So I got crushed by a generic E-wing yesterday...

By zerotc, in X-Wing

Juke is small ship only. so no Fat han. FFG was smart with this one. However, you might make a play with the K-wing and mira as long as you took golden rod!

Is golden rod Lando? Since with C3PO you dont really get an evade token or am i wrong?

Jan Ors might also work, but sadly Miranda cant take any EPT

Good catch, I didn't realize this.

Edited by eagletsi111

Still, Tansarii Point Veterans with Juke are alright.

So I assume you guys allow proxies, because Juke is not out until the Tie Fo Pack.

Vader, title, SJ, Juke

Juno, title, SJ, Juke

Echo, Juke, SJ, Flight Instructor, SPA

The "impossibly hard to kill, and impossibly hard to kill anything with" list. Bore your opponent into submission or time limit victory!

I like it on Howlrunner, sort of. It's cheap, which is good, you'll want to evade anyway, which is good, and you get something out of that Evade, allowing you to double-dip on that token. Juke is definitely a high PS card. Low PS gets one use: Either defense or sort of attack mod. High PS gets to use it to boost their attack (or drain target's Focus), then can use it when shot at. Pretty sweet. As I type this, I'm liking it more and more on Howl. Anything that degrades the opponent's defenses in the face of a TIE swarm is pretty nasty. I'm thinking that Juke might also be legitimate depending on your meta with multiple Black Squadron Pilots. If the average opposing AGI is high, you'll do more drawing down target successes than converting your eyes to hits. If the average PS is also low, BSPs can potentially get double bonus out of the card and really do some nasty work.

How did Blackmoon take juke? Doesn't have not have an EPT?

So I assume you guys allow proxies, because Juke is not out until the Tie Fo Pack.

Yep, this was on Vassal.

How did Blackmoon take juke? Doesn't have not have an EPT?

R2-D6 astromech

Edited by zerotc

So I assume you guys allow proxies, because Juke is not out until the Tie Fo Pack.

No we don't allow proxies, but it's quite a normal thing to try and find combos with spoiled cards.

I was thinking something like this:

Nera Dantels (26)
Juke (2)
Fire-Control System (2)
Extra Munitions (2)
Proton Torpedoes (4)
Jan Ors (2)
B-Wing/E2 (1)
Total: 39
plus it's basically a munitions turret with Nera's pilot ability.
Edited by Wretch

I like it on Howlrunner, sort of. It's cheap, which is good, you'll want to evade anyway, which is good, and you get something out of that Evade, allowing you to double-dip on that token. Juke is definitely a high PS card. Low PS gets one use: Either defense or sort of attack mod. High PS gets to use it to boost their attack (or drain target's Focus), then can use it when shot at. Pretty sweet. As I type this, I'm liking it more and more on Howl. Anything that degrades the opponent's defenses in the face of a TIE swarm is pretty nasty. I'm thinking that Juke might also be legitimate depending on your meta with multiple Black Squadron Pilots. If the average opposing AGI is high, you'll do more drawing down target successes than converting your eyes to hits. If the average PS is also low, BSPs can potentially get double bonus out of the card and really do some nasty work.

I think Howlrunner herself is a poor choice for Juke. Evade is good on her but her damage output is not the important rhing about her and making her expensive is a bad idea.

Good high PS combo pieces would be:

Wes Janson

Palob Godhali

Carnor Jax

Good Juke ships would be.

Green A-Wings with Juke/PTL

E-Wings with FCS/Juke

BSP in Howlrunners bubble.

Tansaari point Veterans

You get the idea...

Juke's best place should end up being on A wings, or with Evade Box Tech ships. The problem with it is still that there's no way to modify your attack. At least on a generic Green Squadron, you can take PTL and Juke for 22 points. You F+E, because let's be honest, it's what you do 90% of the time. From there, it doesn't matter if you get shot at or not, as your evade is no longer being wasted. It couples even nicer on the A wing in that you can easily fit 2+ of them into a list. With their low PS, they can setup blocks for each other, while also getting attacked first, likely clearing out the focus token.

Given, you'll still have the question - do I spend my evade token to prevent a damage, or do I keep it to potentially push a damage through? And the A wings *should* normally say spend it defensively to live, in which case Juke isn't doing anything (that round).

