor (+2), which from my own experience can surpass even Shields for protection; you are now looking at needing 8 hits to do a point of damage to this thing! The AA also benefits from the Heavy Ack-Ack MAR, thanks to the RC special rules, as do the 3-fighter SAW the Krichev gets for Squadron Support. The only downside is that the model also has Evasive Maneuver (-1) attached to it. The Krichev is a hefty 120 points, but just looking at the stats I think it is well worth it. This thing will eat mediums for lunch, and it will likely take a full squadron of mediums or a heavy model’s worth of shooting to even make a dent in it. What really sells this HB to a RC commander, though, is its range. The RC doesn’t have a lot of choice for RB4 shooting, and glancing through the RC ORBAT, the Krichev looks to be the most cost-effective way to get that long range firepower. Plus, as with the Rosseau above, the fact that those long-range cannons are on a flying model will make it easier to get them into the action on Turn 1.

Slide9Honorable Mention: Covenant of Antarctica

Slide10So, why am I setting aside the CoA in this discussion? Simply put, the CoA’s equivalent of a HB, the Hyperbius Control Flyer, is…weird. It has similar stats to the other factions’ HBs, except that it has one less HP for some reason. It also has a 0″ minimum move, 0″ turn limit, and lacks the Momentum MAR, meaning it can hover if it needs to! It’s weapons mix is completely different, with no bombs whatsoever. In its place are a Heavy Energy Turret, Fore Rockets (which have +2 Aerial Hunter), and a Fore Energy Cannon. The turret benefits from a 360-degree arc, while the rockets and energy cannon are fixed-fore.  The turret and rockets give a decent long-range punch, but won’t be a consistent threat to anything much larger than a Cruiser or a Gun Ship.  The MARs assigned to the Hyperbius are a bit different too. The big one is Combat Coordinator, which gives all SAS in a 12″ radius the Big Fuel Tanks MAR. It also has Hit and Run, Inventive Scientists, and Specialized Defenses (2), which helps harden the model’s defenses. The Hyberbius also packs in two generators; a Shield (2) and a Target Painter for Energy Weapons.  It is tough for me to say if this model is worth 120 points to a CoA commander; the mix of abilities here is interesting, and I can certainly see this model facilitating some interesting combos. At first glance, it does seem like a decent value, given all the generators, MARs, and shooting it can do!

Conclusion

The DW Heavy Bombers strike me as a worth-while addition to their respective factions. They are a little less flexible than some models (none of the bombers have any upgrade options…they are take it or leave it points wise), but none of them strike me as outright bad or not worth taking. Perhaps the only real downside for these models is that they are competing for the already crowded Medium field! Until next time…

 

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1 Response to Bombs Away! – DW Heavy Bombers

  1. avatar Mike G. says:

    Nice! Very handy to have it all in one spot. I have the FSA, RoF and RC. The RC Bomber looks like the most fun. Not the coolest looking model ever. I played against the Prussian Adler, its a beast with rugged construction 2. I enjoyed using the RoF to attack other HBs. The Pascals are also mediums, but not non-capital and are a great small killers.

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