Carnor Jax, and a Spare 2pts...

By cleardave, in X-Wing

So I like to play a 2 Bounty Hunter/RecSpec list a lot. The remaining 28pts are always a fun puzzle for me to figure out, and over time I've settled on two options that I feel work well, albeit differently;

Omicron Shuttle w/ Vader (and seismic charges on the Firesprays), for the suicide bomber speed bump, and blasty shenanigans...

...or Turr Phennir with PTL to cover their blind spots, stay mobile, and hopefully stick around to be a good closer as my Bounty Hunters take damage.

Now, with Imperial Aces nice and legal for tournament play, I'm re-evaluating Turr's place as the Interceptor escort for that crew.

With Jax, I feel like he provides some more punch to the Bounty Hunters. What I typically see in my experience with this list, is that the 2 Focus Tokens often get used up against higher pilot skilled opponents' ships, leaving my return fire a little soft. Sure, it's 3-4 dice, but if I've lost my Focus boost to attack, I might wind up having 2 Bounty Hunters firing off and not doing that much. Same thing if I get caught in action denial against low pilot skill ships that can grab theirs before I lose mine.

Jax helps level the field, and can freeze out those Focus/Evade/Target Locks that get in my way. Keep him close and in a favourable position to the opponent, and my Bounty Hunters get more bang for their buck.

So what to do with the remaining 2 points in the squadron? I'm torn between Swarm Tactics and Squad Leader currently; giving a Bounty Hunter a free Target Lock or Evade to go with their 2 Focus tokens would certainly help my cause, as would boosting a BH up to 8 in the shooting order.

Trick is, Swarm and Jax in this list only really works at its best if Jax is within Range 1 of my BH AND and opponent, which seems like a potentially swingy situation to be in.

Range 2 with Squad Leader means he can continue his roll as a flanker, and still be close-ish to a Bounty Hunter to give that free Action.

Alternatively, I could always use the 2 points to put a Seismic Charge on one of the Bounty Hunters, or a Targeting Computer on Jax.

Has anyone tried this, or something similar? I'd love to hear some opinions on what the optimal decision for that remaining 2 points would be.

I like TC on Jax. His role in this list should be offense and disruption. I don't think he should be hanging around the BH's since there will be plenty of activity around them to clog up the lanes. You're going to want him close in on your opponents so he can use his ability so TC will make his attack dice that much more effective.

It's a shame that you didn't have an extra point for PTL.

I'd remove one of the Recon Specs from a BH and put PTL on Jax, personally. Maybe replace Recon with Seismic Charge on the BH. Symmetry lost, but Jax can now survive better if the BHs are ignored. Just my 2 cents!

Could always put Elusiveness on Jax too!

I'd personally do TC if I HAD to keep Recon Specs on both. The TL is great on Jax when you dont have a shot at an opponent.

If I would do a squad like this, it would:

BH + RecSpec

BH + RC (or RecSpec, if you must have bothe with it)

RGI + PtL + SD/HU

I'd remove one of the Recon Specs from a BH and put PTL on Jax, personally. Maybe replace Recon with Seismic Charge on the BH. Symmetry lost, but Jax can now survive better if the BHs are ignored. Just my 2 cents!

Could always put Elusiveness on Jax too!

I'd personally do TC if I HAD to keep Recon Specs on both. The TL is great on Jax when you dont have a shot at an opponent.

I've been trying it with the Targeting Computer. It works well when I can slither Jax into a Range 1 firing position, but only if I'm also out of sight from any other shots.

I've actually played it once with Elusiveness and it became that superstitious thing we sometimes get with list building, where somehow I was able to get Jax almost always free of return fire, so it never paid off, and I wished I had the Computer the whole time, but then running with the Computer, it feels nice to know that if you're piloting is a little off, or your opponent gets clever, you could have had that back-up to make them re-roll a stray hit.

If only he could have both :(

No to Squad Leader on Carnor Jax. Interceptors need their actions more often than not.

Carnor's going to be really vulnerable in this build with 2 BH's with Recon Specialists. I'd do what you can to increase his survivability. Elusiveness, Determination or Adrenal Rush could all work. Opening up a boost or barrel roll after a K-turn could be quite useful for Carnor if you go with Adrenal Rush. And saving 1 or 2 pts for initiative might not be a bad idea either.

, Determination or Adrenal Rush could all work. Opening up a boost or barrel roll after a K-turn could be quite useful for Carnor if you go with Adrenal Rush.

Ilike the idea of AR (not enough points for PTL) but why not VI?