Jendon and Rhymer: thoughts?

By progressions, in X-Wing

Hi folks,

I've been working on this squad and I wanted to see what others thought of it. I haven't played it much against other dedicated players, but it worked quite well tonight against my wife playing a Han Shoots First-type build with Han (w/ Luke) and Wedge (w/ R2D2).

The intent is to use Jendon, with ST-321 and Weapons Engineer, to get 2 target locks every round (when applicable), and distribute them to the TIE Bomber or even to the Academy Pilots.

The Ion Cannon is used to slow down the enemies so I can focus fire on them. In tonight's game I was able to put an ion on Wedge and then finish him off with the Bomber's Advanced Proton Torpedoes.

It even worked well despite some really clumsy piloting on my part--I kept crashing Jendon in to the TIEs, so he never actually got to take an action. The Rebel Captive kept adding stress tokens to Han Solo, and then I got 2 ions on him so he wasn't able to move around much and I could finish him off.

Thoughts?

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Jendon Rhymer
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100 points
Pilots
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Colonel Jendon (38)
Lambda-Class Shuttle (26), Ion Cannon (3), Weapons Engineer (3), Rebel Captive (3), ST-321 (3)
Major Rhymer (38)
TIE Bomber (26), Advanced Proton Torpedoes (6), Homing Missiles (5), Deadeye (1)
Academy Pilot (12)
Academy Pilot (12)
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At a glance it seems fairly solid. Jendon gets Ryhmer the optimal shots and once he's dry you still have some decent ability to get good shots. I would personally lose deadeye and take just about anything else however. Homing missile doesn't spend anything to activate and advance proton is at it's best if you have a focus token so it's not the best use of an elite pilot upgrade, especially since Jendon will be feeding Ryhmer locks with at least some consistency, and with weapon engineer he can pass whichever target happens to fall in Ryhmer's arc.

Determination is a good choice, especially with a high hull no shields bomber, adrenaline can help out with getting good shots, as unorthodox as it might sound draw their fire can keep Rhymer useful even after he uses his ordnance and become a slightly clumsier advance by keeping the more fragile and nimble ties around longer.