Now on imperial side we also need to get our bombers fitted to down enemy transports and corvettes:
Now on imperial side we also need to get our bombers fitted to down enemy transports and corvettes:
I played this today and it needs a tweak. You need to use two Protons and one Advanced Proton if you are up against small ships. It will still maim big ships, but you simply can't get all three in R1 in time to use the Advanced Torps well.
I might even be tempted to go 2 HLC and 1 APT. The APT is really awesome when you get it off and should be the finishing blow.
If you choose to use 2 prots and an adv prot, I'd put Marksmanship on Ibi.
My Tie Advanced arrived in the mail the day before so I was itching to fly vader. I had never flown a shuttle or a bomber (although I might have had it out as part of a tie swarm at some point when I didn't have enough regular tie or intercepter ships in my collection).
Lambda: 32-pts
Colonel Jendon
STS-321 title card
Ion Canon
Tie Advanced: 40
Vader
Marksmanship
Cluster Missels
Engine Upgrade
Tie Bomber: 28
Captain Jonus
Advanced Protons
This was more about flying ships I hadn't flown than about making a killer list. Vader with the ability to do boost and barrel roll was a lot of fun. I had a lot of good rolls and the green dice let Pete down in a big way. I don't think I will ever personally put Advanced Protons on a bomber again. I have to get to range 1 with a ship that has no shields. That's a little beyond my flying skill. The shuttle was way more fun than I thought and handing out target locks for the first two rounds was very useful, although once someone gets behind you it's all over. I kept it out of the fray for the most part and took shield stripping pot-shots at range 2-3.
@TheRealStarkiller.
I would swap out Jonus for Jendon with ST-321 and other goodies to suit. Those TL's with focus will make delivery of the ordinance in 1 turn possible.
May I suggest;
You can think of Jendon as mobile fire control for the bombers.
I also like Homing Missiles in place of 2 of the APT's in this build. It makes your opponent think about what to engage first and adds versatility whilst still packing killing power. It aslo gives you 2 points for a Seismic Charge :-)
Edited by Englishpete@Pete:
I liked the idea of Captain Jonus leading his Scimitar Squadron into a battle, attacking the rebels' capital ships ... so fluffy
But of course Colonel Jendon would make a better job in giving the bombers targets
How about:
Intelligence Agent and Engine Upgrade will come in handy later on
Edited by TheRealStarkillerThe other options I like are;
Jendon can hand out TL's to set up TL/Focus shots and your opponent will have to judge which targets to hit first. Jendon also adds some hitting power. I'll be flying this next in the Galactic Campaign.
The other options I like are;
34 pointsColonel JendonIon Cannon, ST-321, Anti-Pursuit Lasers or ST-321 and Engine Upgrade.23 pointsScimitar Squadron Pilot #1Homing Missiles, Seismic Charges21 pointsScimitar Squadron Pilot #2Homing Missiles or Proton Bomb22 pointsScimitar Squadron Pilot #3Advanced Proton Torpedoes
Jendon can hand out TL's to set up TL/Focus shots and your opponent will have to judge which targets to hit first. Jendon also adds some hitting power. I'll be flying this next in the Galactic Campaign.
I've run something very similar a few times before and it works really well, I would be tempted to drop the Anti Pursuit Lasers and pick up the weapon engineer instead that way you can be passing out TL every turn even if you use your Engine Upgrad every second turn.
Edited by Rodent Mastermind
Jonus uses TL + F for the concussions ... and PTL can come in handy once his missiles are gone. Rhymer uses Jonus ability and his own to make the Clusters lethal in any distance. Mauler and Backstabber both try to get into positions to take advance of their abilities, while the enemy is busy shooting at the bombers.
Edited by TheRealStarkillerI think I like this build over your last one. Vader is a beast and extremely hard to kill in this config. The other two are actually good in a dogfight as well. My concern with the previous list is losing the chance to fire all the ordinance. In this list, it can all be away in 1 strike. It is a killer vs a big ship and has the flexibility to take out small ships as well.
