Thoughts on Jonus

By Ravncat, in X-Wing

I've been thinking further about Jonus, and he seems a conundrum. The more and more I view his ability, the less and less I believe that he is a "howlrunner" counterpart. while their abilities certainly lead to comparison, list building with Jonus has led to the following realizations. (I apologize for the length, so i'll bold the points)

1 - We want roughly 10 dice of rerolls from captain Jonus at a minimum.

When we look at howlrunner, There seems to be consensus that we need a minumum of 4 other ships to best utilize her ability - for a single reroll.Jonus allows for 2 dice, so we can perhaps halve that number and say we need a minimum of two other ships for his ability.

Howlrunner affects primary weapons that stick around until the ships carrying them are destroyed, so while we wish for 4 other ships, we really wish for multiple attacks - let's suppose one ship other than howl is destroyed each turn beyond the first, we are hoping for roughly 10 rerolls. (4+3+2+1). This suggests that we wish for a simmilar number of rerolls from captain jonus, if he is to be a "Howlrunner".

This requires 5 secondary weapon uses, let's look for a minute at missile costs - 5 missiles / torpedoes is between 20 and 25 points. When we add 22 points, we find ourselves with 53 points left for fleet building, we need to somehow find 5 missile slots in that number of points. Our missile carriers are as follows - 16pt bomber, 21pt advanced, 33 point firespray. (A firespray can carry 2, a bomber 4 and a tempest 1. Loading too much upon a bomber increases the risk that a missile will go unfired. There is no way to load 5 seperate ships.

2 - Jonus is amazing with cluster missiles.

The above point seems to tell us why, a single cluster missile offers two attacks with one missile, reducing the need for so many ships, 3 cluster missiles generates 6 attacks (or 12 rerolls (2 more than we're seeking)) In addition, lowering the cost to 3 missiles, 2 of which being clusters, we are now down to 13 points of ordinance, putting ourselves up to 65 points of ships, this lets us build very interesting alpha strikes. Although, cluster missiles will still be best against low agility targets.

3 - Jonus should be amazing with cannons.

Looking at the above, we see that the Heavy Laser Canon, Autoblaster and Ion cannon can fire multiple times. Unfortunately, we cannot afford to run dual HLC weilding firesprays... (that comes to 102 points). Shuttles offer us the possibility of multiple HLC's with Jonus, but lead to maneuverability problems. In a way, Jonus is most howlrunner like when working with cannons...

4 - Jonus is not a swarm tool!

Based on the costs involved and keeping in mind the disadvantage of small imperial lists in conjunction with point 3 we can suppose that a single cannon in conjunction with a cluster missile may be one of the simplest combinations for efficiency out of Jonus allowing for more squad building flexibility! (This is because we only need 3 hlc shots + the cluster shot to hit 10 rerolls) We don't want to bring as many missiles as possible. This brings me to my next point...

5 - Jonus appears to be better for spike damage and he's better at a distance.

Howlrunner typically gives us re-rolls from tie fighter caliber weapons (2 attack), occasionally from larger guns like the interceptor or firespray guns. This leads to a small boost in damage for a more consistent offense through multiple ships, but Howlrunner isn't typically affecting attacks suited for hitting high agility targets (as a 2 damage ceiling will have trouble doing much to 3 or 4 defense + focus and possibly an evade token. This suggests that Howlrunner is most useful when the fighters she supports are at range 1 and less so as you move towards range 3, due to the range bonuses involved with primary weapons.

So - how does this go back to Jonus? Like howlrunner he's leading to a boost in damage as he's giving us two rerolls per attack on weapon, but unlike howlrunner, the weapons he effects typically have a higher offense (average of 4 attack). This means he is better suited to help dealing spike damage

I define spike damage as either a higher damage to low agility targets or B hitting high agility targets such as Biggs with stealth, r2f2 and a focus token, A-wings with stealth etc... This extra damage output is likely coming in short bursts from an alpha strike through missiles, i.e. Burst damage (lots of damage over a very short time).

Also - in contrast with howlrunner, Jonus seems most useful when the ships he is supporting fire from a further distance, due to the lack of range bonuses with secondary weapons, and the range limitations involved with weapons. This brings us back to points 2,3 and 4!

