Buhallin 4,520 Posted September 6, 2013 No love for Rhymer? I really wish I could, but he's a one trick pony - ATPs at range 2. That's strong, but not exactly busted for what you're spending in terms of points. I just think there are more competitive options out there. I think Rhymer's utility goes well beyond the ATP. Extending a Concussion Missile or Proton Torpedo to Range 1 makes it far more viable to lock on one turn, and focus to fire on the next. For most pilots, trying that will easily put you inside the minimum range for the missile, and next thing you know it's dead in the tube. Quote Share this post Link to post Share on other sites
Rakky Wistol 2,903 Posted September 6, 2013 Well well... that got a lot of attention. I like Jonas' abilities but think current missiles don't really work on him. Squad leader + maybe a seismic charge might be the best option. Without secondary weapons he probably lives long enough to get the full effect of his pilot ability and giving away actions. Throw that seismic charge on there for just an extra point of damage a round and he's probably offensive enough to justify points. 99pts Jonus + squad leader + Seismic Charge = 26 Tempest + homing = 26 Scimitar + homing + Seismic charge = 23 Academy Tie= 12 Academy Tie = 12 Dropping 1 seismic leaves you with 3 pts but what do you do with them? You could drop both seismic and have 5pts (another missile) to play with but that makes your low pilot skill with 10pts of missile on it an easy target. You can upgrade to a storm squad or a gamma squad but an additional pilot 2 probably isn't going to make your day. Turn an academy into a named tie? Could be work it but if you can make seismic charges work for you will it upgrade you 2 damage (if you're dropping both for Mauler yes... short of that not so sure). Keep the lists and theories coming. Jonus is strong. Advanced Tie are definitely in the running again. But then again, those extra 3-5 pts could upgrade a lot on the table= Mauler vs. Academy tie is a pretty fantastic improvement. Quote Share this post Link to post Share on other sites
Englishpete 1,379 Posted September 6, 2013 If you dropped a Seismic Charge, you could upgrade an Academy Tie to a Black Squadron with Draw Their Fire, helping keep the really important ships alive longer. Quote Share this post Link to post Share on other sites
Ken at Sunrise 2,064 Posted September 6, 2013 Why are people not fans of Jonus having a missile of his own? For 8 points (ptl + homing missile) you can virtually guarantee 4 hits on a ship to go with the rest of your ordinance. That 8 points isn't going to buy you another ship, though I suppose it will buy you another missile on a different bomber, but I think you want to get rid of the ordnance as quickly as possible by spreading it out across as many ships as possible. Not sure how you believe it guarantees 4 hits. his ability does not work on himself. Assuming you wanbt PTL on there to make sure there is a focus and target lock is still far from a guarantee of 4 hits. Excel tells me that a homing missile with a target lock + focus yields a 93.75% chance of 4 hits. That's close enough to guaranteed for me, and it pans out in game as well as I can't recall the last time I fired a Homing missile with focus and a lock that I didn't get 4 hits. Wouldn't this mean that Vader or anyone with PTL could/should use Homing Missile not just Jonas? Quote Share this post Link to post Share on other sites
Ken at Sunrise 2,064 Posted September 6, 2013 That's something I hadn't considered until this thread - does Jonus breathe new life into the TIE Advanced? A TIE Bomber is a cheaper missile platform, but a bit less maneuverable, less agile, and more susceptible to Critical Hits. Tempest Squadron + Cluster Missiles x 3 = 75 points Captain Jonus + Squad Leader = 24 points I didn't see anyone comment on this; Thoughts? I'm still struggling with the idea of fielding a bomber without ordinance. It may make sense game wise but it just doesn't make sense otherwise. He should get out of that bomber and crawl into a shuttle, fighter, Advanced TIE, anything... Quote Share this post Link to post Share on other sites
