CJ and the Scimitars, can it work

By BenDay, in X-Wing Squad Lists

Theoreticaly CJ plus three scimitars with cluster missles can do a whole lot of hurt in one round of shooting, and if you add a thread tracer you can have all the scimitars focus so they are more durable on the defence and if needed even more crazy when the PS2s get to shoot.

The problem is I can never get it to work out in a game. Range 2 on cluster missiles sucks when fighting Aces who can boost out of range without skipping a beat and the fact that PS 2 need to try the target lock action before the higher PS have moved into range means the tracer is almost mandatory.

I feel that if you want this combo to work you need to keep formation at all costs , even if one of the scimitars is going to collide with a rock. If he doesn't land on it he will still get the TL from thread tracer and the double re-roll from CJ. But has anyone had success with this list?

Since you can have three scimitars and CJ with a missile /torpedo and extra munition should you try and throw a plasma torpedo and proton torpedo combo in there. The plasma shoots first to clear the shield and the proton scores the crit? Anyway, any comments would be cool. here is my initial list, with 17 points extra for munitions of your choice..

Captain Jonus (29) TIE Bomber (22), Extra Munitions (2), XX-23 S-thread Tracers (1), Push the Limit (3), Twin Ion Engine Mk. II (1)

Scimitar Squadron Pilot (18) x 3 TIE Bomber (16), Extra Munitions (2)​

Remember that Tracers work on ranges 1 and 2, so you don't have to be as strict with your formation.

If range is your problem, look at Major Rhymer. Being able to fire the missiles at all is better than having an opportunity to reroll dice on attacks that you can't make in the first place.

Something like:

Rhymer, Swarm Tactics, Extra Munitions, Thread Tracers, Ion Pulse Missiles

3x Scimitar, Extra Munitions, Cluster Missiles

If you are set on Jonus, you need the guarantee that you'll be able to shoot, so you want ordnance that isn't range restricted. That means your choices are fairly limited. I'd go with Plasma Torpedoes, because you can always shoot your primary weapons if you end up at range 1.

Try this:

Jonus, Veteran Instincts, Extra Munitions, Plasma Torpedoes, Thread Tracers, Munitions Failsafe

3x Scimitar, Extra Munitions, Plasma Torpedoes, Munitions Failsafe

That leaves you with 4 points left, which you could use for whatever you like. Maybe a Conner Net on Jonus. Failsafe is good because it means that if your opponents are using Autothrusters to avoid hits, you don't lose the ordnance, but you could replace them with Twin Ion Engine mkII to help with stress management.

EDIT: All of these lists hinge on the elite pilot being alive, and whichever you use (Jonus or Rhymer) will be a huge and obvious target for canny opponents. You'll have to work hard to keep your ace alive. Just something to bear in mind.

Edited by McQuirk

Thanks for the replies. I was thinking about keeping the bomber ace alive was PTL and the ion engine, then he could focus and TL each turn and clear the stress more eaisly with the engine. Ack, the tracers work on freindlies at range 1-2 but the double re roll is only range 1 :( . I think I will use a mix of range 2-3 torpedoes and try and keep the squad at 99points to give me the edge on other PS2 squads (4x TLT with unhinged). maybe keep cluster on CJ then the other bombers use focused primary weapons when the enemy boosts into range 1.

Thanks for the replies. I was thinking about keeping the bomber ace alive was PTL and the ion engine, then he could focus and TL each turn and clear the stress more eaisly with the engine. Ack, the tracers work on freindlies at range 1-2 but the double re roll is only range 1 :( . I think I will use a mix of range 2-3 torpedoes and try and keep the squad at 99points to give me the edge on other PS2 squads (4x TLT with unhinged). maybe keep cluster on CJ then the other bombers use focused primary weapons when the enemy boosts into range 1.

Well even if you use tracers on a range 1 target, you'll get the target locks to use later. In terms of keeping the ace alive, you want him in formation to maximise the benefit of his bonus, so there will be times when you have to barrel roll them all to try and get the ace out of arc. The issue is that he's only PS6, so higher PS aces will get the drop on him easily. The reason I'd consider Veteran Instincts is so that he'll be moving last or close to last, instead of PtL to double action. That said, the best defense is a good offence with this list so maybe you are better off going for the solid alpha strike.

There are some options, so it comes down to personal choice really. For my money, I'd probably hedge my bets with vet instincts, but ultimately it's down to what works best on the table. Do some playtesting and let me know how you do!

I am trying to build similar list, but with more firepower on the Scimitars. That is because in such list, the Jonus is the main target due to his supporting skills (without them, scimitars are only a slow, luck based missiles/torpedoes carriers). Hence if he is not the main damage dealer your opponent will have a difficult choice.

I was rather thinking about 4 times Scimitars with EM, Plasma Torpedoes and Concussion Missiles. This way you don't need to keep a formation which might be a very big advantage of this list.

It is a tough call because 5 scimitars with EM and a piece of ordinance is over 100 points and 4 scimitars without CJ doesn't seem as good as 3 plus CJ even if CJ dies first. One of your ships will always dies first. I have found that punishers with more than one ordinance plus EM don't get to use all their bombs so I am hesitant to load out an old school bomber..