- we get reliable burst damage out of cluster missiles (Incidentally, this suggests that when paired with cluster missiles, Range 2 is optimal, due to the 3 attack value)

- Cannons let Jonus function more like howlrunner as they represent a increase in damage consistency over a longer duration. (dropping with the death of ships rather than the expenditure of ordinance.

- When supporting both a Cannon and a cluster missile represent a mixture of increased short term burst damage, and a longer term spike damage - without sacrificing as many build points.

So, all in all, interesting points - it may be time I rethink lists revolving around Jonus... Here's a couple examples of that rethink!

http://x-wing.voidstate.com/view/21631/jonus-1

http://x-wing.voidstate.com/view/21634/brain-damage

http://x-wing.voidstate.com/view/21633/never-leave-your-wingman

http://x-wing.voidstate.com/view/21636/standoff

I'm not sure how they will play, and they may not have enough overall defensive power, but we should be able to pull nearly as much "reroll" benefit as a howlrunner + 4 tie fighter list...

Edited by Ravncat

I like this list for Jonas. It mixes his usage up and maximizes the return you get from him. Squad Leader also allows him to continue support if/when the re-roll function isn't valid.

Total Squad Points: 99

Pilot: Tempest Squadron Pilot
Tie Advanced (21)
Upgrades:

  • Cluster Missiles (4)

Pilot: Krassis Trelix
Firespray-31 (36)
Upgrades:

  • Heavy Laser Cannon (7)
  • Advanced Proton Torpedoes (6)
  • Slave-1 (0)

Pilot: Colonel Jonas
Tie Bomber (22)
Upgrades:

  • Squad Leader (2)

A few similar lists

100 points

Krassis Trelix (43)
Firespray-31 (36), Heavy Laser Cannon (7)

Captain Jonus (24)
TIE Bomber (22), Squad Leader (2)

Darth Vader (33)
TIE Advanced (29), Concussion Missiles (4)

100 points

Captain Jonus (24)
TIE Bomber (22), Squad Leader (2)

Bounty Hunter (40)
Firespray-31 (33), Heavy Laser Cannon (7)

Bounty Hunter (36)
Firespray-31 (33), Ion Cannon (3)

imo it just seems like the cost of fielding him and ships capable of mounting secondary weapons plus the secondary weapons themselves is prohibitive.

imo it just seems like the cost of fielding him and ships capable of mounting secondary weapons plus the secondary weapons themselves is prohibitive.

Precisely, This is why I started really thinking about him and started with the idea that we ought to run some numbers and figure out a kind of reference for where it becomes worth the points to his tie bomber into a list just for the ability. 10 dice of attacks may seem a bit high, but it may also be low, considering the cheaper cost of howlrunner... If we assume 10 dice of rerolls from 18 points 1.8 points per reroll... then we should hope for about 12 from Jonus. It gets more complicated if we start looking at damage and percentages.

However, by looking at weapons that dovetail nicely with his ability and noticing the key differences with howlrunner, we may have some guidelines for his use. Especially when we start to look at upgrades for Jonus, the idea of Squad Leader on Jonus is a very good one, I also really like determination. To me, the idea of going to a single cluster missile + Ion canon gets us down to 7 points of secondary weapons + 22 on jonus... 29 points. (33 points if HLC) That leaves us with 71 (67) , and the commitment to field a ship that can fire missiles and a ship that can carry a cannon. (They should not be the same ship, considering there are a finite number of turns before the cannon ship goes down, 3 cannon shots and cluster missiles gets us some pretty good use of his ability, and does not seem too much to ask.

Approaching him from the pure missile/torp approach gets us wanting to spend way too much on ordinance and then as you say, ships capable of mounting them and he does become extremely prohibitive! Likewise, we have a simmilar problem with the HLC - though it's not sooo bad if you consider running double shuttles, as Jonus + OMG w ion cannon x2 = 70 points - but still quite prohibitive with HLCs.

I'm back from a game where I succesfully used

100 pts:

Jonus + Squad Leader (makes him useful after missiles are spent on the others)

2x Tempest Squadron + Concussion missiles

1x Tempest Squadron + Cluster missiles

it's possible to interchange conc with clusters as you wish, it's mainly a matter of formation flying, how aggressive is the approach, if you want to fire missiles on the alpha or beta strike, etc.