The Jumpmaster, gloriously stupid or stupidly glorious?

By ficklegreendice, in X-Wing

Close but no cigar - the perfect Dengar is the following:

Dengar + Punishing One + Push The Limit + Recon Specialist + R4 Agromech + Engine upgrade

Once you're in combat range you'll take your double Focus and Push for the Target Lock. After your first red dice roll you'll use your Target Lock, then your Focus to get another Target Lock. When you get your second attack (you got your second attack, right?) you use your second Target Lock and second Focus to get a third Target Lock to start the chain again. Next round you can Focus + BR/Boost.

Close but no cigar - the perfect Dengar is the following:

Dengar + Punishing One + Push The Limit + Recon Specialist + R4 Agromech + Engine upgrade

Once you're in combat range you'll take your double Focus and Push for the Target Lock. After your first red dice roll you'll use your Target Lock, then your Focus to get another Target Lock. When you get your second attack (you got your second attack, right?) you use your second Target Lock and second Focus to get a third Target Lock to start the chain again. Next round you can Focus + BR/Boost.

Close but no cigar - the perfect Dengar is the following:

Dengar + Punishing One + Push The Limit + Recon Specialist + R4 Agromech + Engine upgrade

Once you're in combat range you'll take your double Focus and Push for the Target Lock. After your first red dice roll you'll use your Target Lock, then your Focus to get another Target Lock. When you get your second attack (you got your second attack, right?) you use your second Target Lock and second Focus to get a third Target Lock to start the chain again. Next round you can Focus + BR/Boost.

And then your ship is stressed and immediately predictable and easy to block and takes a ton of damage the next turn...

To be clear - you don't have to use PTL every turn.

I think tactician riding with dengar gives an interesting conundrum for some ships. Does soontir not shoot dengar so dengar can't double stress him? Seems like a tough call either way. Similar to if dengar has a torpedo lined up for the double tap. How often can you save damage coming in just by threatening a big hurt or a nasty status?

The idea of 2 Slooping repeatedly between 2 or 3 difficult to navigate rocks WITH a Primary Weapon Turret IS pretty hilarious.

Currently no other ship can do something like that, meaning this ship may be harder to predict than we realize. Decimators, for example, are always stuck on a forward path, so you can pick a point along that path and pounce.

2 Sloop + Boost (with engine upgrade) means that Jumpmaster could end up farther down the FWD path, or just almost back where it started.

TBH, this is probably the best dial of any PWT ship.

The difficulty of this ship will be making up ground with that expensive Jumpmaster 5000 title. That is a big cost for 1 red. 9 HP and 2 AGI is not all that much. 45 pt 9 hp 2 Agi Dengar sure seems more likely to die fast than 46 pt 13 hp 1 Agi Falcon. I think finding ways to add defense will be key, like extra tokens, or a good regen bot build.

The dial is fantastic, it's only rivaled by the YT2400 dial and it's most likely superior to the YT1300 dial which used to be the best large ship dial in the game before the YT2400. You're trading a green right 1 bank for a hard 1 left turn and a 3K for a 2red sloop. Even if you think thats a wash (i would argue the Jumpmaster already comes out ahead here since both ships still have the 4K) you gain an extra white 2 sloop. It's not even close to be honest.

Edited by Celes

The idea of 2 Slooping repeatedly between 2 or 3 difficult to navigate rocks WITH a Primary Weapon Turret IS pretty hilarious.

Currently no other ship can do something like that, meaning this ship may be harder to predict than we realize. Decimators, for example, are always stuck on a forward path, so you can pick a point along that path and pounce.

2 Sloop + Boost (with engine upgrade) means that Jumpmaster could end up farther down the FWD path, or just almost back where it started.

TBH, this is probably the best dial of any PWT ship.

The difficulty of this ship will be making up ground with that expensive Jumpmaster 5000 title. That is a big cost for 1 red. 9 HP and 2 AGI is not all that much. 45 pt 9 hp 2 Agi Dengar sure seems more likely to die fast than 46 pt 13 hp 1 Agi Falcon. I think finding ways to add defense will be key, like extra tokens, or a good regen bot build.

The dial is fantastic, it's only rivaled by the YT2400 dial and it's most likely superior to the YT1300 dial which used to be the best large ship dial in the game before the YT2400. You're trading a green right 1 bank for a hard 1 left turn and a 3K for a 2red sloop. Even if you think thats a wash (i would argue the Jumpmaster already comes out ahead here since both ships still have the 4K) you gain an extra white 2 sloop. It's not even close to be honest.

I wouldn't say it's fantastic, but I won't say it's terrible. The stress clearing while going left is terrific, but being unable to clear stress while moving right is more difficult. I would have a hard time thinking of using any PTL build that doesn't also include an Unhinged Astromech simply as a way to keep my opponents guessing.

