Jonus brothers

By Geoffy, in X-Wing

Hey guys,

Came up with a bomber list I wanted to see what you all thought. Played it against XXXX today and only lost because I'm not used to flying Imperials. Looking for advice and ways to improve it.

Jonus + SL = 24

Scimitar + APT + PT X 2 = 52

Scimitar + Cluster + PT = 24

The idea is to have Jonus buff the heck out of the alpha strike while the bombers kill lots of stuff. He can dish out TL + Focus on one of the bombers helping to offset the low bomber PS and the issues that can cause with acquiring TLs.

I had thought about dropping the APTs altogether and just taking clusters in their place plus maybe a few seismic charges with the points I'd save but was wondering what your all ideas where.

Let me know what you think and thanks.

What is your plan after the ordnance is gone? Or if you lose one of your bombers before they can launch? I'm looking at that juicy 52-pointer there. (oops, failed to notice the "x 2" there)

Edited by Lappenlocker

My question is, is he carrying the wheel?

What is your plan after the ordinance is gone? Or if you lose one of your bombers before they can launch? I'm looking at that juicy 52-pointer there.

Yea I definitely got in trouble in my match today after the boom booms were gone but I screwed up firing a couple due to poor piloting so I was optimistic I'd get to fire all the ordinance with some better flying. 4 bombers are very tanky and with the ability to TL + focus one guy per turn I was thinking it's be pretty potent. That's not even using the Jonus rerolls too! Do you think 6 pieces of ordinance isn't enough? I also have range 1-3 covered with each of the three bombers equipped with ordinance.

Edited by Geoffy

The other list I was considering is:

Jonus + Determination = 23

Jendon + ST321 = 29

Scimitar + cluster + PT (2) = 48

I was just worried I was severely lacking in firepower between the shuttle and Jonus not having anything to juice themselves up with.

Here's a question for you. After you ran out of ordinance, did you find that the remaining ships your opponent had were:

  • Severely damaged?
  • Mostly intact?
  • A mix?

If most were intact, you might switch out a bomber for a heavy hitter (although I have doubts about your shuttle pick above)

If it was a mix, perhaps just a couple of TIE Fighters to provide some punch and blocking abilities.

I think the most important part of fleet building is to find what works for your style of play. And allow for mistakes. A battle plan never survives contact with the enemy.

Edited by Lappenlocker

I think a single piece of ordinance is all you need on each bomber. My Jonus list uses an omicron shuttle, with hlc adv sensors and engine upgrade for consistent firepower. I add two scimitars each with a cluster and that leaves three points for whatever, squad leader is a good option. The scims block the shuttle to keep it on target and can block the enemy once their ordinance is used up.

I think your list could trade some explosives for a tie or an interceptor. Jendon it too expensive for too little. It is better to upgrade an omicron.

I'm going to be frank here and say that I don't think Cluster Missiles are at all effective unless you just happen to be fighting something with 1 defense die or have incredible luck with your attack dice. Cluster Missiles are mostly good for eliminating either a slow target, or removing an Evade token off of a ship to help you shoot it down with a second, more effective attack. Concussion Missiles are the best use of 4 points you could have for an alpha strike since they hit with 4 dice and automatically change a blank to a hit. If you don't wish to, or simply don't think you'll be able to also have Focus, a Proton Torpedo is the other option of course.

That said, if you're flying low PS bombers, just go with 1 special shot each, maybe a bomb (though for the cost, please use Gammas instead). No need to sink too many points into something that isn't terribly reliable. Dupes are meant to destroy things with their special weapons before they get blasted to pieces with critical hits. They just don't have the luxury of high evasion like their brethren, so they're going to take some licks, but at least they actually have the capacity of taking those hits every so often without it making them sweat. I suggest flying them in pairs, and make them gang up on targets in a way that makes the most of those missiles. Take note of what your opponent is flying, then punish the craft that is going to give you the most grief early in the game to give the rest of your fleet some breathing room.

If you're wanting to take two missiles/torps per bomber you could try the homing missiles, you don't have to spend your TL to use them meaning you can get you're twoshot alpha out asap.

