Anyone ever tried a Jendon Bomber Squad?

By Elkerlyc, in X-Wing

I really, really like the look of Tie bombers and would love to build a playable 100 pt list with blank.gif?v72 them.
blank.gif?v72 *Colonel Jendon: Ion Cannon & Engine upgrade (33 pts)

*Captain Jonus: Homing missiles (27 pts)

*Scimitar Sqd Pilot; concussion missiles (20 pts)

*Scimitar Sqd Pilot; Proton Torpedoes (20 pts)

Has anyone ever tried a similar list like this one? Tips? Comments?

If you're going to use Jendon to hand out TL's you almost have to take the title ST-321, so you can start collecting TL's before you get to range 3.

Otherwise he can only give out 1 TL, when you fire your alpha strike.

Good point.

It seems to me I can only drop the IC on the shuttle.

(which is a bit of a bummer considering the synergy with Jonus and the ability to force the opponents hand)

Colonel Jendon
Ion Cannon, ST-321, Anti-Pursuit Lasers
20 points
Scimitar Squadron Pilot #1
Concussion Missiles
20 points
Scimitar Squadron Pilot #2
Concussion Missiles
26 points
Scimitar Squadron Pilot #3
Assault Missiles, Proton Bombs

Something like that allows you to do the following:
Before revealing Jendon's manouvere dial you can perform an action (but not perform one after moving). Use this action to acquire a target lock on ANY target on the table. Then move as normal, not worrying about overlapping as you've already taken your action and your Anti-Pursuit lasers will help if you do. Then in the next phase pass that target lock to one of the bombers as applicable, as they'll all be flying in formation around the shuttle. #1 and #2 can swap out payloads as desired but #3 is your ace in the hole, fire its Assault Missile then dash in and drop that proton bomb on clustered enemies.

Something like that allows you to do the following:

Before revealing Jendon's manouvere dial you can perform an action (but not perform one after moving). Use this action to acquire a target lock on ANY target on the table. Then move as normal, not worrying about overlapping as you've already taken your action and your Anti-Pursuit lasers will help if you do.

You forgot about adding the advanced sensors which you do not have the points for anymore. The APL only trigger if they overlap you, not if you overlap them.

How about the following:

Jendon+Adv. Sensors & ST-321 title (allowing him to target lock anything, then make a red move) @ 32 pts

Captain Jonus (+4 pts for either torpedo or missile) @ 26 pts

Gamma Sqd Pilot; (+4 pts for either torpedo or missile) @ 22 pts

Scimitar Sqd Pilot; (+4 pts for either torpedo or missile) @ 20 pts

Question: would you recommend either proton torpedoes or concussion missiles? (why?)

[edit; typo]

Edited by Elkerlyc

You dont really need Jonus and Jendon in the same Bomber list.

Sooo how about this instead:

Colonel Jendon — Lambda-Class Shuttle 26

Intelligence Agent 1

Engine Upgrade 4

ST-321 3

Scimitar Squadron Pilot — TIE Bomber 16

Concussion Missiles 4

Assault Missiles 5

Scimitar Squadron Pilot — TIE Bomber 16

Assault Missiles 5

Scimitar Squadron Pilot — TIE Bomber 16

Concussion Missiles 4

Play it slow enough to get TLs for everyone.

Edit: in a meta rich with B-Wings and other shielded ships I'd go for Conc Missiles as crits don't matter until the shields are down.

Edited by Keffisch

You dont really need Jonus and Jendon in the same Bomber list.

Perhaps. But I am rather sold on the idea. And will try it tomorrow. :)

Tweaked my list a bit with all the input above though.

Colonel Jendon: Adv.Sensors/ST321 title (target lock anything before making red moves and later pass that TL on)

Captain Jonus: Homing missiles (rerolls for everyone! HM because these 'work' best of all ordnance with 'only' TL)

Scimitar : Assault missiles ( regardless what he brings; he will not be keen on grouping his lot together.)

Scimitar; Concussion missiles (ideally with a focus and Jendon-TL he should get 4 hits. I hope)

Edited by Elkerlyc

Mentioned list saw Han Solo (determination, chewie, MF title)+ 2 Daggers.

Initially the scimitars parked right behind the shuttle whom did not move in turn 2 (stress but TL already thanks to Adv. S) with all bombers bumping again.

Turn 3 all bombers were target locked; shuttle fired, homing missiles launched leaving the Dagger on 2 hp. He dealt a stinging 3 dmg to a scimitar but he and his buddy made short work of him.

In the turns after that the other dagger got destroyed spending the last ordnance but the shuttle did not survive Hans attentions.

At this point an undamaged MF faced 3 (empty) bombers (3 hp, 5 hp and 6 hp)

This proved a bit much. 3 dice with turret is all well and good but 6 dice constantly coming your way is too much.

Verdict?

Fun. Not tournament worthy. (not consistent enough IMO)

B-wings and MF were ideal missile targets (one green die only!) and the alpha strike works well enough to bust through a B-wing easy. The second with a little help (shuttle rules btw) but the bombers are rather sluggish when it comes to manoeuvring and a semi descent (or even a good) opponent would abuse that.

I think the game works really well except for the ordnance bit.

It really damages your chances to pay through the nose for the missiles whom are one-shot only.

Still fun though. :D