Triple scouts....tell me all about this..torpedo scout thing.

By Velvetelvis, in X-Wing Squad Lists

I've largely ignored any jumpmaster talk. But.....I'm coming around.

Can someone post the basic build or link me to a forum topic discussing the jumpmaster builds.

Thank-you.

You can do this 3 times:

Contracted Scout (25)
Deadeye (1)
Plasma Torpedoes (3)
Extra Munitions (2)
R4 Agromech (2)
Guidance Chips (0)
Total: 33
Triple that guy is scary, but also you have 1pt to work with and tons of room for little tweaks. Most typically, that last point updates one of these guys from Plasma to Proton. There are other ways. Here's my preferred interpretation:
Contracted Scout (25)
Deadeye (1)
Proton Torpedoes (4)
Extra Munitions (2)
R4 Agromech (2)
Guidance Chips (0)
Contracted Scout (25)
Deadeye (1)
Plasma Torpedoes (3)
Flechette Torpedoes (2)
R4 Agromech (2)
Guidance Chips (0)
Contracted Scout (25)
Deadeye (1)
Plasma Torpedoes (3)
Intelligence Agent (1)
Overclocked R4 (1)
Feedback Array (2)
Total: 100
Basically the same thing, but it sacrifices much of the second volley for an increased toolkit.
I can still do the Plasma/Plasma/Proton alpha strike thing, but it also has an Intelligence Agent for informed bumping of aces, a Feedback Array to deal with low HP Imperials after you manage the bump, and a Flechette Torpedo to use as an area of denial for PtL and Glitterstim users, who must respect and fear it. In total, it's down from 6 torpedoes to 5 (and one of those only had 3 dice), but I think what you gain is worth the sacrifice.

Beautiful stuff fellas. thank you.

I have to say I'm not convinced Flechettes wouldn't be better than EM on these. Having the option of stressing low hull aces could be VERY useful for them.

Explain how this list is supposed to work please? Why have chips? Your primary is 2? It sound like you are supposed to be able to shoot this twice? Not per turn, right? I'm confused.

Explain how this list is supposed to work please? Why have chips? Your primary is 2? It sound like you are supposed to be able to shoot this twice? Not per turn, right? I'm confused.

Deadeye allows you to fire Plasma Torpedoes using only a focus token, without the need for target lock. That's 4 dice. With Extra Munitions, each ship can do this twice. After you spend a focus via deadeye, you've met the requirements to activate the R4 Agromech, so now your Plasma Torpedo gains a Target Lock, which you can spend to re-roll any non-awesome results. AFTER you re-roll the duds from the target lock, you can use the Guidance Chips to set one of the red dice to a hit result.

So, that's 3 ships who can each attack with 4 heavily modified attack dice. Each ship can do this twice. It makes for a huge alpha strike.

I have to say I'm not convinced Flechettes wouldn't be better than EM on these. Having the option of stressing low hull aces could be VERY useful for them.

They're unnecessary and worsen your other matchups. At most, I would say ditch one of them for a Feedback Array and then use that guy as a dedicated blocker after the first pass, but you don't need to do any more than that.

Explain how this list is supposed to work please? Why have chips? Your primary is 2? It sound like you are supposed to be able to shoot this twice? Not per turn, right? I'm confused.

Deadeye allows you to fire Plasma Torpedoes using only a focus token, without the need for target lock. That's 4 dice. With Extra Munitions, each ship can do this twice. After you spend a focus via deadeye, you've met the requirements to activate the R4 Agromech, so now your Plasma Torpedo gains a Target Lock, which you can spend to re-roll any non-awesome results. AFTER you re-roll the duds from the target lock, you can use the Guidance Chips to set one of the red dice to a hit result.

So, that's 3 ships who can each attack with 4 heavily modified attack dice. Each ship can do this twice. It makes for a huge alpha strike.