I like it on Howlrunner, sort of. It's cheap, which is good, you'll want to evade anyway, which is good, and you get something out of that Evade, allowing you to double-dip on that token. Juke is definitely a high PS card. Low PS gets one use: Either defense or sort of attack mod. High PS gets to use it to boost their attack (or drain target's Focus), then can use it when shot at. Pretty sweet. As I type this, I'm liking it more and more on Howl. Anything that degrades the opponent's defenses in the face of a TIE swarm is pretty nasty. I'm thinking that Juke might also be legitimate depending on your meta with multiple Black Squadron Pilots. If the average opposing AGI is high, you'll do more drawing down target successes than converting your eyes to hits. If the average PS is also low, BSPs can potentially get double bonus out of the card and really do some nasty work.

As i said i don't exactly see it as a High PS card. I think you should have High PS pilots stripping Focus on enemy ships so cheaper low PS A-Wings, Ties and E-Wings can just plain take away one evade on the defender since he can't focus anymore. It also absolutely forces Focus on enemy ships over other actions.

I think Howlrunner herself is a poor choice for Juke. Evade is good on her but her damage output is not the important rhing about her and making her expensive is a bad idea.

I see what you're saying, and I think it depends on how prominent the high PS ship is as a Target, hence Howlrunner. If Evade is a good action to take (Howlrunner), and the ship is going to be a target (Howlrunner), then Juke is a pretty modestly priced upgrade to give it more use out of the token. Say you're going against PS6 Brobots (or you won the Initiative bid against PS8 Brobots). You Evade with your action, and when you shoot, you downgrade a success. That's a good chance for meaningful extra damage. It the target has a Focus and spends it, you're not doing extra damage, but you are saving yourself some heat because that Focus isn't going into the attack against you. It's sort of like a re-usable Crack Shot that the target can avoid by reducing their ability to do damage. The trigger is just having a token that you want anyway.

Sung like "Hey, Jude" by the Beatles.

Hey Juke, don't make it bad

Take a sad ship and make it better

Remember to let it into your heart

Then you can start to make it better

Edited by heychadwick

Jax and Juke seems good, all your attacks deal -1 damage?

Plus the stdard Jax stuff.

I see it as a low PS card as well. Certainly, you don't want to spread damage too much, but firing last lets you use Juke on the target that has elected to spend its focus token.

Which is why Juke & SJ was such a good combo - it forces you to spend more focus tokens or simply gives you free evades.

I understand the argument for FCS over SJ in terms of action economy, but we shouldn't ignore the inefficient action economy that SJ produces for your opponent. In terms of synergy with Juke, I'm tempted to go for the focus stripper (although it's up to the attacker) even at its 4 pt cost.

So I assume you guys allow proxies, because Juke is not out until the Tie Fo Pack.

In non-tournament play proxies for cards should always be allowed in my opinion. That's extremely beneficial for all parties, beginners and experienced players.

There are a couple list building sites in particular that are very good and allow you to print off a list where everything is very clear including PS, agility/attack, hull/shields, pilot anility, etc. Add your shield tokens to the sheet and play.

For beginners this is a great idea so they can try things out and figure out what they really like as they build their collection. Keep it about the ships instead of the upgrades. Then they can pick up (or borrow) whatever is necessary when they get to the point of wanting to play in a tournament.

I have a large collection as is but I haven't gotten around to purchasing the Tantive or Raider and I also haven't gotten around to buying multiple copies of certain ships.

In casual play I think it's silly to get upset or not allow someone to proxy a card. That being said the person using a proxy should make every effort to present everything clearly.

I was thinking something like this:

Nera Dantels (26)
Juke (2)
Fire-Control System (2)
Extra Munitions (2)
Proton Torpedoes (4)
Jan Ors (2)
B-Wing/E2 (1)
Total: 39
plus it's basically a munitions turret with Nera's pilot ability.

A two shot munitions turret for nearly 40 points.

You wouldn't take it to a tourney but it would be fun nevertheless

I see it as a low PS card as well. Certainly, you don't want to spread damage too much, but firing last lets you use Juke on the target that has elected to spend its focus token.

Which is why Juke & SJ was such a good combo - it forces you to spend more focus tokens or simply gives you free evades.

I understand the argument for FCS over SJ in terms of action economy, but we shouldn't ignore the inefficient action economy that SJ produces for your opponent. In terms of synergy with Juke, I'm tempted to go for the focus stripper (although it's up to the attacker) even at its 4 pt cost.

you're probably getting more out of dice mods than just Juke. Letting it provide a defensive benefit if your opponent doesn't want to spend focus (cause he'll get juked) seems more reliable than naked red dice + 1 evade --> focus.

