Jumpmaster 5000 scenario. A must-read

By Hexdot, in X-Wing

A high PS Pilot ( Dengar ) ambush a force of less skilled pilots... But they are at least four and more strong. The beauty gems special rule that allows this are... MICROJUMP POINTS ( or similar, I am reading a spanish version )

The high PS lone pilot chooses at game start 3 jump points. If he is near of one of them, he can "microjump" to another point, the entrance point is removed...and all Tokens are removed from him. Bie bie TLs, Stress...

This SSR changes the game. Chasing Dengar is a nightmare. He can push and pile stress...then he jumps and cleans himself. But beware...enemies outnumber you at least 4 to 1. If you are blocked and can not reach Jump points...you are Bantha fodder.

Perhaps the best Large Ship scenario, in my opinion. My HURRA !!! to the designer and play testers

the IG scenario still kicks ass much much more

Really? This one sounds awesome! What makes the Microjump points so good is Dengar's ability: when he jumps back in he can be set up to attack head-on to ensure his second attack. It's so good!

Only within range one of the Microjump point

It's worth noting that the IG-88 scenario is for 3 players (I believe it's the only one structured that way).

I was hoping to try this one last night, but didn't get to. I played the Ghost one, which is also pretty good.

One thing I heard about the Dengar mission is that you need to watch where you put the Jump Points. Once you put them down, your opponent picks one of them as the starting location for you. So, if you pick one too close to his deployment zone, he can set up all his ships right at you and blast you to pieces.

Another thing about jumping to a new point is that you lose all your Stress and other stuff. Dengar is equipped with Rage, so it just might be a good thing to zip off after you get covered in stress. He also has Gonk, so he can get far enough away and repair some shields.

One question I have is...what are some good lists for the Rebels? Maybe not something broken, but something fun.

Also, I did notice that the lists they made for the Ghost (which also has the TAP V1) only used upgrades that came in that package. So, the Ghost uses Reinforced Deflectors as it's System Slot. That's the one that gives you a shield back if you take 3 or more damage from a hit. The only problem is that it faces a bunch of Tie Fighters. Only if they fire at R1 or the Inquisitor fires and manages to get all hits does this even matter. It only happened once for us. If the Ghost had ANY other system, it would almost be better.

Next, the pilot they pick for the Ghost is Kannan. His ability is that you get to spend a Focus to reduce the fire of another ship. Well, he only gets one action and there is only one other pilot that gets 3 red dice to even really want to do that with. I'd almost say that any other pilot would be better. OK.....if he had Sensor Jammer as a System, it might not be terrible, but he really isn't the best pilot to use. I'd take almost anyone else. Chopper would be awesome.

It also went with the Inquisitor. He was given V1 title, Homing Missile, Guidance Chip, and....Deadeye? That's the one that lets you fire your missile without a TL. OK....the Inquisitor has the highest PS of any ship out there, so getting that TL shouldn't be a problem. With the V1 title he gets a free Evade token, so he would never prefer a Focus. Lastly, the Homing Missile doesn't spend the TL when you fire it, so you get to use the TL to modify dice. If you use the Focus to shoot it, you don't get to modify your dice. It just seems...stupid.

With all that said, I did REALLY like the mission. It was short as the Ghost tended to blow up fast, but it was fun. Both times we played, we had Sabine on the same as-far-away-as-you-can-get asteroid, which made a big difference. Still, I almost picked her up on Turn 2, but barely got a bump with my K-turn.

Edited by heychadwick

Flew the Dengar mission 16: Payback ( http://xwing-miniatures.wikia.com/wiki/Mission_16:_Payback ) two times today. Man, it's so much fun! So different to the normal way of playing.

First time was with the scenario default build of Dengar: Rage, Plasma Torps, "Gonk", R5-P8, Feedback Array, Guidance Chips & Punishing One title. 56p.

Faced 2x Missile Z95s, Dutch Vander in a 2x Torp, Stressbot Y & the B-wing that can fire out of Arc with Dual Torpedos. 6x Ordnance cards. I got a bit reckless in placing the microjump tokens and placed one of them on an Asteroid. Turned out to be very difficult to place the JM5k wholly within Range 1 of that! Also, got too careless flying head on into three of them on one turn. Overall, I took out the Z:s and damaged both others, but wasn't that close to winning. Rage was hard to use unless you knew you were going to jump, and I just did not have enough actions to really use Gonk. But the game was fun so we decided to play again.

Built a more easy to use Dengar with Lone Wolf (doh!), Plasma Torpedoes, Extra munitions, k4 Droid, Overclocked R4, Guidance Chips & Punishing One title, still 56p. The Rebel player swapped the B for the E-wing of Ethan for this game.

I took great care in placing the jump tokens in a triangular pattern so I could joust and then jump behind enemy ships. This time I decided to play the know-when-to-strike-know-when-to-fade game and carefully dodged and manouvred to be able to a) divide and conquer and b) jump behind ships. Managed this really well and first took out the Y with a deadly dual salvo of Torpedoes. Then hunted the E for a few turns. After 45 minutes Dengar lost his first couple of shields, but managed to destroy the E! Then dodged behind asteroids and used the PWT to take the Z95s apart. Managed a win and was very happy with how the game went.

This scenario is a beauty and I highly recommend it.

Next time we might swap roles and play this scenario with the Milennium Falcon going one man army vs a Scum squadron of 100pts. :) We just think we have to avoid Dash Rendar as the obstacles are key in this objective and being able to ignore them would probably be too mean.

On 2016-04-01 at 2:07 PM, heychadwick said:

One thing I heard about the Dengar mission is that you need to watch where you put the Jump Points. Once you put them down, your opponent picks one of them as the starting location for you. So, if you pick one too close to his deployment zone, he can set up all his ships right at you and blast you to pieces.

Quoted for truth! :)