Emon and Tel

By Spice Junkee, in X-Wing Squad Lists

Here's how it's looking right now:

Firespray-31: · Emon Azzameen (36)

Conner Net (4)

Counter-Measures (3)

· Dengar (3)

· Slave I (0)

Glitterstim (2)

Extra Munitions (2)

JumpMaster 5000: · Tel Trevura (30)

Push The Limit (3)

· "Gonk" (2)

· Punishing One (12)

· R5-P8 (3)

Considering taking Counter Measures and Glitterstim off Emon and onto Tel. Fortress to start, build up some gonk-points, then focus fire, using nets to either cripple of ward off enemies.

I ran a pretty similar Tel build a few days ago, with a couple key differences. You really want an Unhinged Astromech instead of R5-P8 if you're going with PTL (which, since you're using Gonk, you should); having the extra green options makes a huge difference if you're PTLing every turn. I'd also recommend a hull upgrade; it's well worth the points on Tel because of his ability, essentially giving him 2 extra hp.

As for Emon, I think you can drop Countermeasures; unless you're up against OL i'd think Stealth Device is usually superior because it can work more than once. In any case, I'd go with Extra Munitions instead of the defensive mod to give him an extra connor net, since his ability is so fantastic with them. That should bring you back to 100 with the changes to Tel.

He already has extra munitions on Emon...

I think a straightforward swap of countermeasures off Emon and Hull onto Tel goes a long way. Concur with Unhinged on Tel; do not concur with Stealth on any ship with less than three agi and some ability to stack tokens.

Dear lord, i forgot Hull upgrade on Tel! Yeah, it should go on him. And switching to Unhinged will give 2 points to put Glitterstim on Tel, too, so they both have it.

Emon Azzameen (36):

  • Conner Net (4)
  • Experimental Interface (3)
  • Intelligence Agent (1)
  • Slave-I (0)
  • Extra Munitions (2)

Total: 46 pts

Tel Trevura (30):

  • Predator (3)
  • Hull Upgrade (3)
  • 4-LOM (1)
  • Punishing One (12)
  • R5-P8 (3)
  • Glitterstim (2)

Total: 54 pts

This is how I'd do it.

ExInter on Emon is pretty much a PTL for bombs.

IntelAgent makes dropping bombs a lot easier and gives Tel info on how should he maneuver. Against Aces, it's just groovy.

Tel's setup gives him a lot of free agency.

It all synergizes to give him maximum freedom while never losing offensive presence.

With Emon's ability to place bombs just about wherever he pleases, I'm not worried about knowing where people will be, so I dont think Intel Agent is worth it, as Dengar makes sure Emon keeps some offensive capabilities.