Jump Jump Yump - 6x Plasmas AND TLT?!?

By Stay On The Leader, in X-Wing Squad Lists

Contracted Scout (Jumpmaster)
Deadeye, Plasma Torpedoes, Extra Munitions, R4 Agromech, Guidance Chips (33)

Contracted Scout (Jumpmaster)
Deadeye, Plasma Torpedoes, Extra Munitions, R4 Agromech, Guidance Chips (33)

You know the drill by now, this is triple jumps... but now for the chef's secret ingredient!

Drea Renthal (Y-Wing)
Twin Laser Turret, Plasma Torpedoes, Extra Munitions, Unhinged Astromech, Guidance Chips (34)

You leverage Drea Renthal's ability as a sort of combination Deadeye/Agromech to scrape points together to load a TLT up on board. Unhinged Astromech makes you less predictable after Drea stresses herself. You've got all the firepower of a Jumpmaster, trading the flexible targetting of Deadeye for a Twin Laser Turret threat.

Why not a Dorsal Turret so you can give everybody Proton Torpedoes?

Great minds sir, Great minds.

I have been running this at regionals so far. Drea works out pretty well! Went 4-2 at Rochester for 11th place and should have been better. Drea makes a great torp boat. I went for auto blaster 1) for points 2) to deter Carnor and it definitely helped out a ton. Also Affording R4-B11 makes all the difference, yes you stress the crap out of yourself, but making soontir re-roll their defense dice? You just got to time the switch on the target lock well but you can definitely do it.

Contracted Scout (Jumpmaster)
Deadeye, ProtonTorpedoes, Extra Munitions, R4 Agromech, Guidance Chips Boba fett (35)

Contracted Scout (Jumpmaster)
Deadeye, Plasma Torpedoes, Extra Munitions, R4 Agromech, Guidance Chips (33)

Drea Renthal (Y-Wing)
Autoblaster Turret, Plasma Torpedoes, Extra Munitions, R4-B11, Guidance Chips (32)

Edited by Timathius

My group is currently having the Autoblaster debate. I feel the Y-Wing dial is so rough you'll never be able to use it, which is why I've gone TLT.

Good to see I'm on a good line of though, though!

It is definitely rough, but I am used to it to be honest (flying stress hogs). Honestly, the autoblaster is there more to keep people away then to really do too much. Though, after the scouts have fired torps if something is still not dead, block the crap out of it and then your Y-Wing will be able to get in there no problem. Did that a couple times.

oh and gets you protons and Fett, which is just hilarious against palp aces/ Ghosts wtih shuttles/ Decimators/ Fat Falcons/ Dengar/ other scouts

And the list just looks cool.

CfMn_0RXIAASCYV.jpg

Edited by Timathius

I like the idea a lot, but I worry a little bit about durability. There's a huge difference between a ship that gets 2 dice and 9 hit points, and a ship that gets 1 die and 8 hit points. Maybe that's worth it to get the increase in firepower (from a 2-dice turret to the equivalent of a 3.5-dice turret)? But I'd be cautious.

Also, Don't forget her PS bid. She is at a 5 meaning that she is firing before any jump masters. It also means that if she kills Carnor, the U-Boats can still dead eye.

I like the idea a lot, but I worry a little bit about durability. There's a huge difference between a ship that gets 2 dice and 9 hit points, and a ship that gets 1 die and 8 hit points. Maybe that's worth it to get the increase in firepower (from a 2-dice turret to the equivalent of a 3.5-dice turret)? But I'd be cautious.

Agreed.

At the moment I think almost any scum ship faces the problem of "why isn't it just a Jump?". At least by bring the TLT Drea is offering an answer to that question. