List Development, Bombers and Ties

By phild0, in X-Wing

I've given a few lists a try recently with bombers carrying some sort of ordnance, usually with supporting craft. I'm mostly creating a summary in hopes of peeking some interest and getting some ideas.

The first idea that I borrowed from a suggestion on the on the forums was:

5 x Scimitar + Concussion/Proton

100pts

This list went okay. I lost to a duo Bounty Hunter+Gunner and 2Academy Tie list, (a really cool list) but beat a 4X list by the skin of my teeth. Overall the idea was okay, and in an ideal game with average rolls and at least 2 enemy PS 2 or lower ships for easy target locks, it could definitely work. Lots of hp to chew through.

After figuring id lose at least 1 Scim before it got to fire ordnance, I opted to replace one Bomber with Howlrunner + Swarm tactics. The hope was to make sure that front Scim, who ultimately will get targeted gets to shoot off that missile before biting the dust, or heck, even being left alone with maybe some damage on it, since it lost the missile threat. I also get to play the squad like a mini swarm until I want to use the torps/missiles. I had 2 matches with this one. First was against:

Chewy + DTF

Jan Ors + Ion Turret

Garven Dreis

(I really liked this squad myself, Chewy always seemed to me to be the best platform for Jan's buff)

Was a close game, to me that is, probably not to my opponent. Chewy less than 2hp for like 3 turns of shooting, Jan with the bump for a damage crit and 2hp, Garven lightly damaged i think. My last 2 bombers just rolled too many focused blank reds in the last engagements. I also made a mistake early where I rolled my squad instead of focusing, thinking I would be JUST out of range and in a better k turn position. If I had focused chewster would have had 4 more pts of damage off the bat! Overall a good game, opponent made some really great choices for targeting the correct bombers, etc. I asked my opponent his opinion of my squad, and he said his first impression was not terror, which I was hoping for!! Second play test with the squad was against a Tie, 2 Int, Bh combo where dice were surely on my side when I 1 shotted a Saber and Howl. Overall, the list was fun to play, I'm just not sure if it will give the consistent results I'm looking for.

My next iteration will be to drop one Scim down to an Academy Tie, freeing up points to get Jonus. It will either look like:

#1

Howlrunner + Swarm Tactics

Jonus + Swarm Tactics

Gamma + Proton

Gamma + Concussion

Academy Tie

Or

#2

Howl + Swarm Tactics

Jonus + Swarm Tactics + Seismic Charge

Scimitar + Assault

Scimitar + Assault

Academy Tie

Both squads have their merits, so it'll be a toss up for me to decide.

Now that I've covered my history of squad testing in this area, does anyone have any suggestions? Has anyone had any luck with squads of similar type? I've ran Jonus + Gamma squads plenty of times, but now I am looking for something else, hoping to get better results than the Gamma squad. Would you rather run list 1 or 2? Etc etc etc...

List #1 or #2? Then I say list #2 except for the little issue of sometime not being able to TL enemy ships because they haven't moved before you do and are thus out of range. That is where Squad Leader comes into play as it allows one of your high PS ships to pass of its action to a Bomber allowing the Bomber to TL after much of the moving is done. Squad Leader also makes those TL+Focus shots which are so hard to avoid a lot easier to pull off and if you are playing with Assault missiles you NEED them to hit very badly.

I (like many others) have had good success with Jonus but using his ability on cluster missiles instead of the assault/proton/concussion you seem to favor. You get to use it on both rolls of the cluster missiles. That means you get to reroll up to 4 of the six dice. It destroys lower agility ships! I like running Jonus with 1 scimitar with cluster and maybe a 2nd cluster or a concussion for an opening range 3 shot. You can decide if you want the 2nd bomber or just to fill your squad with ties. But personally, when i take Jonus, I also usually take a Firespray or Lambda with an HLC so i can continue to use his ability after the alpha strike. Otherwise he feels like a one trick pony IMO. Its a good trick, don't get me wrong. But if I'm going to spend the extra points I want to use his ability more than once or twice.

