Juno Eclipse - What do we think?

By JamieSpace, in X-Wing

My favorite Pilot out from the Raider has to be the unsung Hero of Lt. Colzet. his synergy with Maarek Stele, and the Tie Adv fix in general, is just mind blowing.

He was in the Canadian nationals winning list with Vader and Whisper. Those two strip the shields and land damage then Colzet just follows up flipping cards up

The issue is his low PS for getting target locks then actually getting to fire on the target

As for Juno, she remains one of my absolute favourite pilots to fly. Which do you think would be better though: PTL and ATC, VI and ATC, or VI and AC? Some other combo? With or without ordnance?

Edited by IndyPendant

As for Juno, she remains one of my absolute favourite pilots to fly. Which do you think would be better though: PTL and ATC, VI and ATC, or VI and AC? Some other combo? With or without ordnance?

My understanding is that AC is better for lower PS pilots, ATC is better for higher PS pilots. And PTL is better for a pilot taking ATC(except Vader), because it means you can TL and still do other things on the turn you first get into range.

If Palpmobile, Vader, Soontir is going to be as big a thing as everyone thinks. This list could be a real pain in the arse.

Captain Kagi (27)
Emperor Palpatine (8)
Juno Eclipse (28)
Veteran Instincts (1)
Advanced Targeting Computer (1)
Twin Ion Engine Mk. II (1)
TIE/x1 (0)
Carnor Jax (26)
Veteran Instincts (1)
Autothrusters (2)
Stealth Device (3)
Royal Guard TIE (0)
Total: 98
Does not have the crazy action efficiency so will be weaker against swarms but will be really hard against mirror matches.

So someone else figured it out...I've been whipping up with this as of late but with hull on Jax and Juno with a Procket and no TIE mk2

You are correct it was not the Canadian nationals but New Zealand, getting my Advanced lists mixed up but how great is it that we are seeing them win when not one was taken last year to hardly any competitive games.

I'm liking the thought of PTL on her atm if you have the points but VI & ATC for cheap is also great.

I have the Kagi, Jax and Zertik Storm list to try aka the annoying A** Holes!!

I had somewhat good success with Lightning Reflexes on Juno. You can't spend it on a maneuver not on your dial, but could make an opponent regret trying to block you.

I think Juno is great, and I believe (as is being discussed here), as people get tired of running just Soontir+Vader as Palpmobile support, we will see more of her.

I think...

I say "I think..." because, for one reason or another, players of this game really don't value maneuver based abilities. Imp Boba... Stay on Target... Navigator... Maneuvering Fins (still early on this one)... People just don't use these for whatever reason. I fear Juno's ability falls under a similar case.

I feel like Juno is missing one card or one synergy to take her over the top. Those might be some of the new ties or FOs or adv. prototype. I think when you can run 3 "aces" + tie she'll be an easy second or third.

I use her with VI, Accuracy corrector, and a procket for anti- ace capabilities.

Or you should cuz I've only seen you play her like once ;)

I almost feel like you want her to have Engine Upgrade, Fire Control System, and Veteran Instincts. Or drop FCS for Accuracy Corrector so you can just focus on movement. You could even give her Daredevil over VI. The point is, even though she can move a lot better than other pilots, it doesn't do much other than maybe prevent a block here or there. But if you give her post-maneuver movement abilities, her movement options are exponential. You are much more likely to be able to offensively take advantage of her ability.

But you know what? I've only ever faced her once and have never flown her, so I'm really just making stuff up.

I think the only setup where you'd want ATC is PtL+Mk.II, but at the same time she really wants to be abusing the 1-turn a LOT. Though I guess you could run her as Imp-Guri with AdvS+PtL+Mk.II

Honestly my favourite thing with her is that she's not really locked into one system or the other like the other named Advanced pilots are.

VI is a great choice can you can avoid blockers easy or get into range 1 easy for that extra dice once you know where your opponent has flown

Seems like we have a lot of love and choices for Juno then. Its def on my list to fly and try out.

Thinking a bit farther out, the TIE/fo expansion has a treat for Juno that I'm excited to try:

Juno Eclipse (28)

- Juke (2)

- TIE x/1 (0)

- Accuracy Corrector (-)

With Juno's innate ability to course-correct and Accuracy Corrector guaranteeing two hits on any shot, she can devote her action every turn to evading. Shooting at PS 8, you should be able to Juke a hit through on most ships and still have the evade token for defense.

