Has anyone tried SJ Phantom + Carnor Jax?

By TasteTheRainbow, in X-Wing

Tried this out and it seems really good. 3 options:

Carnor Jax ptl

Soontir Fel ptl

+

Echo with ACD VI SJ -98 Pts

or

Echo with ACD VI SJ Tactician -100 Pts

or

Whisper with ACD VI SJ -100 Pts

I ran the Echo/tactician and it performed really, really well. Carnor blocks the focus just by being nearby. Even if he isn't at range 1 a lot should skip focus because he might move there.

Has anyone else run the Carnor/SJ outside of shuttle lists?

Edited by TasteTheRainbow

Fel and Jax both with PtL are awesome with a defender or firespray also. It is almost my go to starting point for any imperial squad I build. Just a ton of power and fun for the points. I'm going to try a phantom in the hitter slot today. I think I'll see if I can fit SJ in. The synergy with Jax is pretty great.

Edited by Futant420

My Echo list I used to start with was this:

Echo - ACD, tactician

Carnor - PTL

Royal guard tie

academy TIE

It worked crazy well. In the future I'll drop tactician for VI to make sure he's shooting first or close to first and recloaking before getting wasted. Also, tactician only works range 2. I want echo at range 1 to obliterate his target, not just hurt it. In addition, range 3 is fine too cuz then I'm getting an evade bonus (opponent is too but Echo has 4 attack - epic). I love Carnor and interceptors. Now after that first game I rolled tetran w/PTL& hull upgrade and ran mauler mithel with dark curse as my other ships (I love the named TIE's man, just cool).

My 2 cents on an ECHO list. I have no input on sensor jammer though, which was your question in your post, so I'm sorry about that. Give it a shot! Carnor or other interceptor buddies with Echo is a solid, fast, hard-hitting combo. Even if it is a tad on the flimsy side. Throw a hull upgrade on them and you shouldn't get 1-shotted.

Good hunting!

The sensor jammer lets you delete 1 natural hit for as long as Jax is around. It's really effective!

Samuel Jackson played a Jedi Master and died in the prequels, so there's no way you could have him crew a phantom.

SJ makes you lose too much damage from FCS, for small benefit since Jax tends to a messy death in turn 2-3.

I'm thinking your Whisper build is pretty solid, but I'd go with FCS over SJ. That'd give you two PS9's, with 98 point to make sure you give that initiative away.

But then I wentt ahead and and made it my own playstyle (I have a similar build, but with Turr with VI, for those three PS9's).

Jax always sounds fun though. I may have to play him some more.

The SJ/Jax synergy is what I was trying to test. I think after some play I've realized the problem with this list. All three ships want to be in the same position. In most games there are at most 2 of those positions. I end up with clogged lanes or I clear them and someone ends up in r1 of a turret after taking light fire in round 2.

If I went fcs I would definitely drop Jax for Turr.

Go with Whisper. He's always the best.