As for the formation I am not that worried. I use a pin-wheel that is 1/2 a base apart. it fits in the deployment zone if they fly laterally. typically start in a corner and hard 3 if the enemy starts opposite. Also loosing an action from obstacles isn't a big deal as long as CJ gives them TL and the double re roll. Just think of the scene in empire when they are chasing the falcon.

So, I have flown a few games (4, 3 losses and one mod win) with this squad now;

Captain Jonus (29) - TIE Bomber (22), Extra Munitions (2), XX-23 S-thread Tracers (1), Cluster Missiles (4), Push the Limit (3), Twin Ion Engine Mk. II (1)

Scimitar Squadron Pilot (18) - x 2 TIE Bomber (16), Extra Munitions (2)​, Proton Torpedoes (4)

Scimitar Squadron Pilot (18) - TIE Bomber (16), Extra Munitions (2)​, Plasma Torpedoes (3)​

The down side is it is not very agile but the up side is it joust like a ton of bricks. The game I won (also the most recent) I took out Poe D. (range 3 with auto thruster and focus) in one salvo. Even with Poe getting 2 evades on each torpedo, the three (plasma plus 2 protons) were doing 4 hits (bombers were focused and CJ's double reroll) adding up to 4 hits and 2 crits getting through. I think this is statistically average so it shows the power of the combo. Granted your opponent wont always serve up his big dog but you should be able to squish at least one of his ships during the initial joust.

After that I spent the rest of the game chasing two elusive Green A-Wings. CJ got both his clusters off and the 2 As were left limping with only hull left but eventually we called it because the game was going on for ever.

I like to think all the upgrades were useful. The tracer was key in setting up the shot as it allowed the bombers to focus. PTL is handy when CJ is firing his missiles (TL Focus for the clusters). As for luck, it was a factor, the lead bomber took 2 P.Rockets and Poe's shot on the noes and was left with 1 hull (he was killed the next round by residual effects of the crits) but he lasted long enough to get off one round of plasma torpedoes.

As for obstacles we both took three large asteroids. I think these are a good choice for low PS squads because the clutter naturally eliminates some of your opponents moves I also try and put one up and in one (range 3 from 2 edges) from a corner so I get to deploy in a corner and have room to orient the squad without breaking formation. The formation is the pin wheel I mention above.

So basically this list can give you one consistent maybe two one round kills then it is small primary guns and CJs missiles to finish off what is left. I would say the list is not supper competitive and best against low ship count lists.

I have been using the below list for awhile now.

CJ - Hull upgrade

3x Scimitar, EM, MF, Concussion Missiles, Seismic Charge

CJ is purely there for his ability, hanging back and providing my opponent with the dilemma of who to attack.

The Scimitars scream in with missiles and when things get up close and personal, drop the bombs and get out of there.

It's not a tourney winning list, even when you win it bleeds points, but it's fun to play.

My proposed list is only 98pts so I could change CJs clusters for plasma and then take ion pulse missiles. The list would still be 100pts or drop the tracer for 99pts, I think it is critical to have initiative otherwise the list will be hammered by other PS2 lists but then again the tracer seems important because moving first you are unlikely to get the TL you want at the range you need. Also, the strength of the alpha strike kind of means you don't need control because if you can fire one torpedo you can fire them all so the target should be dead.... it is an interesting idea though.

I agree completely with the bleeding points comment, I think this is the big reason TIE bombers are not very competitive. The dial is not the best but you can still learn to fly it and with Mk II engines and PTL it isn't so bad.

Also I don't think cluster missiles have good synergies with low PS crummy dial ships, the enemy aces will always be out of arc. :)

So I have flown it a few more times and I think this is a better version.

Captain Jonus (29) - TIE Bomber (22), Extra Munitions (2), flechette torpedoes (2) XX-23 S-thread Tracers (1), Concussion Missiles (4), Push the Limit (3), Twin Ion Engine Mk. II (1)

Scimitar Squadron Pilot (18) - x 2 TIE Bomber (16), Extra Munitions (2)​, Proton Torpedoes (4)

Scimitar Squadron Pilot (18) - TIE Bomber (16), Extra Munitions (2)​, Plasma Torpedoes (3)

Just a bit of a change to add some minor control to CJ and a missile that does better with his PTL (PTL lets him focus & TL then the concussion missile and focus ensure you can always modify at least a part of the dice roll!) I realise that 35points in CJ is quite a few eggs in one basket but I have found the bomber with the plasma torpedo is often shot first...

During the initial joust CJ will try a tracer and if it sticks the other three can pretty much kill anything (small base, poe, vader you name it) a bit of luck is required to keep all three bombers alive if the opponent has 4 or more ships but the bombers will have focused so that helps.

The real trick comes with the turn after the joust. All the bombers have to high tail it out of there, leaving a TL behind as their action. then the next turn they can do a long 5k and end up at range 3 of the opponent who has also k-turned by now. Now that all the bombers have TL CJ can use his concussion missile and the party has started all over again.

turrets will obviously be annoying as you run away...

I think the real trick with this list is not trying to dog fight, bombers want to be at range 3 for both their torpedoes and the extra defence die.