Edited by jedi moose

Try this instead:

Cpt. Jonus, Squad Leader

Gamma Sqaudron, Proton Torpedoes, Cluster Missiles

Gamma Sqaudron, Proton Torpedoes, Cluster Missiles

Academy TIE

Academy TIE

Squad Leader on Jonus is incredible because it allows one of your bombers to get Target Lock or a focus the turn he wants to shoot a missile, which can be huge especially against Biggs. Your bombers are both 4 skill meaning it should be easy for them to get a lock on anything with skill < 3 and shoot before those opponents can counter. The TIEs get to either harass or play cleanup to the missile pounding. There are very few lists that want to go head to head with this, since trying to joust this list will likely result in a ship or two dying each time. By the time all or most of the missiles are spent, your opponent shouldn't have much left for the remaining TIEs to clean up.

Its a very good list, Would be nice to get Assault missiles instead of the Protons, but I don't think you can really shave it down without giving up something important.

Obviously the worst thing that can happen is you lose a Bomber (or worse, Jonus) while it still has both missiles, but that should be rare since the missiles have different range bands.

I really like the above list, but haven't had the chance to try it out yet (I only have two bombers). The only real tweak I would make would be to change the proton torpedos in for concussion missiles. This is because you are likely going to be able to have both target lock and focus due to Jonus, and while a pt changes an eye to a crit, a cm changes a blank into a hit. So if you have both tl and focus you have a better chance of getting more overall hits with a cm.

List #1 or #2? Then I say list #2 except for the little issue of sometime being able to TL enemy ships because they haven't moved before you do and are thus out of range. That is where Squad Leader comes into play as it allows one of your high PS ships to pass of its action to a Bomber allowing the Bomber to TL after much of the moving is done. Squad Leader also makes those TL+Focus shots which are so hard to avoid a lot easier to pull off and if you are playing with Assault missiles you NEED them to hit very badly.

Sorry, I should've mentioned I was trying to avoid using Squad Leader, in favor of the swarm tactics to a higher PS. What will likely happen is I try List #2 out, decide I want Squad Leader, as I usually use. Id drop the Seismic on jonus, swap Swarm for Squad Leader, and bump one Scimitar to a Gamma. Meaning I can shoot at 8,8,6,4,1. Which would be okay with me as well. List 2 was more of an afterthought after making list 1.

Try this instead: Cpt. Jonus, Squad LeaderGamma Sqaudron, Proton Torpedoes, Cluster MissilesGamma Sqaudron, Proton Torpedoes, Cluster MissilesAcademy TIEAcademy TIE Squad Leader on Jonus is incredible because it allows one of your bombers to get Target Lock or a focus the turn he wants to shoot a missile, which can be huge especially against Biggs. Your bombers are both 4 skill meaning it should be easy for them to get a lock on anything with skill < 3 and shoot before those opponents can counter. The TIEs get to either harass or play cleanup to the missile pounding. There are very few lists that want to go head to head with this, since trying to joust this list will likely result in a ship or two dying each time. By the time all or most of the missiles are spent, your opponent shouldn't have much left for the remaining TIEs to clean up. Its a very good list, Would be nice to get Assault missiles instead of the Protons, but I don't think you can really shave it down without giving up something important. Obviously the worst thing that can happen is you lose a Bomber (or worse, Jonus) while it still has both missiles, but that should be rare since the missiles have different range bands.

That one is also on my to try list. The lists here are more a natural extension from trying howlrunner with loaded scims. It is definitely a good looking list. Can't underestimate the PS 1s blocking or protecting your ships from being blocked.

I agree with everything everyone has said about Jonus. If you are going to build a list around any secondary weapons he is sort of a must, even if you don't have any points to upgrade him with.

I (like many others) have had good success with Jonus but using his ability on cluster missiles instead of the assault/proton/concussion you seem to favor. You get to use it on both rolls of the cluster missiles. That means you get to reroll up to 4 of the six dice. It destroys lower agility ships! I like running Jonus with 1 scimitar with cluster and maybe a 2nd cluster or a concussion for an opening range 3 shot. You can decide if you want the 2nd bomber or just to fill your squad with ties. But personally, when i take Jonus, I also usually take a Firespray or Lambda with an HLC so i can continue to use his ability after the alpha strike. Otherwise he feels like a one trick pony IMO. Its a good trick, don't get me wrong. But if I'm going to spend the extra points I want to use his ability more than once or twice.

I do enjoy clusters. However my only qualm with them in these lists is if I am Range 1, I might as well use primaries with Howl nearby, range 2 could go either choice, probably ordnance. This leaves me with a weak Range 3 option if I choose clusters. Also, for most opponents, id say Protons average around the same damage as clusters, because of those 2 defense rolls.