Now, the Misthunter can take Jammies + K4 for action efficiency galore. ****'s expensive (+ 9 points with k4, jammies; juke) but potentially fun

Rebel Juke Box

Wes Janson (29)

R2 Astromech (1)

Integrated Astromech (0)

Green Squadron Pilot (19)

Juke (2)

Chardaan Refit (-2)

Push the Limit (3)

Autothrusters (2)

A-Wing Test Pilot (0)

Green Squadron Pilot (19)

Juke (2)

Chardaan Refit (-2)

Push the Limit (3)

Autothrusters (2)

A-Wing Test Pilot (0)

Rookie Pilot (21)

R2 Astromech (1)

Integrated Astromech (0)

Total: 100

View in Yet Another Squad Builder

So this is basically what i meant. Wes strips tokens, then A-Wings flank in and deal good damage from Juke.

I included the Rookie basically because he is flavour of the month. For 22 points you could replace it with a BSP or another A-Wing without Autothrusters. I would run the Rookie with Wes so they can joust the **** out of stuff and to have another low PS 3 Attack ship that benefits from no tokens on an enemy.

You could also strip all Autothrusters from the A's and give Wes EU and an EPT. Then he could keep up with the A's and unlike in the build above not form a separate Unit

I personally wouldn't bother much with trying desperately to knock off focus tokens so Juke can work

in the case of A-wings, just block like a bastard (like prototypes are supposed to do anyway) or force them to toss their focus on green dice instead of slapping you with modded red dice

I was thinking something like this:

Nera Dantels (26)
Juke (2)
Fire-Control System (2)
Extra Munitions (2)
Proton Torpedoes (4)
Jan Ors (2)
B-Wing/E2 (1)
Total: 39
plus it's basically a munitions turret with Nera's pilot ability.

A two shot munitions turret for nearly 40 points.

You wouldn't take it to a tourney but it would be fun nevertheless

I get what you are saying. You can drop the munitions if you want or upgrade to another elite B wing pilot. Nera is just the cheapest non e or A wing with an EPT that can manufacture an evade for the rebels. I added the munitions because it seemed sad to waste her pilot ability. If you drop the munitions Both Nera and Itbisam are cheaper than the e wing from the OP, w/FCS versus SJ, with SJ Nera is 1 point less and Itbisam is equal in price to the e wing.

Edited by Wretch

I personally wouldn't bother much with trying desperately to knock off focus tokens so Juke can work

in the case of A-wings, just block like a bastard (like prototypes are supposed to do anyway) or force them to toss their focus on green dice instead of slapping you with modded red dice

Wellyes indeed for Wes you could take 2 Prototypes and use them to block the ship you need to vaporize!

I was thinking something like this:

Nera Dantels (26)

Juke (2)

Fire-Control System (2)

Extra Munitions (2)

Proton Torpedoes (4)

Jan Ors (2)

B-Wing/E2 (1)

Total: 39

View in Yet Another Squad Builder

plus it's basically a munitions turret with Nera's pilot ability.

A two shot munitions turret for nearly 40 points.

You wouldn't take it to a tourney but it would be fun nevertheless

I get what you are saying. You can drop the munitions if you want or upgrade to another elite B wing pilot. Nera is just the cheapest non e or A wing with an EPT that can manufacture an evade for the rebels. I added the munitions because it seemed sad to waste her pilot ability. If you drop the munitions Both Nera and Itbisam are cheaper than the e wing from the OP, w/FCS versus SJ, with SJ Nera is 1 point less and Itbisam is equal in price to the e wing.
Edited by ForceM

So I assume you guys allow proxies, because Juke is not out until the Tie Fo Pack.

Yep, this was on Vassal.

How did Blackmoon take juke? Doesn't have not have an EPT?

R2-D6 astromech

Doh, thank you!

I was thinking something like this:

Nera Dantels (26)

Juke (2)

Fire-Control System (2)

Extra Munitions (2)

Proton Torpedoes (4)

Jan Ors (2)

B-Wing/E2 (1)

Total: 39

View in Yet Another Squad Builder

plus it's basically a munitions turret with Nera's pilot ability.

A two shot munitions turret for nearly 40 points.

You wouldn't take it to a tourney but it would be fun nevertheless

I get what you are saying. You can drop the munitions if you want or upgrade to another elite B wing pilot. Nera is just the cheapest non e or A wing with an EPT that can manufacture an evade for the rebels. I added the munitions because it seemed sad to waste her pilot ability. If you drop the munitions Both Nera and Itbisam are cheaper than the e wing from the OP, w/FCS versus SJ, with SJ Nera is 1 point less and Itbisam is equal in price to the e wing.
Wait i think the cheapest ship to take Jan ors is a HWK. Even if you slap TLT on that its still only 24 points... Not too shabby!

Kyle w/ Jan, Juke and TLT is 31 so you are sort of right. Add Moldy Crow and he is 34.

Edited by Wretch