Englishpete 1,379 Posted September 6, 2013 My 'issue' with Rhymer is he is expensive to start with, then you have to add more expensive ordinance to him making him a very large target with very poor staying power. You also need to use more than one missile or torp to get full benefit, making him even more pricey and more of a target. 6 hull is good, but focus fire in round 1/2 will probably take him out or at least add crits which will hinder him. This is of course theory until I can test fly all these new ships. Quote Share this post Link to post Share on other sites
Ravncat 1,988 Posted September 6, 2013 Major Rhymer's ability is also very good for cluster missiles, as they suddenly become better than X-wing guns at range 3 (because there's no extra defense die....) That's something I hadn't considered until this thread - does Jonus breathe new life into the TIE Advanced? A TIE Bomber is a cheaper missile platform, but a bit less maneuverable, less agile, and more susceptible to Critical Hits. Tempest Squadron + Cluster Missiles x 3 = 75 points Captain Jonus + Squad Leader = 24 points I didn't see anyone comment on this; Thoughts? I'm still struggling with the idea of fielding a bomber without ordinance. It may make sense game wise but it just doesn't make sense otherwise. He should get out of that bomber and crawl into a shuttle, fighter, Advanced TIE, anything... I suspect this could be a pretty strong strike - Jonus would be adding 12 rerolled dice at the alpha strike - I talk about this a bit more in another post Quote Share this post Link to post Share on other sites
Rakky Wistol 2,903 Posted September 9, 2013 That's something I hadn't considered until this thread - does Jonus breathe new life into the TIE Advanced? A TIE Bomber is a cheaper missile platform, but a bit less maneuverable, less agile, and more susceptible to Critical Hits. Tempest Squadron + Cluster Missiles x 3 = 75 points Captain Jonus + Squad Leader = 24 points I didn't see anyone comment on this; Thoughts? I'm still struggling with the idea of fielding a bomber without ordinance. It may make sense game wise but it just doesn't make sense otherwise. He should get out of that bomber and crawl into a shuttle, fighter, Advanced TIE, anything... I added a tie advance just to test this out. I think it does enhance the advance nicely and be extra shields over just Hull points might be worth it Quote Share this post Link to post Share on other sites
insom 9 Posted September 9, 2013 I have a very similar list. I wanted 3 cluster missiles but i also wanted to ensure i could fire them all or at least minimizing the risk of losing a ship before it can fire. http://x-wing.voidstate.com/view/20494/vader-3-tiebmr With 2 PS9 cluster missiles, both with focus and Jonus. I'm hoping to get a kill, mitigating the damage going to the PS2 bomber. It's untested but I'm hoping it'll be fun. Quote Share this post Link to post Share on other sites
Lizrrdbreath 32 Posted September 9, 2013 I have a lists I want to try. Howlrunner 4x Scimitar w/cluster missile It leaves 2 points to play with. Quote Share this post Link to post Share on other sites
Ken at Sunrise 2,064 Posted September 9, 2013 I have a lists I want to try. Howlrunner 4x Scimitar w/cluster missile It leaves 2 points to play with. I thought most people considered Cluster Missiles not worth the points? Jonas may help solve that but beyond him... I not sure what changed. Quote Share this post Link to post Share on other sites
Lizrrdbreath 32 Posted September 9, 2013 Well the list gives you 8 attack 3 shots that reroll 1 die, then continuing on howlrunner will still give the other ships a reroll after the ordinance is off. Its basically intended to be a swarm that sacrifices some ships and agility for some early game damage. I've personally always liked cluster missiles, I would rather fire more shots than a few big ones. Also the low PS Bomber will be a bit finicky with their target locks and probably need to be ready to fire their ordinance in short range which the cluster missile can do. I don't necessarily think its a powerhouse build or anything but I think it will be something interesting to try. Quote Share this post Link to post Share on other sites
Ken at Sunrise 2,064 Posted September 9, 2013 (edited) Well the list gives you 8 attack 3 shots that reroll 1 die, then continuing on howlrunner will still give the other ships a reroll after the ordinance is off. Its basically intended to be a swarm that sacrifices some ships and agility for some early game damage. Howlrunner's ability only applies to Primary Weapons. Edited September 9, 2013 by Ken at Sunrise Quote Share this post Link to post Share on other sites
Lizrrdbreath 32 Posted September 9, 2013 Well the list gives you 8 attack 3 shots that reroll 1 die, then continuing on howlrunner will still give the other ships a reroll after the ordinance is off. Its basically intended to be a swarm that sacrifices some ships and agility for some early game damage. Howlrunner's ability only applies to Primary Weapons. doh.... Quote Share this post Link to post Share on other sites
Texx 458 Posted September 9, 2013 (edited) I've been liking Rhymer so far. I've gotten to play 4 games with him loaded with APT, Homing missile, and PLT. Yes, he is 40pts, and yes he does tend to die if the game is relatively close. But, in all four games I was able to get both Ordnance off with target lock and focus. He is just brutal. Also, there were a couple times where I didn't need to spend the target lock from the homing, so got to save it for a APT next turn. Besides a big team game, I ran him with 3 lvl3 Interceptors. I think it works well because if the enemy is focusing on killing Rhymer, the interceptors get free rein, and Rhymer will most likely get at least one Ordnance off. Yes, its a risky list, but fortune favors the bold right? Edited September 9, 2013 by Texx 1 phild0 reacted to this Quote Share this post Link to post Share on other sites
sozin 2,656 Posted September 10, 2013 (edited) Carnegie Bomb Squad “[P]ut all your eggs in one basket and then watch that basket.” — Andrew Carnegie - 24 Jonus + Squad Leader - 15 BSP + Draw Their Fire - 60 Scimitar + APT + Cluster + Shield Upgrade x2 The plan is to keep the Scimitars long enough to deliver the ordinance. The BSP draws crits to keep the Scimitars alive, and the Scimitars have Shield Upgrades for the same purpose. The crew flies in box formation for the DTF and Jonus abilities. They try to get into range 1-2 as quickly as they can. One possible change is to swap the clusters for concussions, as and R1-R2 constraint on APTS and clusters can limit your options. Edited September 10, 2013 by sozin Quote Share this post Link to post Share on other sites
Englishpete 1,379 Posted September 10, 2013 You cannot have 2 shield upgrades on a single ship mate. Quote Share this post Link to post Share on other sites
Drakhan Valane 321 Posted September 10, 2013 The upgrade isn't twice, the whole package is. Quote Share this post Link to post Share on other sites
VanorDM 11,599 Posted September 11, 2013 Here's a list I've been playing with. It's not finished but this is the version I'm going to try next. Scimitar Squadron Pilot, Concussion Missiles, Seismic ChargesScimitar Squadron Pilot, Concussion Missiles, Proximity MinesScimitar Squadron Pilot, Concussion Missiles, Proximity Mines Colonel Jendon, Weapons Engineer, ST-321 Jendon is there to hand out TL's, with ST-321 he can start locking on stuff on turn one. That means he'll have at least 2 TL's passed off by the time everyone gets into missile range, maybe 3 depending on how quickly you close. That lets 2-3 bombers fire with TL and Focus.I'm not sure if the points for the mines and charge wouldn't be better spent elsewhere, have to try it a couple times and see. But I think the mines and charge would do a bit to discurage tailgaters. Quote Share this post Link to post Share on other sites
ForceM 1,456 Posted September 11, 2013 Is taking Jonas without any ordinance really worth taking at all? I would never give anything to him except perhaps a seismic charge, and one could argue about a cheap skill like determination fir example (not sure if he has a medal though). He does not make himself reroll. So minimize his cost and maximize the payload on your other ships. Not sure if 2 academy ties are worth it. Makes the list a bit more versatile, but think about a 4th bomber with payload, or a shuttle for further boosting your shooting. Essentially it's all about Jendon boosting shots here. And you want a maximum of those. As for the 7 ship swarm with 4 Scimitars and 3 academies, i don't like it. The hitpoints make the bombers deceptively tough, but they're not. No evade and 2 defense thats prettymuch X-Wing Durability but without its firepower and manoeuvers. If you wanna go swarm, stay with Tie Fighters they are tougher than the bonbers even with 3 less hitpoints just because of evade and 3 agility. That being said i agree that Tie Bombers have huge potential and i firmly believe that some people will come up withvery very competitive lists based around them. Quote Share this post Link to post Share on other sites