I agree with everything everyone has said about Jonus. If you are going to build a list around any secondary weapons he is sort of a must, even if you don't have any points to upgrade him with.

I suppose that was what I was trying to test more extensively. Do I realllllly need jonus if I run Protons/Concussions. Ultimately, I am going to try jonus again, but I'm still not convinced otherwise. If you take a look at the list:

Howl + Swarm Tactics

Scimitar x 5

100pts

I find this to be a pretty good list. All I did was drop one scimitar to give everything a missile. My reasoning was to add an option when howl dies, or to increase my Range 3 strike potential. Still a similar list, just 6 less hp for higher potential of damage.

I (like many others) have had good success with Jonus but using his ability on cluster missiles instead of the assault/proton/concussion you seem to favor. You get to use it on both rolls of the cluster missiles. That means you get to reroll up to 4 of the six dice. It destroys lower agility ships! I like running Jonus with 1 scimitar with cluster and maybe a 2nd cluster or a concussion for an opening range 3 shot. You can decide if you want the 2nd bomber or just to fill your squad with ties. But personally, when i take Jonus, I also usually take a Firespray or Lambda with an HLC so i can continue to use his ability after the alpha strike. Otherwise he feels like a one trick pony IMO. Its a good trick, don't get me wrong. But if I'm going to spend the extra points I want to use his ability more than once or twice.

I do enjoy clusters. However my only qualm with them in these lists is if I am Range 1, I might as well use primaries with Howl nearby, range 2 could go either choice, probably ordnance. This leaves me with a weak Range 3 option if I choose clusters. Also, for most opponents, id say Protons average around the same damage as clusters, because of those 2 defense rolls.

In a tournament your comments may be dead on. I'm not a tournament player and when I'm imps my opponent is almost always Rebs. For us its just more fun that way. So for me cluster missiles own Falcon/Y-wing/B-wings which usually mean at least one expensive ship is dropped or significantly damaged on the first pass since i can probably count on at least 1 of those ships being used. But even if you are playing against imps, CM would do some good damage on Lambda and even Firespray with Jonus rerolls. And they are the only range one option for 2ndary weapons (other than APT which ain't cheap), so for me they are a good option. And I wouldn't say that Range one with Howlrunner rerolls is quite the same as cluster missile + Jonus rerolls. In fact its half the possible damage output. But still I take your point and would suggest taking both CM and a Concussion or another long range missile or 2ndary like HLC. But to each his own Right? :)

Very fair point. Come to think of it, I have not had much of a chance to run clusters vs B wings. I think the decision will be made by what lists these lists will have issues with. If I run into major issues vs b wings consistently, bring on the clusters!

I agree with everything everyone has said about Jonus. If you are going to build a list around any secondary weapons he is sort of a must, even if you don't have any points to upgrade him with.

I suppose that was what I was trying to test more extensively. Do I realllllly need jonus if I run Protons/Concussions. Ultimately, I am going to try jonus again, but I'm still not convinced otherwise. If you take a look at the list:

Howl + Swarm Tactics

Scimitar x 5

100pts

I find this to be a pretty good list. All I did was drop one scimitar to give everything a missile. My reasoning was to add an option when howl dies, or to increase my Range 3 strike potential. Still a similar list, just 6 less hp for higher potential of damage.

The problem is the list you changed from and the list you are moving to are completely different. The old one was a swarm of bombers largely based on how good 6 TIES + Howl is. The new list is more about the ordinance since your swarm is now smaller. The issue is that the missiles will be hard to shoot both because of your Low PS and the fact that without Jonus they really aren't that reliable. Sure, you may very well still win games with it, but the premise of "well all I changed was XYZ, should be fine" assumes that the synergy is still there with your changes. Which in this case I'd say it isn't there.

I'd argue that while you increased the potential damage with the inclusion of the missiles, you drastically decreased its consistency. The games where all or most of your missiles do good damage (again, really swingy since you won't likely be able to focus or otherwise fix the dice) you will win, the times where they don't will be close or you will lose. The list you based it off of was more likely to be able to put out really solid early damage, and sustain a level of damage output much better

Jonus is very powerful because you at least get an "extra target lock" effect when you fire the missiles which drastically improves how consistent their damage is. When you include Squad Leader on him and give away a focus action as well, it makes it very likely your missiles will do the high end of their potential, which can be devastating to many ships.

