Raider's best friend, is this legal???

By Chrysis84, in X-Wing

This was the first time I commanded the Raider and on a whim I threw Captain Jonus in my navy. Jonus was the raiders wing-man the whole game.

Now Jonus was equiped with Swarm Tactics and a proxy mine. I just want to make sure i did this correctly. We played as follows:

Swarm Tactics & make the raider ps6

Jonus' ability works with turbos, ions, quads

I believe that is how it works and would recommend that duo. That was the dealiest ship i have ever fielded. Liked it so much I dubbed it Harbinger. Anyways thanx for reading and any input.

Edited by Chrysis84

Um... I believe that is legal. The raider's weapons you used are secondary's, correct? then yeah... I think you just found the Raider's best friend. (When it comes to pilot ability anyway). Not sure on the swarm tactics though. Although it looks legit.

Yes - Jonus is currently a legal interaction with Huge ships - and should remain so in my view.

Considering that the Raider has virtually no dice modification abilities, and the absolute maximum number of attacks Jonus could modify on the Raider in a turn is 6 (and that assumes you've equipped 3 quad lasers and have the energy to fire them consistently - which you almost certainly havent on both counts), Jonus is hardly overpowered.

Certainly no more overpowered that putting him with a squadron of bombers and/or Defenders in a 300 point list.

I can understand why the Biggs interaction was banned for Huge ships (imagine Biggs with a Stealth, and R2F2, hiding behind a Huge ship with an EM Emitter - that's a minimum of 7 green dice and you HAVE to shoot him.

Howlrunner works to buff the Raider's primary

Mara Jade gives the raider one hell of a "stress you" zone.

Gunner can let a secondary shot give you another primary..

Intel Agent likewise has a big zone of use

Darth Vader can cripple a ship quickly

Fleet Officer can turn an action into double focus for friendlies at no other penalty.

I used it in my most recent game, though the force was with me and for all the rolls with which Jonus interacted I rolled perfectly; nothing but hits and crits... So he was kind of wasted points-wise. I'll still use him next time though. Glory to the Empire!

Jonus to the raider is what Roak is to the CR90. Points well spent

That's a brilliant combination! I don't think I would have ever come up with that. Well done!

Currently legal.

Also looks and feels utterly daft, a tiny TIE bomber being a collosal force multiplier for a Raider. Jonus commanding a wing of Bombers or Defenders, sure. Jonus commanding a Raider from a fragile bomber flying alongside it? Not so keen on that.

My personal hope is that they eventually rule that Howlrunner and Jonus don't work on huges. That may also mean that Jan Ors, Colonel Jendon, Torkil Mux, Roark Garnet and Swarm Tactics don't either, but the only one of those I'd miss is Jendon.

I don't think, that it's as unfair as it looks on first sight.

A Raider has litte more than 3 attacks per round on average. 4 at most, because of starting energy and Tibanna Gas Reserves. Sure, you can have up to 5 attacks in a single round, but it's unsustainable over multiple rounds. By adding Jonus to your squad, you're paying about 5.5 squad points per attack or alternatively 2.75 per attack die. Sounds pretty fair compared to Predator, Fire Control System, Push the Limit and alike.

Yes, it's more flexible. Yes you get 6 hp and 2 attack dice in addition. Yes, it might be a little to strong. But you have to make use out of the Bomber somehow for it to become overpowered. If you just run Jonus as some kind of Elite Pilot Talent for your Raider, you're paying a fair price.

Edit: Keep in mind, that the average amount of attacks is most likely closer to 3 attacks per round than 4. /Edit

Edited by Stetto

Jonus with Draw Their Fire. Re-rolls early in the game, crit absorption in the late stages.

We played some Team Epic last week at our FLGS. The main complaint of the Imperial player was the lack of modifiers compared to the Rebels when attacking. I had Han and Weapons Engineer on the Corvette, and that was dishing out some nice damage across the primary and secondary attacks. Neither of us thought of using Jonus for the Empire when we were having our post-game talk. Good idea.

So I double checked this...

Currently, only Biggs and Navigator have been changed for Epic. I honestly hope this does not remain the case. Small and large base ships should only be able to effect one another. That isn't the case currently, but with more attention (I hope) being given to Epic Play format, I expect to see more changes.

Yes - Jonus is currently a legal interaction with Huge ships - and should remain so in my view.

Considering that the Raider has virtually no dice modification abilities, and the absolute maximum number of attacks Jonus could modify on the Raider in a turn is 6 (and that assumes you've equipped 3 quad lasers and have the energy to fire them consistently - which you almost certainly havent on both counts), Jonus is hardly overpowered.