Turn one get ya TL's up

Turn two focus + homing missiles away

Turn three focus + second missile away

Turn four mop up the dregs B-)

If you want to be a little more balanced in the overall game as opposed to just Alpha Strike and pray this list may work for you

15 points
Black Squadron Pilot
Veteran Instincts
33 points
Captain Jonus
Proton Torpedoes, Push the Limit, Engine Upgrade
26 points
Gamma Squadron Pilot #1
Proton Torpedoes, Engine Upgrade
26 points
Gamma Squadron Pilot #2
Proton Torpedoes, Engine Upgrade

You have a good Alpha with the Protons and Jonus' re-rolls. Once the ordnance is gone, Jonus can act like a mini Vader with his PtL and Engine Upgrade allowing him to pull some fancy flying.

The EU's on the Gamma's will also allow them to be more slippery as well. The overall list has a good bid in the PS game and the Black squadron is flexible in a support roll.

Edited by Englishpete

I definitely like the prospect of adding in an interceptor for clean-up but I'm not sure how much I can solely rely on a single fighter to get me through the end game. I also like two boom booms per bomber (at least right now) since I feel like this way they aren't one trick ponies. The reason I picked clusters was because I get two shots per missile that each benefit from Jonus' special ability and they cover range 1. I just didn't want to get into a situation where my bombers could be completely avoided by either my opponent rushing into range range or hanging out at range 3 if I didn't have every range covered. Plus they're a little easier to fully maximize than APTs.

If I drop both of the APTs do you think I could switch to all clusters and drop SL from Jonus to maybe give everyone else a seismic charge or perhaps add something to Jonus? If so, what do you think for Jonus?

I could throw in an interceptor and drop a bomber but at that point I'll only like have 4 shots to make a difference with before I maybe be screwed with the maneuver dial the bomber has.

The other reason I haven't been putting ordinance on Jonus is because he can't buff himself.

Hm...maybe I'll try the 3 bombers plus a squint...you guys have given me a lot to think about.

Edited by Geoffy

The Bomber's dial isn't that bad. It is a capable ship in a dogfight I have found.

The Bomber's dial isn't that bad. It is a capable ship in a dogfight I have found.

It really isn't awful. I just got screwed because my buddy was running x-wings and that white 2 turn vs. my red 2 turn really hurt me late game.

Oh and do you guys really feel that Jonus doesn't make clusters pretty bad ass?

Having also finally come to realize the 3 scimitars + Jonus dies if the alpha doesn't really take it all out, how about something similar but with with Tur Phenirr? It was pretty sad to take out everything but Luke + R2D2 and even though I had two bombers completely intact, be unable to seal the deal.

Tur (25)

Jonus + Swarm = 24

Gamma + Assault + Cluster = 25

Gamma + Assault + Concussion = 25

Or maybe a saber with stealth and add a seismic charge to Jonus.

Edited by PenguinBonaparte

Having also finally come to realize the 3 scimitars + Jonus dies if the alpha doesn't really take it all out, how about something similar but with with Tur Phenirr? It was pretty sad to take out everything but Luke + R2D2 and even though I had two bombers completely intact, be unable to seal the deal.

I feel your pain. I got taken by a rookie with R2D2... After I screwed up my alpha.

Back in black!

So what do you think about?

Jonus 22 SL 2 = 24

Scimitar 16 Cluster 4 PT 4 = 24 x 2 = 48

Turd Ferguson (Turr) 25 PTL 3 = 28

100 on the button. Turr is flanker. Clusters and Prots are for range 1-3 and Jonus makes clusters even better.

Suggestions?

I went to a Store Championship tourney with Jonus + 2 Gammas and a Fighter...

Unfortunately I got paired with squadrons with a higher PS mostly ... and I got raped by them.

The Gammas really need a EPT slot to be competitive - either for Veteran Instincts or for Deadeye.

With Deadeye on the Gammas I would had a chance to at least put the alpha strike on them ...

Same goes for squads with Biggs ... it is so not funny when all your bombers die without having a chance to fire a single missile or torp ...