I do enjoy clusters. However my only qualm with them in these lists is if I am Range 1, I might as well use primaries with Howl nearby, range 2 could go either choice, probably ordnance. This leaves me with a weak Range 3 option if I choose clusters. Also, for most opponents, id say Protons average around the same damage as clusters, because of those 2 defense rolls.

Clusters with Jonus at range 1 or 2 still blow the Bomber's primary attack away. You'd be rolling two 3 dice attacks with rerolls on two of those dice while Howlie would just give one 3 dice attack at Range 1 with a reroll on one die. Putting a long and short range option on your Jonus backed Bomber can present your opponent with problems as their only "good" option becomes getting out of the way. Even with rerolls Clusters may not be the most fun to use against high agility ships that are in close but 2 dice primaries aren't always great either.

Hida77 mentioned the idea of using Assault Missiles as part of the two missile Bomber load and those can help against those high agility ships you don't like Cluster Missiles with. Another option mentioned is Homing Missiles but you see that suggestion come with APT being the short range punch.

I agree with everything everyone has said about Jonus. If you are going to build a list around any secondary weapons he is sort of a must, even if you don't have any points to upgrade him with.

I suppose that was what I was trying to test more extensively. Do I realllllly need jonus if I run Protons/Concussions. Ultimately, I am going to try jonus again, but I'm still not convinced otherwise. If you take a look at the list:Howl + Swarm TacticsScimitar x 5100ptsI find this to be a pretty good list. All I did was drop one scimitar to give everything a missile. My reasoning was to add an option when howl dies, or to increase my Range 3 strike potential. Still a similar list, just 6 less hp for higher potential of damage.

The problem is the list you changed from and the list you are moving to are completely different. The old one was a swarm of bombers largely based on how good 6 TIES + Howl is. The new list is more about the ordinance since your swarm is now smaller. The issue is that the missiles will be hard to shoot both because of your Low PS and the fact that without Jonus they really aren't that reliable. Sure, you may very well still win games with it, but the premise of "well all I changed was XYZ, should be fine" assumes that the synergy is still there with your changes. Which in this case I'd say it isn't there. I'd argue that while you increased the potential damage with the inclusion of the missiles, you drastically decreased its consistency. The games where all or most of your missiles do good damage (again, really swingy since you won't likely be able to focus or otherwise fix the dice) you will win, the times where they don't will be close or you will lose. The list you based it off of was more likely to be able to put out really solid early damage, and sustain a level of damage output much better Jonus is very powerful because you at least get an "extra target lock" effect when you fire the missiles which drastically improves how consistent their damage is. When you include Squad Leader on him and give away a focus action as well, it makes it very likely your missiles will do the high end of their potential, which can be devastating to many ships.

I agree with everything everyone has said about Jonus. If you are going to build a list around any secondary weapons he is sort of a must, even if you don't have any points to upgrade him with.

I suppose that was what I was trying to test more extensively. Do I realllllly need jonus if I run Protons/Concussions. Ultimately, I am going to try jonus again, but I'm still not convinced otherwise. If you take a look at the list:Howl + Swarm TacticsScimitar x 5100ptsI find this to be a pretty good list. All I did was drop one scimitar to give everything a missile. My reasoning was to add an option when howl dies, or to increase my Range 3 strike potential. Still a similar list, just 6 less hp for higher potential of damage.

The problem is the list you changed from and the list you are moving to are completely different. The old one was a swarm of bombers largely based on how good 6 TIES + Howl is. The new list is more about the ordinance since your swarm is now smaller. The issue is that the missiles will be hard to shoot both because of your Low PS and the fact that without Jonus they really aren't that reliable. Sure, you may very well still win games with it, but the premise of "well all I changed was XYZ, should be fine" assumes that the synergy is still there with your changes. Which in this case I'd say it isn't there. I'd argue that while you increased the potential damage with the inclusion of the missiles, you drastically decreased its consistency. The games where all or most of your missiles do good damage (again, really swingy since you won't likely be able to focus or otherwise fix the dice) you will win, the times where they don't will be close or you will lose. The list you based it off of was more likely to be able to put out really solid early damage, and sustain a level of damage output much better Jonus is very powerful because you at least get an "extra target lock" effect when you fire the missiles which drastically improves how consistent their damage is. When you include Squad Leader on him and give away a focus action as well, it makes it very likely your missiles will do the high end of their potential, which can be devastating to many ships.