41 points
Darth Vader
Homing Missiles, Daredevil, Engine Upgrade
30 points
Major Rhymer
Cluster Missiles
29 points
Captain Jonus
Proton Torpedoes or Concussion Missiles, Push the Limit
Edited by EnglishpeteI wouldn't take Rhymer for a single shot only. Its a waste in my eyes, sorry.
Darth Vader is cool - but so expensive. And he hasn't got the firepower to win a game. He is just good in evading and staying alive.
I think I like this build over your last one. Vader is a beast and extremely hard to kill in this config. The other two are actually good in a dogfight as well. My concern with the previous list is losing the chance to fire all the ordinance. In this list, it can all be away in 1 strike. It is a killer vs a big ship and has the flexibility to take out small ships as well.41 pointsDarth VaderHoming Missiles, Daredevil, Engine Upgrade30 pointsMajor RhymerCluster Missiles29 pointsCaptain JonusProton Torpedoes or Concussion Missiles, Push the Limit
I wouldn't take Rhymer for a single shot only. Its a waste in my eyes, sorry.Darth Vader is cool - but so expensive. And he hasn't got the firepower to win a game. He is just good in evading and staying alive.
@theevilstarkiller
to try and address your concerns of pete's list how about
vader + assault + SqL (36)
Rhymer + cluster + cluster + seismic (36)
Jonus + proton torp + seismic (28)
In the alpha Jonus gets lock and focus, vader and Rhymer use Jonus to buff their attack and rhymer is carrying two missiles as requested.
@theevilstarkiller
to try and address your concerns of pete's list how about
vader + assault + SqL (36)
Rhymer + cluster + cluster + seismic (36)
Jonus + proton torp + seismic (28)
In the alpha Jonus gets lock and focus, vader and Rhymer use Jonus to buff their attack and rhymer is carrying two missiles as requested.
Such an evil list
I like Rhymer having 2 shots, but I don't like having a Vader w/o at least Engine Upgrade to zoom around.
Vader with Daredevil (and of course Engine Upgrade then) is cool like an iceberg and hard to kill. His job should be to draw the attention away from the bombers while zooming about the enemy ships and be slippery like hell.
And Rhymer is just soo expensive. Imagine the first shot is at range 3 - you could use clusters, which is cool. But for the next shot the distance will be more likely on a distance of 2 or 1. You dont need Rhymer for a cluster shot at a range of 2 or 1.
So I would Rhymer give a Cluster (for range 3) and an APT. This is where Rhymer excels in - firing APT at range 2 - yeah!
But you dont need Jonus' Bonus for this shot. You want to have PTL on Rhymer.
And Jonus? He is such a sucker!
For the points he cost it should be at least be possible for him to use his own ability!!!
But no you need PTL in order to make his own stuff effective. What a crap!
I just want to say that you can't have it all. You have to specialize your squads.
PS: Yeah I know - Jonus should intended to be a leader for bombers just like Howlrunner for the Tie Fighter. But its not the same. Howlrunners ability is good as long as there are friends nearby. Jonus ability is good for just a single volley or two ... unless if there are a Firespray or a shuttle nearby sporting a cannon. But Jonus main job is to boost the bombers ! He is the leader of the Scimitar Squadron! He should really be able to use his own ability!
Edited by TheRealStarkillerI do love the idea of multiple ordinance shots, but I have been playing regularly for a year now and I have hardly ever seen the opportunity or had a ship with multiple ordinance live long enough to fire both. It's usually because the second weapon is hard to make range and the needed TL/Focus combo at the same time, a good opponent will make that very hard to do. I think that the big ships are the easiest to achieve it against and Rhymer the easiest pilot to achieve it with, so RealStarKillers list is probably as close as it gets to the list to do just that.
I went with my list for continued viability after the ordinance is spent, especially Vader. He may only have base 2 attack, but set as is he is fairly easy to keep at R1 and out of arcs so you get 3 shots for none in return. The bombers are at least as maneuverable as an X-Wing and have staying power. you'd be surprised how effective that 5K can be in a dog fight.
On Jonus' ability, if he were able to use it himself he would need a significant points increase, it would make him a better Han from a reroll view point and the goto pilot for ordinance. Which I am hazarding is why FFG didn't write it that way. Would be cool if he could though.