The return of Emon!

By HargraveActual, in X-Wing Squad Lists

Seems that Scum finally have a solid chance to be competitive since goodies like Glitterstim and Talonbane.

I've always been pretty good at getting the most out of Emon Azzameen, and in my latest batch of play tests preparing for an upcoming Store Championship I gave this trio a try and the results were better than expected.

Corsairs II (100)

Emon Azzameen (46) - Firespray-31

Seismic Charges (2), Glitterstim (2), Andrasta (0), Proximity Mines (3), Proximity Mines (3)

Talonbane Cobra (31) - Kihraxz

Crack Shot (1), Glitterstim (2)

N'Dru Suhlak (23) - Z-95 Headhunter

Veteran Instincts (1), Assault Missiles (5)

The basic plan is to offset N'dru on one side and throwing him down the throat of the mass of the opponents ship where he snaps of his assault missle and in all likelihood is killed but in doing so buys time for Emon and Talon to get around the front of the approaching formation and start to wreak havoc. Emon disrupts the formation with bombs and rear arc shooting while Talon picks off the stragglers, both of them utilizing Glitterstim when facing a hard patch of exchanging fire.

As I t]said, I've done some testing and it seems to work pretty well, but as I still have a week before my event, I welcome the feed back.

Emon Azzameen (46) - Firespray-31

Seismic Charges (2), Glitterstim (2), Andrasta (0), Proximity Mines (3), Proximity Mines (3)

I would swap to Slave1 with Extra munitions.

-rarely you will have opportunity to drop all 3 of them.

-you will focus only on dropping them doing something that in overall picture might be worse

My suggestion: Emon+Proximity+K4 Security/Recspec+Glitterstim+Slave 1+Extra Munitions

Talonbane Cobra (31) - Kihraxz

Crack Shot (1), Glitterstim (2)

Will that 1 crackshot do you any good? I would take VI and glitters here. Maybe, but only maybe even EU. As with VI you have 11PS and can adjust nicely.

My suggestion: Talonbane+VI+Glitterstim+EU

N'Dru Suhlak (23) - Z-95 Headhunter

Veteran Instincts (1), Assault Missiles (5)

Oh boy. Ndru IMO got only 1 viable Elite and thats Lone Wolf. PS9 with no initiative...not much better then ps7. Rerolling def and atk die? Can change much. Plus on ship that is designed to die at some point you take 5 points, pretty much no use rockets. Ndru got 3 red dice anyway. Keep him on budget. If you would skip EU on Talonbane take maybe Ion rockets? But pls not those crappy 5 point homing...

Suggestion: Ndru+Lone Wolf.

Edited by Vitalis

I've been brewing with emon again thanks to the recent spoilers, nice to see someone else flying him.

Emon looks solid. I disagree with slave 1 because its not about using all the bombs as much as having the right tool with emon. Personally I prefer proton as my 3rd. Even aces are very scared to be in his flanks/rear, especially coran, A wing aces and interceptors. An alternative would be 1 prox 1 proton if your concerned about using all 3.

He could really use some modifiers via k4 as well. You've invested quite a bit in that ship so it needs to carry some weight in combat too.

N'dru should really upgrade to homing missiles. I see the nice synergy with the seismic charge but IMO he really can't afford to be missing any reds or his impact will be too low. Otherwise a value build with just LW as above would be the alternative.

TBC looks solid as is.
My preference is for EU/VI/stims to trump any ace possibly even vader. However thats for a different sort of list. Here hes very threatening at possibly erasing the first thing that makes the mistake of getting into range 1 as a suicide ship. Its just too bad he eats so many points for that purpose. Honestly I think you'd be better off losing him to properly equip emon although that leaves you short on high PS. On the bright side emon doesn't really care about PS if you can keep him non stressed and alive.

In the games I've played Emon armed with a proton bombs is a beast. I know it's expensive but I've seen it take out smaller ships with a critical hit. Really had a problem dropping three bombs just have to give your opponent other things to focus on.

In the games I've played Emon armed with a proton bombs is a beast. I know it's expensive but I've seen it take out smaller ships with a critical hit. Really had a problem dropping three bombs just have to give your opponent other things to focus on.

Truth. Not to mention its quite a bit harder for your opponent to safely evaluate distances when your looking at the potential for straight 1 OR 3 straight/turn + bomb token size + range 1 bubble.

Edit- almost forgot the emperor makes proximities worthless.