If your pair Juke Juno with a PS 9 ship like Soontir, Vader, or Whisper, you can force enemy ships to make tough decisions about when to spend their focus tokens. Similarly, low-PS ships shooting after Juno may also benefit from her Juke.

Here's a quick example:

Soontir Fel (27)

- PTL (3)

- Royal Guard (0)

- Autothrusters (2)

- Stealth Device (3)

Juno Eclipse (28)

- Juke (2)

- TIE x/1 (0)

- Accuracy Corrector (-)

Delta Squadron Pilot (30)

- Ion Cannon (3)

- T.I.E. MK II (1)

Total: 99 points

Edited by LaserBrain

This thread has me thinking along these lines:

http://tinyurl.com/pen448r

Juno Eclipse — TIE Advanced 28
Push the Limit 3
Proton Rockets 3
Advanced Targeting Computer 1
Twin Ion Engine Mk. II 1
TIE/x1 0
Ship Total: 36
Black Eight Squadron Pilot — TIE Punisher 23
Fire-Control System 2
Extra Munitions 2
Advanced Homing Missiles 3
Proton Rockets 3
Ship Total: 33
Turr Phennir — TIE Interceptor 25
Push the Limit 3
Autothrusters 2
Ship Total: 30
Fits in at 99 points. Lots of movement shenanigans.

Black Eight Squadron Pilot — TIE Punisher 23
Fire-Control System 2
Extra Munitions 2
Advanced Homing Missiles 3
Proton Rockets 3
Ship Total: 33

Do you mind explaining to me why you would put proton rockets on a Tie Punisher?

Black Eight Squadron Pilot — TIE Punisher 23
Fire-Control System 2
Extra Munitions 2
Advanced Homing Missiles 3
Proton Rockets 3
Ship Total: 33

Do you mind explaining to me why you would put proton rockets on a Tie Punisher?

I wanted a 1 point initiative bid. In all actuality, Cluster Missiles would be a better choice, just a tad more expensive.

And, I also forgot that the Punisher has only 1 AGI. Newb and all.

I was personally thinking about playing one of those two lists:

Darth Vader (29)
Crack Shot (1)
Proton Rockets (3)
Advanced Targeting Computer (1)
Engine Upgrade (4)
TIE/x1 (0)

Juno Eclipse (28)
Push the Limit (3)
Advanced Targeting Computer (1)
Twin Ion Engine Mk. II (1)
TIE/x1 (0)

Omicron Group Pilot (21)
Emperor Palpatine (8)

Total: 100

http://geordanr.github.io/xwing/?f=Galactic%20Empire&d=v3!s!22:140,73:23:3:U.124;147:18,-1:23:17:U.124;56:-1,-1,-1,132:-1:-1:

Oooor...

Darth Vader (29)
Crack Shot (1)
Proton Rockets (3)
Advanced Targeting Computer (1)
Engine Upgrade (4)
TIE/x1 (0)

Juno Eclipse (28)
Veteran Instincts (1)
Advanced Targeting Computer (1)
Twin Ion Engine Mk. II (1)
TIE/x1 (0)

Maarek Stele (27)
Veteran Instincts (1)
Advanced Targeting Computer (1)
Twin Ion Engine Mk. II (1)
TIE/x1 (0)

Total: 99

http://geordanr.github.io/xwing/?f=Galactic%20Empire&d=v3!s!22:140,73:23:3:U.124;147:27,-1:23:17:U.124;19:27,-1:23:17:U.124

The second one was my idea after thinking "gee, what if we skip the palpmobile and go for a third ace?" and with all the ATC crit goodness Maarek seems to be pretty neat. Note, that list could do without two TIE Mk. II and then add proton rockets to one of the other pilots, but that'd bring us to 100, so no bid whatsoever. And imperial aces usually like to have the initiative bid in their favour for arc-dodging goodness. I'm going to play both lists and see which one fares better in my hands. I was also slightly inclined towards fielding Colzet just for the ridiculous random flip-up goodness, but I really dislike the idea of him being PS3. I just don't like flying low PS ships as they're much, much easier to outmaneuver.

Did the 35pt version without MKII for a furball. I think MKII is needed with PTL. She's shifty as all get out but I don't know if she can fully ace like others without Prockets. Prockets are her sweet little kiss that makes her tick; otherwise you're still doing just a little too reliance on dice, both offensively and defensively.

Edited by Rakky Wistol