emon and jumpmaster.... viable?

By alien earth, in X-Wing Squad Lists

hello everybody.

i'm going to regionals next week but i have no idea about wich list i will fly.

here wave 8 just came out so i never faced triple jumpmaster, nor the vcx....

so this is what i would like to fly.... can it works?

emon azzameen

3xproximity mines

andrasta

feedback array

dengar

tot 50

contracted scout

deadeye

plasma torp

extra munitions

guidance chips

gonk

r4 agromech

feedback array (maybe exp interface??)

tot 37

bynarie pirate

tot 12

tot 99

so... maybe i could swap the z95 with the 12goldpoint title on JM.

or fit n'dru with lonewolf clustermissiles guidchips and glitterstim (25pts), takin off 1prox mine and dengar and gonk and the arrays.... but seems like he can actually kill something, but afterwards get killed giving 25 easy victory points....

sorry for bad english and/or typos, i'm italian :-)

thanks for any suggestion!

Emon is a ton of fun to fly, and Dengar is great on him - but I'm not certain on the choice of bombs. I might swap out two of the Proximity Mines for a Connor Net and Thermal Detonators (or Proton Bombs if you have the points). The former is absolutely brutal against aces, and the latter is a fantastic follow-up since they'll be ionized next turn. Plus it's probably best to have one bomb you can drop before your maneuver, because even with Emon's flexibility you'll sometimes have situations where he'll need to do that to hit something.

Your scout looks fine, except for Gonk. A Uboat wants to be focusing every turn, so unless you're running Experimental Interface or Push the Limit Gonk's just not worth it. (I have had success with him on Tel Trevura, but I was running PTL and Unhinged Astromech so you don't get the effective torpedoes). You could swap out Plasmas for Protons and add Boba Fett instead. Or you could add an outlaw tech so you can K-turn and still fire with a focus.

Personally, I don't think Emon is viable for a competitive event like a regional. His pilot ability is a lot of fun, and can be worrisome for opponents. But his uses are situational and unreliable.

I do think a Firespray and JumpMaster list is viable though. But I would go with this...

Boba Fett (Scum) (39)
Adaptability (0)
Recon Specialist (3)
Glitterstim (2)
Engine Upgrade (4)

Dengar (33)
Predator (3)
4-LOM (1)
Overclocked R4 (1)
Glitterstim (2)
Punishing One (12)

Total: 100

You've got two PS9 ships that can boost or barrel roll. You've got action-less dice modification on both. I'd fly them pretty close together. First fly Boba right in the enemy's face, using Glitterstim to weather the storm. Then fly him past the enemy as you fly Dengar right into the enemies face, also using Glitterstim. With that opening you should have put a serious hurt on the opponent. From there you should be able to finish them off with your high PS, decent firepower, and maneuverability.

While I've never flown Emon myself so can't comment on him, I personally like putting a Recon Specialist on jumpmasters as you will be focusing most turns (especially lethal with the R4 and plasma Torpedoes set up). Spend one focus and keep another for defence or for use with the free TL for an almost garunteed 4 damage each time you launch your salvos... Nasty!

Emon Azzameen (36):

  • Conner Net (4)
  • Experimental Interface (3)
  • K4 Security Droid (3)
  • Slave-I (0)
  • Extra Munitions (2)

Total: 48 pts

Tel Trevura (30):

  • Lone Wolf (2)
  • Hull Upgrade (3)
  • "Gonk" (2)
  • R5-P8 (3)
  • Punishing One (12)

Total: 52 pts

Emon is, most likely, the least competitive Scum Firespray pilot (although he's tons of fun).

If you MUST run him, though, Experimental Interface is your PTL. Never field him without it.

K4 synergizes with the stress income from ExInter and gives you a "third" action that works even if you bump.

Conner Net is your best "ACTION: " bomb available for control shenanigans.

Slave-I is better than Andrasta because you get Extra Munitions for a several cost reduction.

Standard survival mode Tel is probably is best shot for a JM5K partner, as long as you know how to manage Lone Wolf.

Gonk on your first turn and whenever there's no engagaments. Save the recover action for when Tel revives.

The rest of the build takes care of itself.

thank you everybody ;-)

ok i'll drop emon :( and get boba, something like this:

i'm just not sure on dengar... maybe better common scout with some bumbumroket -_- mmmm

K4 Security Droid is not that great on Boba. The target locks are nice, but they collide with his pilot ability. And "Gonk" is just not good. Regenerating is nice, but it takes too many actions or too many points to make it worth it.

Yeah no need for target locks as you should be getting at least one reroll every turn if you play him right anyway!

Maybe glitterstims for both? Just helps if you get in a jam - especially when flying Boba into your opponents face! Or k turning/segnors loops with your jm5k

Boba Fett (39):

  • Adaptability (0)
  • Engine Upgrade (4)
  • 4-LOM (1)

Total: 44 pts

Dengar (33):

  • Push The Limit (3)
  • Engine Upgrade (4)
  • K4 Security Droid (3)
  • Unhinged Astromech (1)
  • Punishing One (12)

Total: 56 pts

Super Dengar and a good enough Boba to compliment him. Solid duo.

thank you everybody!

i'm 100% noooob so i do really appreciate your help/advice/brainstorming.

please keep flying!

i just have some issues on dengar survavility (spelling problems here, sorry) so i'll try tokeep him cheaper/scout

Boba Fett (Scum) — Firespray-31--39

Veteran Instincts1

4-LOM1

Feedback Array2

Engine Upgrade4

Ship Total: 47

Contracted Scout — JumpMaster 5000--25

Push the Limit3

"Gonk"2

R5-P8 3

Glitterstim2

Engine Upgrade4

Punishing One12

Ship Total: 51

total 98

2 points for initiative in mirrors? feedback is for those filthy aces, and a simple flightplane: kill them and try to survive.

Edited by alien earth