Commentary on a shuttle/bomber build

By Millennium Falsehood, in X-Wing

I was thinking about this as a good missile boat build:

Colonel Jendon + STS-321 + Saboteur + Ion Cannon (34)

Major Rhymer + Advanced Proton Torpedoes + Cluster Missiles (36)

Captain Jonus + Concussion Missiles + Cluster Missiles (30)

Total: 100

With the Shuttle packing the STS-321 upgrade, I could afford to hang back really far until turn one and two pass, passing target locks onto my bombers, then throttle up and let them have it with APT and clusters, then the concussion missiles. The shuttle's ion cannon can disable one of the ships, allowing the bombers to concentrate on it, then finish off whatever's left with the bombers' laser cannons.

I think this would be a great list to take against HSF, though it might run into trouble against any list with the A-wing or X-wing unless I flew really well. Both of them could cause major trouble for the shuttle, and the X-wing would be ideal against the bomber, unless I took them out early as they tried to run past me. A single missile would spell trouble for the X-wing, and if I could get a hit with the APT or ion cannon an A-wing would be toast (unless we're talking bad rolls here).

Thoughts?

I would completely ignore your shuttle and focus fire on one bomber at a time. Jonus first. You might be better of with PtL on both Bombers and then a low grade Omicron with HLC and FCS. I think you have enough points.

This way your shuttle poses a threat and if you are slow rolling all three, PtL stress drops won't be hard.

Also, Jonus' ability doesn't work on himself so I'd drop his Clusters and get a bomb for when things get close and personal.

Try this perhaps?

40 points
Major Rhymer
Advanced Proton Torpedoes, Homing Missiles, Push the Limit
30 points
Captain Jonus
Homing Missiles, Push the Limit
30 points
Omicron Group Pilot
Fire-Control System, Heavy Laser Cannon
Edited by Englishpete

I've seen 4 bomber lists with Jonus, but being that I only have 3 bombers at the moment I'm considering something similar with a shuttle...

Colonel Jendon — Lambda-Class Shuttle 26

Weapons Engineer 3

ST-321 3

Scimitar Squadron Pilot — TIE Bomber 16

Assault Missiles 5

Seismic Charges 2

Scimitar Squadron Pilot — TIE Bomber 16

Proton Torpedoes 4

Seismic Charges 2

Scimitar Squadron Pilot — TIE Bomber 16

Assault Missiles 5

Seismic Charges 2

The Shuttle hands out target locks before you ever get into range, that way all of your bombers can focus and lock on their alpha strike, without having to actually be in range to get the locks in the first place, and then jet by with a 5 k-turn and drop charges to cause even more damage.

It's a thought anyway... I don't know how the poor shuttle will survive the charges unless it peels off earlier... You could probably drop the weapons engineer and change that torp to an assault missile or something.

Edited by perniciousducks

I've run a very similar list but with Yorr instead of Jendon

31 – Captain Yorr (24) + Heavy Laser Cannon (7)

40 - Major Rhymer (26) + Advanced Proton Torpedoes (6) + either Homing or Assault Missiles (5) + Push the Limit (3)

29 – Captain Jonus (22) + Cluster Missiles (4) + Seismic Charges (2) + Adrenaline Rush (1)

I originally tried Jendon but found that I had to stay too bunched up to benefit from his Target Lokcs. Yorr lets you push Rhymer further forward and still hand off the stress tokens.

Jonus stays close to Yorr to up the hitting power of the HLC and to drop the Seismic Charges when your opponent gets behind the shuttle (which almost always happens)

Edited by Alphadork

40 - Major Rhymer (26) + Advanced Proton Torpedoes (6) + either Homing or Assault Missiles (5) + Push the Limit (3)

Homing missiles, every time. They allow you to maintain your Target Lock for the ADV Protons next turn, allowing you to focus them into annihilator territory. This is particularly terrifying if the Jonus Bonus re-rolls up to 2 blanks...

Okay, I forgot about Weapons Engineer's capability, so here's a tweak of this list:

Colonel Jendon + Weapons Engineer + ST-321 (32)

Major Rhymer + Cluster Missiles + Proton Bomb (35)

Captain Jonus + Concussion Missiles + Proton Bomb (31)

The WE and ST-321 will allow me to benefit both my bombers at once without having to spend more than one turn getting into position, then the bombers can perform an alpha strike against the main target (Han, Wedge, Tycho, etc.) and then focus on the remaining ships. The proton bombs will discourage Rebels from coming up on my tail up until I actually use them. The shuttle can afford to hang back so it doesn't get trounced by fighters, but if it can it will attack with its primary weapon.

Homing missiles, every time. They allow you to maintain your Target Lock for the ADV Protons next turn, allowing you to focus them into annihilator territory. This is particularly terrifying if the Jonus Bonus re-rolls up to 2 blanks...

How, exactly? They still require you to spend a Target Lock to fire, which any other missile would do, and they're only good against ships which have evade tokens, the only Rebel ship of which is the A-wing.

Edited by Millennium Falsehood

Though I like Jonus' PS, he's expensive and I'm not sure he's worth the points, when you could have extra ordnance on the rest of your ships. I think Jendon + 3 Scimitars might be the better list.

Okay, I forgot about Weapons Engineer's capability, so here's a tweak of this list:

Colonel Jendon + Weapons Engineer + ST-321 (32)

Major Rhymer + Cluster Missiles + Proton Bomb (35)

Captain Jonus + Concussion Missiles + Proton Bomb (31)

The WE and ST-321 will allow me to benefit both my bombers at once without having to spend more than one turn getting into position, then the bombers can perform an alpha strike against the main target (Han, Wedge, Tycho, etc.) and then focus on the remaining ships. The proton bombs will discourage Rebels from coming up on my tail up until I actually use them. The shuttle can afford to hang back so it doesn't get trounced by fighters, but if it can it will attack with its primary weapon.

Homing missiles, every time. They allow you to maintain your Target Lock for the ADV Protons next turn, allowing you to focus them into annihilator territory. This is particularly terrifying if the Jonus Bonus re-rolls up to 2 blanks...

How, exactly? They still require you to spend a Target Lock to fire, which any other missile would do, and they're only good against ships which have evade tokens, the only Rebel ship of which is the A-wing.

The awesomeness of Homing Missiles is that, while requiring a target lock to be in place to fire, they say "Discard this card to perform this attack", while every other missile/torpedo says "Spend a target lock and discard this card".

That usually means that you can modify your Homing Missiles with your Target Lock, but in this case you want it un-spent, for a Target-Lock+Focus for your Adv. Torps.

Edited by DraconPyrothayan

Though I like Jonus' PS, he's expensive and I'm not sure he's worth the points, when you could have extra ordnance on the rest of your ships. I think Jendon + 3 Scimitars might be the better list.

That might be a good alternative. The real core of the build is Colonel Jendon + We + ST-321, so a 3 Scimitars list might be a better alternative. The pilot skills of the Rebels might be where I bite the dust, though. If I have a bunch of low PS pilots going up against elite Rebel ships, I might not be able to let go of my ordinance before they blow me away.

The awesomeness of Homing Missiles is that, while requiring a target lock to be in place to fire, they say "Discard this card to perform this attack", while every other missile/torpedo says "Spend a target lock and discard this card".

That usually means that you can modify your Homing Missiles with your Target Lock, but in this case you want it un-spent, for a Target-Lock+Focus for your Adv. Torps.

Oh my gosh! I never noticed that! Thanks! :D