You are right that the list has suddenly taken a jump away from the original play. I actually forgot that I had originally dropped one Scimitar to an Academy Tie, and bumped one up to Jonus, keeping the Proton/concussion on Jonus. This felt like a good choice to increase the usefulness of the secondaries as well as keeping the list similar in nature. :P I think I dropped one and switched to Gammas just so I could TL easier. I may go back to loading Jonus with a missile. The goal of the list is STILL an initial punch plus sustained damage with Howl. A Range 2/3 Alpha followed by a range 1 Howl rerolled attack. I just wanted to not put all eggs in 1 basket and see what combining the ideas can do. I've played plenty of both lists separately, and now merging seemed logical if I could do it correctly.

I do enjoy clusters. However my only qualm with them in these lists is if I am Range 1, I might as well use primaries with Howl nearby, range 2 could go either choice, probably ordnance. This leaves me with a weak Range 3 option if I choose clusters. Also, for most opponents, id say Protons average around the same damage as clusters, because of those 2 defense rolls.

Clusters with Jonus at range 1 or 2 still blow the Bomber's primary attack away. You'd be rolling two 3 dice attacks with rerolls on two of those dice while Howlie would just give one 3 dice attack at Range 1 with a reroll on one die. Putting a long and short range option on your Jonus backed Bomber can present your opponent with problems as their only "good" option becomes getting out of the way. Even with rerolls Clusters may not be the most fun to use against high agility ships that are in close but 2 dice primaries aren't always great either. Hida77 mentioned the idea of using Assault Missiles as part of the two missile Bomber load and those can help against those high agility ships you don't like Cluster Missiles with. Another option mentioned is Homing Missiles but you see that suggestion come with APT being the short range punch.

If I wanted to make it just a Bomber oriented list, I surely could get both ordinance options! :P Indeed clusters are more damage than primaries. I just had just looked at the 5 ships I chose and the potential damage the list could do at each range, and decided to roll with Conc/protons just so th first engagement could actually be damaging.

It just occurred to me that I wasn't listening to feedback as much as naysaying! Sorry guys, this is useful information and is muc appreciated.

Anyone run any Tie and Bomber combo squads and had any success? Won a tourney, win consistently, etc etc.

Also, I like this list idea too:

Howlrunner

Gamma + Assault

Gamma + Assault

Academy Tie

Academy Tie

Academy Tie

100pts

Could really put the hurt in a rebel squad with 1 B wing in it if they stay grouped together, obviously targetting the B wing with the Assaults. At least it might force an opponent to split into a formation they are not used to, even if the missiles miss.

I understand not wanting to put all your eggs in 1 basket. I love that this game forces you to make tough decisions when making a build. I can't count how many times I've spent 20 minutes trying to figure out what to do with my last 3 points. It seems silly but a single upgrade can change a build and its strategy dramatically. But trying to cover all my bases usually gets me in trouble. Most builds can do one thing really well, and everything else they do ok. When I try to make a build that does everything well and can handle any situation, I usually end up with a fleet of ships that is mediocre at everything. So you have to make tough decisions about what your game strategy will be.

Do you want a build that will deal some major damage on the Alpha strike, but will then be less effective (although by no means useless) for the rest of the match, Or do you want a team that will make you try to avoid taking major damage on the alpha strike but will then be able to outmaneuver your opponent and pick them apart? Do you want a squad that is fast and maneuverable, or one that is slow and powerful and can take a beating?

In my experience trying to get the best of both worlds means I lose unit cohesion and the individual effectiveness of each ship. In your Howl + multi bomber idea for example, you are trying to make bombers do what fighters are designed for. Or you are stripping Howl of her greatest assets (speed and maneuverability) so she can stay close to and therefore use her ability on the bombers. I'm not saying it can't work but it won't work as effectively as you hope I think. It's like trying to drive a nail with a screwdriver: you may be able to make it work, but there are certainly easier ways to get the job done. That being said, have fun and try whatever you want, but don't be surprised if some of these builds just don't do everthing you want them to do. :)

I actually had a lot of success with

Howlrunner

+ Stealth Device

+ Adrenaline Rush

[22]

2x Scimitar Squadron Pilots

+ Proton Bombs

[21 Each]

3x Academy Pilots

[12 Each]

but I've recently been thinking of updating it.