Edited by TheRealStarkiller

@TtheRealStarkiller I definitely know your pain. Maybe the answer is Cluster Missiles, since it is easier to TL if you are aiming bfor Range 1/2. I'm also beginning to think that a couple of APs can make the difference. Idk though. There is just so much counterplay to Jonus Bomber squads that I'm beginning to think putting effort into other lists will give more consistent results!

Hey guys,

Came up with a bomber list I wanted to see what you all thought. Played it against XXXX today and only lost because I'm not used to flying Imperials. Looking for advice and ways to improve it.

Jonus + SL = 24

Scimitar + APT + PT X 2 = 52

Scimitar + Cluster + PT = 24

The idea is to have Jonus buff the heck out of the alpha strike while the bombers kill lots of stuff. He can dish out TL + Focus on one of the bombers helping to offset the low bomber PS and the issues that can cause with acquiring TLs.

I had thought about dropping the APTs altogether and just taking clusters in their place plus maybe a few seismic charges with the points I'd save but was wondering what your all ideas where.

Let me know what you think and thanks.

Spread out the ordnance over a fourth bomber, or try jonus and 3 scimitars each with an assault missile and a seismic charge. Leaves 2 points, has worked best for me with Swarm Tactics on Jonus, but have also tried it with Elusiveness and Squad Leader with success.

I went to a Store Championship tourney with Jonus + 2 Gammas and a Fighter...

Unfortunately I got paired with squadrons with a higher PS mostly ... and I got raped by them.

The Gammas really need a EPT slot to be competitive - either for Veteran Instincts or for Deadeye.

With Deadeye on the Gammas I would had a chance to at least put the alpha strike on them ...

Same goes for squads with Biggs ... it is so not funny when all your bombers die without having a chance to fire a single missile or torp ...

Even with 6 HP you couldn't get the shots off? I think you might get a little grazed but I was still able to get most of my shots off against quad X - granted they were all rooks

Here's one I was playing around with

Vader

Swarm tactics

Assault missles

Jonus

Squad leader

Seismic charge

Scimitar pilot

Proton Torpedoes

Concussion missles

Seismic charge

Academe pilot

This I found pretty fun to play

Use vader to give the bomber St,and get your first shot off. Using Jonus to pass him a target lock, and his re roll ability gives you a very high chance to hit, plus with concussion missles you can change a blank to a hot, so you're almost guarantee of landing 4 hits

Next vader attacks with assault missles, and again with 2 actions and using jonus your almost guarantee 4 hits, plus, do one Dmg to all ships with range 1. Really good to try keep your opponent from using a close formation

I threw the seismic charges on there for something different and I find be really useful

If jonus,and the scimitar can survive the first attack you get them out of there as fast as possible dropping the charges which when using 2 will likely hit one, and also prevent your opponent from k turning and giving chase

The Academy pilot is there to get in your opponents face and take some of the heart away from your bombers

You're opponent will want to kill the scimitar pilot first as he has the more upgrades

After first attack all vader is good for is to clean up, and hopefully your first attack really helped cripple your opponent and you yourself don't take heavy losses

Edited by Krynn007

Oh and do you guys really feel that Jonus doesn't make clusters pretty bad ass?

He DOES make them badass... but personally if I'm going with clusters I'd rather run 3 TIE Advanced with Jonus - I get a better dial, better agility, and shields, so after the missile strike is done I have better odds of being able to actually win the battle with Advanceds rather than with bombers.

Oh and do you guys really feel that Jonus doesn't make clusters pretty bad ass?

He DOES make them badass... but personally if I'm going with clusters I'd rather run 3 TIE Advanced with Jonus - I get a better dial, better agility, and shields, so after the missile strike is done I have better odds of being able to actually win the battle with Advanceds rather than with bombers.

Be best use of the Advanced I think

Oh and do you guys really feel that Jonus doesn't make clusters pretty bad ass?

He DOES make them badass... but personally if I'm going with clusters I'd rather run 3 TIE Advanced with Jonus - I get a better dial, better agility, and shields, so after the missile strike is done I have better odds of being able to actually win the battle with Advanceds rather than with bombers.
That's a good idea

Be best use of the Advanced I think

:)

And there goes my bank account!

Edited by Geoffy