If you do have an Unhinged, then you're clearing stress on any of three different speed-3 maneuvers, which is fantastic. The only other large ships who can utilize that and move with that speed are the Aggressor and a YT-2400 with Kanan.

As far as traditional Fat Turrets go, I think this one will be pretty awesome:

Dengar (33)
Push the Limit (3)
"Gonk" (2)
Unhinged Astromech (1)
Engine Upgrade (4)
Punishing One (12)
Total: 55
Just squirrel around the board, forcing your opponent to guess which direction you're going to go, Gonking your way to victory.

What are ships also from this wave are people buying two or more of a why?

Just jumpy

The inquisitor is the only TAP that grabs me and I get more chips with the jumpy

Ghost is an incredible playground of options but it's pricey and most the upgrades are unique

The mist hunter May be an efficient jouster but for me that doesn't compare to the varied goofiness of the hunter. Apart fr tbeams, all the upgrades are unique

the torp boat is promising from a purely dice stand-point, plus it has a PWT (with r4) to fall back on. They'll disintegrate TLTs and should be able to challenge aces with 4-dice (no range 3 bonus) and wide arcs.

How does he force a no range 3 bonus? You apply the range 3 bonus only if its a secondary weapon. Unless I'm wrong his PWT isn't considered a secondary weapon. Most of the other PWT have a cannon slot that is considered a secondary weapon and can turn the PWT into the no range 3 bonus dealer.

the torp boat is promising from a purely dice stand-point, plus it has a PWT (with r4) to fall back on. They'll disintegrate TLTs and should be able to challenge aces with 4-dice (no range 3 bonus) and wide arcs.

How does he force a no range 3 bonus? You apply the range 3 bonus only if its a secondary weapon. Unless I'm wrong his PWT isn't considered a secondary weapon. Most of the other PWT have a cannon slot that is considered a secondary weapon and can turn the PWT into the no range 3 bonus dealer.

Torpedos from the torpedo boat.

What's the cheapest (most efficient?) way to make the uboat? R4 with Deadeye and RecSpec should give you all the mods when shooting (feel free to correct me) but comes in at 31 points before Torps.

Edited by Caladesque

What's the cheapest (most efficient?) way to make the uboat? R4 with Deadeye and RecSpec should give you all the mods when shooting (feel free to correct me) but comes in at 31 points before Torps.

This is your best bet:

http://geordanr.github.io/xwing/?f=Scum%20and%20Villainy&d=v4!s!174:19,136,126,-1,121,-1:-1:25:;174:19,136,126,-1,121,-1:-1:25:;174:19,136,126,-1,121,-1:-1:25:&sn=Daytona%205000

Just hold onto that focus until you get your shots off. You have the hull+shields to do so.

Edited by MegaSilver

Played 2 games with Dengar tonight.

Dengar+Title+VI+Unhinged Mech+ Boba Fett

2X Thug Y-Wings+Unhinged Mech+TLT

vs

Guri+Predator+Ion Torp

Thug+TLT

2X Bizarre Pirates+Cluster Missiles

Game 1 TLT Thugs ripped up a Pirate while Dengar put shots onto the TLT Y and stripped shield. TLT Y shot back allowing Dengar to counterfire and put a crit on the Y...Boba swiped the TLT. In the end the ignored TLT-less Y put a final shot into Dengar killing him, but Dengars return fire killed the Y. Victory with 1 of my 2 Ys still on the board.

Game 2 subed out the Y wings Mechs and gave Dengar Unhinged Mech. Again the TLT Ys were able to put the pirates down while Dengar roasted the Y wing and Guri. This time the crit was on Guri...Boba swiped the Ion Torp just as Guri was lined up to Ion both TLT Ys.

EU is definitely the way to go.

I like Deadeye with R4 Astromech. I hadn't thought of that, but it allows you to not have to pick your target, but get the re-roll from a TL. Oh, and one free eyeball to Crit with Guidance Chip to modify any stragglers. Pretty good....

Punishing One would really suck if discarded by Boba.

For 9 "hit points" behind 2 agility at 25 points, these things seem like they will be tough to take down. (Compare that to similarly priced Punishers and K-Wings!).

I like Deadeye with R4 Astromech. I hadn't thought of that, but it allows you to not have to pick your target, but get the re-roll from a TL. Oh, and one free eyeball to Crit with Guidance Chip to modify any stragglers. Pretty good....