I understand not wanting to put all your eggs in 1 basket. I love that this game forces you to make tough decisions when making a build. I can't count how many times I've spent 20 minutes trying to figure out what to do with my last 3 points. It seems silly but a single upgrade can change a build and its strategy dramatically. But trying to cover all my bases usually gets me in trouble. Most builds can do one thing really well, and everything else they do ok. When I try to make a build that does everything well and can handle any situation, I usually end up with a fleet of ships that is mediocre at everything. So you have to make tough decisions about what your game strategy will be. Do you want a build that will deal some major damage on the Alpha strike, but will then be less effective (although by no means useless) for the rest of the match, Or do you want a team that will make you try to avoid taking major damage on the alpha strike but will then be able to outmaneuver your opponent and pick them apart? Do you want a squad that is fast and maneuverable, or one that is slow and powerful and can take a beating?In my experience trying to get the best of both worlds means I lose unit cohesion and the individual effectiveness of each ship. In your Howl + multi bomber idea for example, you are trying to make bombers do what fighters are designed for. Or you are stripping Howl of her greatest assets (speed and maneuverability) so she can stay close to and therefore use her ability on the bombers. I'm not saying it can't work but it won't work as effectively as you hope I think. It's like trying to drive a nail with a screwdriver: you may be able to make it work, but there are certainly easier ways to get the job done. That being said, have fun and try whatever you want, but don't be surprised if some of these builds just don't do everthing you want them to do. :)

I definitely agree, it will likely end with me going back to my tournament lists for consistency. Just gotta explore some possibilities! I mean, I just don't know "for sure" that trying this combo doesn't work until I play it enough. I just haven't heard of a lot of attempts, etc.

Honestly, I've got a bomber/fighter list that's on my list to try when I have time and opportunity.

It's fairly basic, but:

2x Gamma + Concussion Missliles + Proton Bomb

Dark Curse

Night Beast

Winged Gundark

I've also considered swapping Night Beast and Winged Gundark for Howlrunner and and Academy Pilot, but I tend to like my PS higher when possible.

I played against, and had my first loss to, a pretty solid Imperial squad that eventually went on to win the local tournament last week. This is what it looked like (note, this is from memory and I haven't checked the points):

3x Academy Pilots (might have been 4)

Howlrunner + Swarm Tactics

2x Scimitar Squadron Pilot + Assault Missiles

He was able to get both missiles off and decimate my Biggs and my ships near him. After that, it was pretty much a foregone conclusion that he would win the match.

I was impressed. So much so, that I'm trying an A-Wing and Assault Missiles for my next Rebel Squad.

I like the look of several of the lists above, but want to try and get in another of the ships I'm excited to have shortly.

What do you think of the Orca and her pups?

Omicron Pilot, Engine Upgrade, HLC, Saboteur (34)

2 x Gamma, Cluster Missles (22)

Jonus (22)

I have little experience with all these ships but it seems like it could slow roll in and dare the opponent to close, or have the Gamma's move a bit forward to block and get their shots off...

I like it. I know that point for point, cluster missiles are the most efficient use of Jonus' ability, but I'd imagine this list would struggle against 7TIE swarms. I suggest trading the saboteur to upgrade to assault missiles. The shuttle can't really afford to give up it's boost actions for sabotage attempts if you're trying to get enemy ships in your arc for HLC anyways.

Jonus (22)

2x Gamma w/ assault missiles (23 each)

Omicron w/ HLC & engine upgrade (32)

Pop off the alpha strike, then Gammas can split off as needed while Jonus supports the shuttle.

last week i played a game using 4 Bombers(Jonus + 2 Scims) each Scim had a Cluster missile,Proton Torpedo and seismic charge) in 3 games i lost 2 and only fired a Proton Torpedo once which means i lost 5 Bombers with their Torpedoes still on them, This was because i was often out of range to Target lock after moving and then next turn i was at range 1 using clusters.things i learned

Clusters rock against Agility 1 ships( Shuttle goes bye bye in 1 turn)

Seismic charges are fun( killed an Academy pilot who K-turned behind me so i left him a gift :)

Protons are tricky to use and i prefer Concussion missles.

Jonus is awesome.