how to fly the toilet seats

By Scoundrel, in X-Wing

Im having decent results with 2 agro seats and an ace. Sometimes it can be hard to get all torps off. now i wanna fly 3 scouts. What are good openings with the list and what is the general strategy/tactics? how do i avoid big ships with EU just finding r1? it seems hard to guarantee that super duper alpha in many match ups.

Also, I've been thinking if the outlaw tech could have a place on the jumper. i mean, sloop both ways and k4 with focus would enhance mobility.

:)

It only works if the other guy wants to joust you it's not a list built with manoeuvring in mind, it should have trouble facing aces or it'd be broken.

obviously. but what stones do i opt for, what rock formation do i want and how do i approach different match ups?

If I fly big ships I want small rocks, if I fly small ships I want big rocks.

Has anyone played 4 JumpMasters, each with adaptability?

The most important thing with triple scouts is predicting your opponent and to always think at least one turn ahead. I know it sounds cheesy, but making sure your arcs are undodgable really is the key to this list.

EDIT:

Sometimes getting a block off and shooting 2 torps is better than shooting 3 torps.

Edited by Sarcon

Blocking is huge, Ryan Flemming talked about that aspect a ton when he won hoth. Between the speed of the ship and the barrel roll you can cover a good amount of ground to setup bumps.

It only works if the other guy wants to joust you it's not a list built with manoeuvring in mind, it should have trouble facing aces or it'd be broken.

Not true.

The Jump master is VERY maneuverable with an excellent dial and the ability to barrel roll. Its quite capable of keeping aces in arc (provided you are good at guessing their moves). Having said that, its not easy to coordinate 3 large bases to get firing arcs on the same target. In fact, realistically, its likely to only happen once per game (if that).

I'm no expert on the list, but I have played against it a few times. Every time my opponent either took small rocks or not too big ones and placed them either in corners or as far away from other rocks as possible to maximize open space.

Due to the white left S-loop, as a triple scout player, you want to ideally place your ships on YOUR RIGHT side of the board. Putting them on your left side tends to constrain your s-loop options later in the game.

That's all I got...

Edited by blade_mercurial

If you feel as though you need to set up on the left, setting up in a row facing the right allows you to use the left moves still. A one hard right as an opening move if facing forward does the same thing. This allows you to barrel roll towards your own board edge if you want to play really slowly and control the opening shots.

Has anyone played 4 JumpMasters, each with adaptability?

Not that I'm aware of. It probably wouldn't be up to much, as a 2-PWT is pretty lamesauce in the current meta.