Squad with 2 Bombers + 1 Bounty Hunter

By The_Brown_Bomber, in X-Wing

Captain Jonus + Squad Leader (24)


Scimitar Squadron Pilot + Assault Missiles + Cluster Missiles (25)


Bounty Hunter + Assault Missiles + Slave1 Title + Adv. Proton Torpedoes + Heavy Laser Cannon (51)


... the theory here is the HLC teamed with Jonus will do the damage at long range and if they get close u have the threat of the adv. proton - if u focus fire you are going to hurt them... would be nice to find some room for a mine or two but i have a feeling they r only worth it on higher pilot skill pilots.



any thoughts?

I don't think you need the Assault Missiles on the Bounty Hunter as you have the HLC for those shots.

If you dropped those you can have 2 Seismic Charges.

I don't think you need the Assault Missiles on the Bounty Hunter as you have the HLC for those shots.

If you dropped those you can have 2 Seismic Charges.

thats true. the extra assault missile is sort-of insurance against tight formation ships as it gives splash damage but maybe give the missile to Jonus and make it a homing missile? or a proton bomb? mines/charges/bombs r best on a high PS pilot.

Edited by The_Brown_Bomber

I'm also thinking you could get a gunner on the bounty hunter. You want max damage early with this list. A good opponent is going to hit Jonas hard and you are going to want to force them to find another target. Also, getting the two missiles off on the scimitar without out him will be difficult if you want them to be effective.

Final thought would be to drop one missile on the Scimitar and upgrade the BH to Trellix. That would be 3 rerolls on the HLC and proton torp. Then Gunner if that falls through. That makes the BH a massive threat.

some variants with this build:

#1

Captain Jonus + Squad Leader + Homing Missile (29)

Scimitar Squadron Pilot + Assault Missiles + Assault Missiles (26)

Bounty Hunter + Heavy Laser Cannon + Gunner (45)

#2

Captain Jonus + Squad Leader (24)

Scimitar Squadron Pilot + Cluster Missiles + Assault Missile (25)

Bounty Hunter + Heavy Laser Cannon + Gunner + Title + Adv. Proton Torpedoes (51)

#3

Captain Jonus + Squad Leader + Homing Missile + seismic charge (31)

Scimitar Squadron Pilot + Assault Missiles (21)

Krassis + Heavy Laser Cannon + Gunner (48)

thoughts?

Edited by The_Brown_Bomber

Of the three, I like the Krassis list best I think, mainly because of the huge threat that he poses. One final thought could be to use a Recon Specialist over Gunner. You already get 3 rerolls so a focus to attack and defend might lower damage slightly per turn, but survivability goes up so more damage over time?

I also like the Krassis list and agree that recon would be better than gunner in this list.

But as an add. I have considered a similar list before and wondered how I might fly it or compete against it.

My concern is although a good alpha strike, I am needing to keep everyone together.

Against this I would rush Krassis with everything to get within rang 1, or split forces and run the edges of the map yo force a choice.

some good suggestions, i like the recon specialist over gunner now uv brought it to my attention.

such a balanced game. makes it hard to put everything needed in one list.

  • To add a little more offense in close and to counter rushin tactics like u mention im thinking of switching krassis back to BH - not only does this free up more points to add for upgrades, it gives the squad the ability to inflict some dmg inclose and deter such a tactic in the first place.
  • I can also initiate the inclose tactic myself once HLC has stripped some shields off a key target or generally softened them up a bit.
  • Im also a little weary of blockers with pilot skill 1-4 getting in the way of krassis causing loss of actions throughout the course of the game... ironically having a BH with pilot skill 3 may assist in getting to move into open spaces before they get jammed up with blockers (although 1-2 pilot skill ships will still get to do that neway... unless they get destroyed by the HLC before getn too close to be a problem)
Edited by The_Brown_Bomber

I dont like the Gunner upgrade. Might just be my luck. But for the gunner to kick in you need to completely miss. And I was managing exactly 1 point of damage on each attack today. It was just bizarre. So it seems to help only if you roll extremely poorly...imo

You're lucky. I tend to miss fairly often. If you're consistently doing at least 1 damage, you're doing a lot better than me.

latest variant...



Captain Jonus + Squad Leader + Homing Missile + Proton Bombs (34)


Scimitar Squadron Pilot + Assault Missiles (21)


Bounty Hunter + Heavy Laser Cannon + Recon Specialist + Seismic Charge (45)



its got a decent alpha strike and some teeth in close with proton bomb and long game durability with rec specialist.

Getting better, me Likey.

Don't wanr to sound like a broken record about being rushed but i like to try and cover all options, so long as i dont end up doing everything but nothing well.

Anyway my suggestion is you drop the proton bomb( i know, i love them too) and give a cluster to the scimitar to let you shoot at any range.

Then drop homing on Jonus for concusion and give him a seismic also.

You now still have a bomb and have evened the points spread a little.

I feel clusters work pretty sweetly with Jonus around and concusion can whiff if only fired with target lock, no focus, but if desperate for that point of damage are your best chance.

Agreed on Concussion Missiles w/Jonus (as long as he doesn't have PTL), though Homing would be my next choice.

I'm trying to think about who my first target on this list would be, and I'm torn but I think it's the scimitar so I can try to take the PS2 ship and its ordinance out of the equation before it gets to fire - but I might be tempted to go after Jonus to negate the Scimitar's offensive abilities and take his bomb, PS6, and Squad Leader ability off the board. If you put another missile on it, you have probably made my mind up for me - I am going full bore on that Scimitar to try to kill it before it gets to attack. Jonus will have launched his ordinance already most likely since he's PS6, so I'm going to just have to deal with the consequences of that and try to not have to deal with more consequences :)

Not everyone will make the same decision, but it's another wrinkle of effective squad building - who do you WANT your opponent to chase first, and how well are you going to fare if that ship goes first?

latest variant...

Captain Jonus + Squad Leader + Homing Missile + Proton Bombs (34)

Scimitar Squadron Pilot + Assault Missiles (21)

Bounty Hunter + Heavy Laser Cannon + Recon Specialist + Seismic Charge (45)

its got a decent alpha strike and some teeth in close with proton bomb and long game durability with rec specialist.

hmm, not sure about the proton bomb on jonus, im thinking another assault missile on the BH instead would give the 1st rnd alpha strike more punch - i know it may seem a bit redundant with HLC - but the potential splash damage to support ships might be worth it... maybe switching seismic charge to Jonus as well, as he is pilot sill 6 and would likely stand a much better chance of hitting with it.

I flew a similar list tonight against 2 B-Wings and Luke.

Captain Jonus + Cluster Missiles + Deadeye (27)

Krassis Trelix + APT + HLC + Recon Specialist + Slave 1 Title (52)

Scimitar + Assault Missiles (21)

I was very pleased with how the initial attack went in the first few turns, quickly stripping the B-wings of their shields with the HLC and primary attacks from the bombers and finishing them off with the missiles.

Unfortunately it all went down hill from there as I managed to fly Trelix off the table completely untouched!

It was then cat and mouse with Luke and the 2 bombers who just did not have the fire power to take him down. Every time I took his shields down he managed to regenerate them with R2 D2.

I will definitely be trying this list again!