Ah, so the guidance chips works even on secondary weapons. I read the "3 attack" on the card incorrectly.

Thanks a bunch!

I have two of those bad boys, what would you pair two of them with? Something controlly so people have to choose between eating the torpedoes and something else?

This might be fun.

Ttt (100)

Contracted Scout (33) - JumpMaster 5000

Deadeye (1), Extra Munitions (2), Plasma Torpedoes (3), R4 Agromech (2), Guidance Chips (0)

Contracted Scout (33) - JumpMaster 5000

Deadeye (1), Extra Munitions (2), Plasma Torpedoes (3), R4 Agromech (2), Guidance Chips (0)

Trandoshan Slaver (34) - YV-666

4-LOM (1), Engine Upgrade (4)

Trandoshan Slaver (34) - YV-666

4-LOM (1), Engine Upgrade (4)

You'd be better off dropping engine and adding dengar & zuckuss or Boba crew tbh

Explain how this list is supposed to work please? Why have chips? Your primary is 2? It sound like you are supposed to be able to shoot this twice? Not per turn, right? I'm confused.

Deadeye allows you to fire Plasma Torpedoes using only a focus token, without the need for target lock. That's 4 dice. With Extra Munitions, each ship can do this twice. After you spend a focus via deadeye, you've met the requirements to activate the R4 Agromech, so now your Plasma Torpedo gains a Target Lock, which you can spend to re-roll any non-awesome results. AFTER you re-roll the duds from the target lock, you can use the Guidance Chips to set one of the red dice to a hit result.

So, that's 3 ships who can each attack with 4 heavily modified attack dice. Each ship can do this twice. It makes for a huge alpha strike.

Ah, so the guidance chips works even on secondary weapons. I read the "3 attack" on the card incorrectly.

Thanks a bunch!

I have two of those bad boys, what would you pair two of them with? Something controlly so people have to choose between eating the torpedoes and something else?

Guidance Chips ONLY work on Missiles and Torpedoes.

If you have 2 primary attack, they turn any die into a hit with those weapons.

If you have 3 primary attack they turn any die into a crit.

Ok, so THAT'S why Miniature Market place was sold out of them on release day...

Do the torpedo scouts depend on having a three ship squad or is one as filler fine?

Do the torpedo scouts depend on having a three ship squad or is one as filler fine?

My instinct is it will end up with 2 plus a "something" as the sweet spot. With something being a more 'endgame' closer ....thing. Guri or some such.

Do the torpedo scouts depend on having a three ship squad or is one as filler fine?

My instinct is it will end up with 2 plus a "something" as the sweet spot. With something being a more 'endgame' closer ....thing. Guri or some such.

The problem is most closers are going to be a little light in the 33-34 point range 2 Scouts leave. It certainly can be done, though.

True indeed.

I like the contracted scout like this as well:

Contracted Scout

-Deadeye

-R4 Agromech

-Recon Specialist

-Proton Torpedos

-Extra Munitions

-Guidance Chips

36

Contracted Scout

-Deadeye

-R4 Agromech

-Recon Specialist

-Proton Torpedos

-Extra Munitions

-Guidance Chips

36

Contracted Scout

-Intimidation

-Intelligence Agent

28

I've played against several variations now. Triple Scout is extremely potent. To the point where it seems to be a contender for the "top wave 8 list". So far it seems to stack up well against all of the top lists. In fact there's been a certain amount of headscratching as to how you actually deal with this list. It is maneuverable, it is able to block quite well (three big bases can block out a huge chunk of board), it can lay down a fairly constant 4-dice threat, if you outmaneuver them they can plink away with turrets and with 2 defence and 9 hull/shields each they're very durable. I suspect that of all the wave 8 builds this one is going to dent the meta the most.

A single 33 point scout works very nicely in any list (and if you're not taking 3 of them, you can spend 3 more points to put a recspec on there too) and two plus a third ship also seems solid.

Edited by The Inquisitor