foxyfennec 0 Posted February 21, 2014 (edited) I like this for 100 points: Major Rhymer (Advanced Proton Torpedos x2, Cluster Missiles x2) Captain Jonus Colonel Jendon (Ion Cannon, ST-321) I want to have this kind of mechanic but can't figure out how to distribute the points effectively. Basically Major Rhymer gets to focus and have a target lock given to him by Colonel Jendon. The Advanced Proton Torpedos are 5 hits which need to be dodged. Jonus allows 2 rerolls for each cluster missile and ion cannon attack. The three work very well together but it is possibly too expensive. If anyone has tried this how does it work? For senators shuttle missile I can't imagine it lasting long! Edited February 21, 2014 by foxyfennec Quote Share this post Link to post Share on other sites
Keffisch 2,642 Posted February 21, 2014 (edited) Brace for impact II: Captain Jonus — TIE Bomber 22, Homing Missiles 5, Seismic Charges 2 Gamma Squadron Pilot — TIE Bomber 18, Concussion Missiles 4, Seismic Charges 2 Gamma Squadron Pilot — TIE Bomber 18, Concussion Missiles 4, Seismic Charges 2 Gamma Squadron Pilot — TIE Bomber 18, Assault Missiles 5 Edited February 21, 2014 by Keffisch Quote Share this post Link to post Share on other sites
phild0 1,735 Posted February 21, 2014 I've been liking Rhymer so far. I've gotten to play 4 games with him loaded with APT, Homing missile, and PLT. Yes, he is 40pts, and yes he does tend to die if the game is relatively close. But, in all four games I was able to get both Ordnance off with target lock and focus. He is just brutal. Also, there were a couple times where I didn't need to spend the target lock from the homing, so got to save it for a APT next turn. Besides a big team game, I ran him with 3 lvl3 Interceptors. I think it works well because if the enemy is focusing on killing Rhymer, the interceptors get free rein, and Rhymer will most likely get at least one Ordnance off. Yes, its a risky list, but fortune favors the bold right? I like the idea of 3 PS 3 ints. Nice one. I was running him with 5 APs and a concussion instead of homing for initiative. I'd keep Rhymer back for the initial engagement, and force enemies to wade through 5 ties if they wanted him, or sometimes flank with him, but instead of turning to engage when I knew my opponent was going to turn for him, I'd turn a random direction out of the fight, ties now at the flank, and bring Rhymer back after that to seal the deal. He's a really fun tool for that APT, it shouldn't be underestimated how much 5 auto hits can be. A real terror for X Wings. Quote Share this post Link to post Share on other sites
phild0 1,735 Posted February 21, 2014 Is taking Jonas without any ordinance really worth taking at all?I would never give anything to him except perhaps a seismic charge, and one could argue about a cheap skill like determination fir example (not sure if he has a medal though). He does not make himself reroll. So minimize his cost and maximize the payload on your other ships.Not sure if 2 academy ties are worth it. Makes the list a bit more versatile, but think about a 4th bomber with payload, or a shuttle for further boosting your shooting. Essentially it's all about Jendon boosting shots here. And you want a maximum of those.As for the 7 ship swarm with 4 Scimitars and 3 academies, i don't like it. The hitpoints make the bombers deceptively tough, but they're not. No evade and 2 defense thats prettymuch X-Wing Durability but without its firepower and manoeuvers.If you wanna go swarm, stay with Tie Fighters they are tougher than the bonbers even with 3 less hitpoints just because of evade and 3 agility.That being said i agree that Tie Bombers have huge potential and i firmly believe that some people will come up withvery very competitive lists based around them. I agree with a lot of what you said. My only qualm with bombers is how easily a game can be messed up from poor piloting or just one bad Crit. Blinded pilot is toooo good, though rarely seen, it sucks when it does. Also, if you mess up your first engagement, it can be tough to come back. You just seem more reliant on what your opponent does with his manuevers. Blocking and the like becomes a real headache for bombers, moreso than many other lists. Quote Share this post Link to post Share on other sites