Certainly no more overpowered that putting him with a squadron of bombers and/or Defenders in a 300 point list.

I can understand why the Biggs interaction was banned for Huge ships (imagine Biggs with a Stealth, and R2F2, hiding behind a Huge ship with an EM Emitter - that's a minimum of 7 green dice and you HAVE to shoot him.

You forgot the Comms Boosters to give him a stack of focus tokens.

FWIW, Biggs is still really annoying with this if you take the Bright Hope to enable it even though Biggs can't protect it. Reinforce -2 is super effective!

IMHO small ship abilities should not work with Huge ships at all, regardless of what they do but it doesn't really matter that much. Epic is for funzies.

Doesn't the forum routinely complain that huge ships aren't worth their points and that you're best off spending the points elsewhere on a large chunk of fighters?

Seems like Crew Solo and weapons engineer and Jonus would make them viable choices. People complain about huge ships auto killing when they bump too.

Do you want huge ships to be good choices or not?

Jendon's ability makes sense thematically, a shuttle with specialized gear helping other ships in the fleet acquire targeting data. Just wish his ability was usable out to range 2 or 3.

Epic games are mostly played with your friends, right? It's on you to decide what's fair. I'm not going to spring some heinous combo on my bros without proper warning.

Against a random Terrorist Alliance player with a Corellian Corvette, yeah, the gloves are off.

Edited by Vulf

Doesn't the forum routinely complain that huge ships aren't worth their points and that you're best off spending the points elsewhere on a large chunk of fighters?

Seems like Crew Solo and weapons engineer and Jonus would make them viable choices. People complain about huge ships auto killing when they bump too.

Do you want huge ships to be good choices or not?

Couldn't have put it better myself.

To use the old archetypes, Spike will never be a fun opponent in Epic. Gotta be a Johnny or a Timmy in Epic. And make sure both lists are Johnny or Timmy together. My first Epic game with Corvettes on each side I made two Timmy lists with the Emperor and Vader on the Imperial side against Han (crew) and Luke on the rebels.

Just let the opponent choose which side to play so there is incentive to make sure two sides are balanced.

I'm hopeful that eventually the ruling will be that the epic ships won't be able to receive aid from small/large ships, but the epic ships will be able to help the small/large based ships. Thematically this makes sense: a TIE bomber isn't going to have a better targeting computer, a "commander" in a HWK isn't going to make your folks work harder than they would for their own captain, likewise Jan isn't going to make the CR-90 shoot stronger.

However, the crew members on the Epic ships totally make the ship better. Vader threatens anyone! The underlings focus harder when Han is commanding them, etc.

*Shrug. This is not how it is, and this would further break the epic ships. But once Scum get their epic ship, and its ruled that epic format requires a minimum of 3 epic points, then the ships are no longer not worth the points since you're required to take one.

Remember, that's a 24 point buff that is simply tailing another ship. But it works. Even Howlie with the same setup can really help the Raider. PS 8 and rerolls on the primary for 20 points.

Edited by Sergovan

Come on, a whole page's worth of posts and no one's done it?

Raider's best friend, is this legal???

I will make it legal.

Edited by Vorpal Sword

Come on, a whole page's worth of posts and no one's done it?

Raider's best friend, is this legal???

I will make it legal.

beat ya to it

Doesn't the forum routinely complain that huge ships aren't worth their points and that you're best off spending the points elsewhere on a large chunk of fighters?

Seems like Crew Solo and weapons engineer and Jonus would make them viable choices. People complain about huge ships auto killing when they bump too.

Do you want huge ships to be good choices or not?

Couldn't have put it better myself.

They are good choices. They don't need little not-bombers glued to them to do that.

Jendon's ability makes sense thematically, a shuttle with specialized gear helping other ships in the fleet acquire targeting data. Just wish his ability was usable out to range 2 or 3.

Both named shuttles should really have been one range increment up. 1-3 Yorr and 1-2 Jendon.

I'm not even sure Biggs is all that broken. Huge ships are, well, huge. The amount of space you could legally target one of those things without Biggs in arc is pretty substantial. I wonder if it was playtested much or if it was a knee-jerk reaction. I'll grant you, that BIggs + R2-F2 + Experimental Interface hiding behind a Huge ship with EM Emitter is pretty bonkers, but it's so easy to a) get a different target in arc that isn't range 1 of Biggs, and b) concentrate fire on Biggs when you inevitably block him and get that clear shot.