Jonas + 3x tie advanced = 'The Redeemers"

By The_Brown_Bomber, in X-Wing

Just grabbed this list off team covenants page, it looks really interesting.

99 points:
Captain Jonus + Swarm Tactics (24)
2x Tempest Squadron Pilot + Concussion missiles (25)
Tempest Squadron Pilot + Cluster Missiles (25)

Redeems the TIE advanced in my book. TIE Bomber is used for his AOE skills and swarm tactics makes him useful beyond the volley of missiles. ST is a must for them to even fire at all because of pilot skill 2. All in all, a respectably durable list.

- See more at: http://teamcovenant.com/grym/2013/09/05/wave-3-squads-youre-most-excited-to-run-go/#sthash.STrMM7VI.dpuf

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thoughts?

one variation i can see could be....

100 points:
Captain Jonus + Swarm Tactics (24)
2x Tempest Squadron Pilot + Concussion missiles (25)
2x Academy Pilot (to run some interference and engage enemy ships)

Captain Jonus + Squad Leader might make the first shot easier to get away, even if it happens at PS 2.

Captain Jonus + Squad Leader might make the first shot easier to get away, even if it happens at PS 2.

yes, i agree. i was thinking long game teaming up with the academies. i have a feeling Jonas will need some extra defense once ppl realize how good he is... a lil like howlrunner he will have a huge target on him right away.

Once the missiles are away Jonus will have very little to contribute. Squad Leader would be more helpful IMO than Swarm Tactics at that point as well.

I lost horribly to the Squad Leader version.

I ran:

2x [33] Blue Squadron Pilot (22) + Fire-Control System (2) + Ion Cannon (3) + Advanced Proton Torpedoes (6)

[34] Kyle Katarn (21) + Blaster Turret (4) + Recon Specialist (3) + Moldy Crow (3)

First thing I need to say, is that he maneuvered superbly. It felt like no matter how unpredictable I tried to be, he saw right through me and ended up in the perfect position. I need more practice with B-wings (and probably just more hours playing the game).

Both of us had identical pilot skills (2's and 6's), and I won initiative. In theory this would help, but my team is not a heavy damage dealer. It's more about finesse. In hindsight, I would have benefitted if I had not won initiative, but it's no excuse for my loss. Besides repositioning, I also felt like I couldn't reliably use TL because I couldn't be sure I'd have a shot at that particular ship, so I used Focus most of the time. I think I tried to rely on Ion + FCS too much, and it just didn't cut it against the AGI 3 TIE advanced.

He ran Jonus in the back of a straight line of TIE advanced, which I did not want to run headlong into. So I tried to maneuver around asteroids, which made my approach slow enough that Jonus was out of range at first engagement. He did a really good job of keeping Jonus safe.

I wouldn't mind trying again, but it's a scary squad. I don't think my ion cannons can hit reliably without Jan + Squad Leader, which is another iteration of this list that I have considered.

EDIT: And by "lost horribly" I mean that I managed to destroy only one of his TIE advanced. Althought it was a pretty epic APT roll that finished him off: 2 hits, 2 crits and an eye.

Edited by Parakitor

id like to see the tie-advanced used more. with jonas on the scene it looks like they will. ;)

Cool, one of my squads is making the rounds XD

edit - hey, I did use Squad Leader. Must have brain farted when I wrote Swarm Tactics.

Edited by Mu0n

if tie advanced had a droid or something it would be nice. something to let it regen sheilds

How did you have initiative with a 100 point Rebel squad?

I shouldn't have had init. We miscalculated so we thought it was 100 vs 100. we rolled and I lost init.

Edited by Mu0n

Captain Jonus + Squad Leader (24)
2x Tempest Squadron Pilot + Concussion missiles (25)
Tempest Squadron Pilot + Cluster Missiles (25)

do proton bombs count as secondary weapons for purpose of rerolls. hard to use esp with Jonas close enough but could be useful/unexpected addition to this squad... replacing one tie-advanced with a bomber?

They aren't primary weapons, but you don't roll for their damage either. They deal one face up damage card to each ship at range 1.

How did you have initiative with a 100 point Rebel squad?

According to tournament rules you roll for initiative if your points are equal, and I won the roll. But you're right, that according to the rulebook Imperials get initiative if squad point totals are the same for both sides.

Parakitor, I had 99 points so that this rulebook "beginner's rules" subtlety isn't even needed.