Jumpmaster

By Evil Doctor T, in X-Wing Squad Lists

Hello

So everyone seems to be going down the road of 3 scouts with ordnance, I'd love to have the money/for my store to have the stock to do this but for the foreseeable future I'll only have the one

What are people thinking of taking with it?

Current ideas so far have been

Maxed out dengar with yv-666 with boosk, gunner tactician

2 tlt ys supporting it

Or scout with ordnance with talonbane and mist hunter

Any thoughts on a single Jumpmaster?

I think a single Contracted Scout torpedo boat will make an excellent and durable support ship in a mixed list. You don't need 3 for it to be effective.

Manaroo with mindlinks all-round looks like another interesting possibility.

I have a torpedo scout with a Trandoshan Slaver with Bossk, gunner and tactician so far. That leaves 28 or 29 points depending on plasma or proton torpedoes. Right now I have a hired gun with TLT and R4 Agromech, but I am waiting to see how people are using the Mist Hunter generics before I finalize my plans.

add feedback to a torp scout if its the only one in your list

And N'Dru with Lone Wolf, Cluster Missiles, Glitterstim and Chips for a second round of super-accurate missile shots ;)

I'd be running this, if my friend wasn't borrowing my JumpMaster to play triple U-Boats in our Saturday SC:

Contracted Scout (25)
Deadeye (1)
Proton Torpedoes (4)
Extra Munitions (2)
Intelligence Agent (1)
R4 Agromech (2)
Guidance Chips (0)
Trandoshan Slaver (29)
Dengar (3)
4-LOM (1)
Tactician (2)
Engine Upgrade (4)
Syndicate Thug (18)
Twin Laser Turret (6)
R4 Agromech (2)
Total: 100
I never mind paying a premium for accuracy. This list has it. If you're going to go 4-0 or 5-0 all the way through, you can't abide by your ships wiffing out on the initial round of combat. The U-Boat fires first, so the crits might not strike hull, but it's still super accurate. Once it's out of ammo, the Intelligence Agent helps to inform your barrel roll bumping so that your other two ships can chew up action dependent aces after you block them like a pro.
If you find yourself up against triple U-Boats, the insane speed of your YV-666 can catch your opponent off guard with a block that'll stop them from launching torpedoes. It also helps your giant party bus stay in combat, although you can scrap it for Feedback arrays on both large ships, if you feel you'd be better served against aces in that manner. In addition to all this accurate firepower, you've also got 29HP to chew through.
Nothin' wrong with this list, imho.
Edit: It is worth noting that a stripped down Palob with TLT only might be better in this list than the Y-Wing with R4-Agromech. It'll almost certainly be blown up quickly, seeing as how it's semi-fragile and has a profoundly annoying ability, but that's not necessarily a bad thing, as it gives your squad a 26pt Biggs. This allows your other two, more dangerous ships to carry on with their grim work.
Moving from the Y-Wing to Palob also changes the firing order, so Palob might eat away at a shield or two prior to your Contract Scout firing, thus allowing your crits to hit hull. I'm not sure it's an upgrade, but it's certainly food for thought.
Edited by CBMarkham

Here's an interesting idea I've been brainstorming -

I call it "Mindlink to a Madman"

Dengar, w/ Attani Mindlink, Overclocked R4, Zuckuss crew, Punishing One, Countermeasures (51)

Palob w/ Attani, TLT, intel agent, cloaking device, moldy crow (33)

Kaato Leachos w/ Attani (16)

The idea here is that Dengar is going to be piling on stress like there is no tomorrow, and will be fed focus tokens each turn by either Kaato or Palob, whether or not the actually get actions. Kaato and Palob wil get one stress per turn from Dengar, and will need to be doing greens most of the time. Palob is intended to start off in a flanking maneuver, get behind the enemy and stay there, doing greens and feeding focus tokens to Dengar. Kaato is focus backup for Dengar if Palob gets taken out.

Dengar is designed to be a nightmarish jouster, going straight into the enemy, hopefully getting two shots per turn, both of which will have focus and zuckuss screwing with enemy green dice. Countermeasures is there to discourage Target Locking (since Palob will be discouraging focus and evade actions) and to make Dengar more survivable in first pass. Overclock R4 gives Dengar a semi-permanent focus token, provided he is handed one each turn from Attani. Once Palob and Kaato go down, Dengar is relatively vulnerable as he will probably have a big stack of stress and no more focus to start overclock focus chain reactions with.

edit- also Dengar does not give a F*** about stresshog.

Edited by Babaganoosh

I like this Mindlinked to a Madman thing. I could see that being a pretty popular album a long time ago in a galaxy far, far away...

Also a very nice list, though a lot to keep track of!

I don't see the attraction to attani mind link, but everytime katto steals a focus, everyone who doesn't have one, gets one, so it's a nice play. I'm also currious to see what people like about the contracted scout. Is it the unique upgrade bar? Because if I'm not running Dengar, the JM5K doesn't jump out at me (pun unintended) as a ship I just have to field.

I have Denagr and 88B in my future plans.

Low base price, EPT and a rich upgrade bar, making it possible to configure him as a very effective torpedo boat or a dedicated, annoying blocker.

Yup, the 33 point torpedo boat looks very good value indeed. Either fielded singly as a support ship in a mixed fleet or spammed for 3 at 99 points with Boba Fett lurking aboard 1 to strip your opponent of a valuable upgrade at a crucial moment.

For 2 turns, it can reliably put 4 hits on anyone in front at Range 2-3. That makes a pretty potent alpha strike. Once it has done that, it still has a 2 Red PWT which is enough to make a nuisance whilst still having 9 hit points and agility 2 makes it pretty resilient to boot.

It is a real swiss-army knife and I can see them being taken a lot.

I don't see the attraction to attani mind link, but everytime katto steals a focus, everyone who doesn't have one, gets one, so it's a nice play.

Attani is there to supply Dengar with focus tokens after the first shooting round; this is necessary because the overclocked R4 and Zuckuss crew generate a lot of stress (potentially upwards of 10 stress tokens per turn, depending on how many focus tokens you generate with overclock and how many dice you reroll with zuckuss). Dengar will never get an action after that first round of shooting, but he needs a focus token every turn to start the overclocked R4 focus chain reaction. Attani can give him that focus token.

An alternative to Attani is Manaroo, who can also hand Dengar focus tokens. She can replace Palob in this build, but I prefer the disruptive capability of Palob and his damage output with TLT over Manaroo. Palob also works well with Zuckuss crew on Dengar, because if players don't use focus actions, Zuckuss has a much better chance of rolling a green into a useless result.

Edited by Babaganoosh

Dengar/Guri is the one I'm looking forward to trying out. I think despite Guri's high cost you can build her to be extremely tanky, and she and Dengar cover each others' weaknesses to some extent. Plus, high cost isn't necessarily awful when you're talking about a ship which is a very competent time-killing closer.

I mean, I wish you could fit a z blocker in there as well without compromising either of them, but meh.