It's honestly ridiculously good (I think it's around 75% chance to get 4 hits and 95% to get three or more). BMFs list is just nasty since it pretty much covers the weakness of the ship (2 attack dice) for a lot less than the 12 point turret upgrade. 3 wide arcs will be tough to dodge, it will be very challenging to kill one before it shoots (and a damaged one can escape pretty easily) and they'll be exceptional blockers. Even if they don't get missles lined up, they still get to throw two very accurate dice and likely line up a nice target lock for one of their two red maneuvers (if needed) when they flip or for the next round.

Edited by AlexW

If you're worried about Soontir, any number of the 33point, Plasma Torpedo U-Boats can also swap out their extra munitions for Flechette Torpedos. It's the same number of ordinance, although the second ordinance shot is 1 red die less, but it really hampers those pesky PTL users. You get all the benefit of Plasma Torp alpha strikes with the control of large ship Flechette arcs. Hubba, hubba.

If you're worried about Soontir, any number of the 33point, Plasma Torpedo U-Boats can also swap out their extra munitions for Flechette Torpedos. It's the same number of ordinance, although the second ordinance shot is 1 red die less, but it really hampers those pesky PTL users. You get all the benefit of Plasma Torp alpha strikes with the control of large ship Flechette arcs. Hubba, hubba.

Soontir is not the primary concern. He can be blocked with one of 3 fairly maneuverable large bases. That list is seriously hard.

For 9 "hit points" behind 2 agility at 25 points, these things seem like they will be tough to take down. (Compare that to similarly priced Punishers and K-Wings!).

I like Deadeye with R4 Astromech. I hadn't thought of that, but it allows you to not have to pick your target, but get the re-roll from a TL. Oh, and one free eyeball to Crit with Guidance Chip to modify any stragglers. Pretty good....

It's honestly ridiculously good (I think it's around 75% chance to get 4 hits and 95% to get three or more). BMFs list is just nasty since it pretty much covers the weakness of the ship (2 attack dice) for a lot less than the 12 point turret upgrade. 3 wide arcs will be tough to dodge, it will be very challenging to kill one before it shoots (and a damaged one can escape pretty easily) and they'll be exceptional blockers. Even if they don't get missles lined up, they still get to throw two very accurate dice and likely line up a nice target lock for one of their two red maneuvers (if needed) when they flip or for the next round.

The alpha strike on this list is insane, the fact that the generic is PS3 is just icing on the cake. You can easily wipe 1 or 2 PS2 generics off the board before they shoot, maybe even 3 ties. A stresshog won't even get a chance to shoot. You should generally get 4 hits with the Plasmas and I would be surprised if you didn't get 4 with the Protons.

Deadeye + R4 + Chimps is the ultimate hassle free ordnance combo. You just focus and that's it. You don't telegraph your target, you don't even need to pick one until combat.

Edited by bmf

^that's exactly the idea ^_^

I've been thinking the 4x Gamma Squadron Veteran list with Deadeye, Guidance Chips, and a mix of missiles and torpedoes was going to be the ultimate alpha strike list that Wave 8 could offer. This one gives it a real run for its money, though. Trip JM5Ks have more hit points (and more of their hit points in shields), warheads that are even more accurate, and primary weapons that are on a swivel. The only things the TIE Bombers have going for them are their small bases and PS 5. Those aren't inconsiderable advantages, but I think the Jumpmasters are a much stronger overall list.

If you're worried about Soontir, any number of the 33point, Plasma Torpedo U-Boats can also swap out their extra munitions for Flechette Torpedos. It's the same number of ordinance, although the second ordinance shot is 1 red die less, but it really hampers those pesky PTL users. You get all the benefit of Plasma Torp alpha strikes with the control of large ship Flechette arcs. Hubba, hubba.

If one ship gets Soontir in arc (even without being blocked) as I mentioned above, there's 3/4 chance that he's going to need 4 evades to keep from taking damage. This list probably won't have trouble hemming him in, though, and blowing him to bits once the block does happen.

I think that BMF's list is going to be very hard to kill in 75 minutes, even if you are able to survive the ordnance or keep it from going off. This would have been a tough list without an EPT (once LRS comes out), but with Deadeye+GC I think it is downright disgusting.

Edited by AlexW

Another option is to just run:

Scout + Deadeye + Proton Torps + EM + Chimps

32pts

Naked Protons with Chimps have a 90% at getting 3 or more hits and 60% at getting 4 hits in.

3 of those leaves you with 4 points for...Boba? Greedo? 4LOM? Intel Agents? Feedbacks? R5P8?

I kind of like putting the Intel Agents on there...

Edited by bmf

definetly not greedo :P

Boba seems made for pro torp jumpies and 4lom just seems mean with any torpedo

and, ofc, int agent for shenanigans

only problem with ditching r4 is that r4 continues to buff the jumpy after the munitions are spent. 2 dice are kinda crap, but fully modified it may actually do some work

Edited by ficklegreendice