Edited by Carnor Rex

The biggest problem with the list imho is that you are taking two suicide ships (talonbane and n'dru). If they die quicker than you expect, you've only got Emon left, and while he's pretty great with his bombs, he lacks punch with his guns (relatively speaking).

My suggestion is to take either N'dru OR Talonbane, but not both in the same list. N'dru is easily replaced because he's about the same cost as a TLT thug. On the other hand, dropping Talonbane allows you to beef up Emon some more and also take a TLT thug (or something similar).

Personally, I prefer extra munitions on Emon (with Slave-1 title) simply because it allows 2 bombs more economically. Proton bombs or Conner Net are the best choices, but proximity mines are not bad.

If you take proximities or conner net, you want a crew that provides some action-independent offense.

Build 1: K4 droid, slave-1, extra munitions, conner net, concussion missiles (and guidance chimps when available) = 49

Build 2: Dengar (not quite available yet) or recon spec, slave-1, extra munitions, proton bomb = 46

Edited by blade_mercurial

Talon is not at all meant to be a 'suicide ship'. He's there to cleanup the mess mid to late game. I've never felt that Talonbane was a glass cannon to be used like a Scyk, my best results with him are gained by not committing too early. Having said that, Crack Shot might be the one thing I don't need on him, and may lean for something like Lightning Reflexes for when it's essential to catch someone on the back foot after burning that Glitterstim.

As for Proton Bombs on Emon, I won't argue their effectiveness, just their cost. I can find the wiggle room for one, but losing an easily filled bomb slot in favor of the Slave I title is not something I'm keen to do because having options with more than one kind of bomb tends to pay off in a long tourney where may need to improvise.

I think you guys may be right about the PS bid on N'dru and may slot in Crackshot for him to make sure his missle hits home.

Edit- almost forgot the emperor makes proximities worthless.

Sadness. Havent play enough recently to remember that Palpy ruins many action bombs.

Just wanted to throw something else in the idea ring: make Emon a dual threat.

Firespray-31: · Emon Azzameen (36)

Adv. Homing Missiles (3)

Conner Net (4)

Guidance Chips (0)

· Boba Fett (1)

· Slave I (0)

Extra Munitions (2)

I wish he had both types of bombs but this is quite threatening. Perhaps add Stims for some defense cuz he's going to be a priority target.

The other option is to embrace Experimental Interface fully by adding Gonk. You don't get the additional action economy of Dengar or K4 but it works well with action bombs.

I've been messing with something similar, might field it in about an hour actually, still up in the air atm. My build is fett + adv homers, 1 proton 2 prox. If I do see palp I'll just homer his ass.

OP- on Talonbane the other idea that makes him somewhat less sui is to add homers to your build. Now your talking about potentially erasing 2 ships with him. The first at range 3. I'm in the camp of crack is incredibly good on TBC, just depends what your looking to do. EU = VI for me. Crack = missiles. Both like stims but you can get away with homers if your allowed to proxy chimps (not here obviously bur friendlies) although its still playing a little loose.

Edit- and a bonus round. Heres a more radical idea if you want ordnance and a support ship..

Drea Renthal- extra munis, plasma torps, r4b11, then turret of choice (blaster scares them out of R1, TLT is pricey but is hyper accurate and keeps pressure up, ion makes bombs more effective). In this case you could opt for N'dru with crack.

Edited by Carnor Rex

How exactly would Palpatine affect a bomb? (Not MINES) Bombs babe they proton, seismic or ion use no dice at all.

Did you end up running that build Carnor?

How exactly would Palpatine affect a bomb? (Not MINES) Bombs babe they proton, seismic or ion use no dice at all.

I was just referring to proximity mines which are my favorite bomb for Emon.

How exactly would Palpatine affect a bomb? (Not MINES) Bombs babe they proton, seismic or ion use no dice at all.

I believe you we're referring to my earlier comment right? Your opponent rolls the dice therefore palp can effect the roll so you need 2 hits to do jack and you'll never force a crit unless you get doubles.

Did you end up running that build Carnor?

Nope. But I should have! Ended up facing the same player twice.. stinkin 4 ship palp aces. Really getting tired of that build tbh. I brought another players alpha strike list from here, mostly because I had doubted it initially.

Xizor- virago, VI, FCS, AT

Talonbane- crack, stims, homers, chimps (proxy)

N'dru- crack, stims, homers, chimps (proxy)

I'm gonna try to get a rematch tonight using emon.

Edited by Carnor Rex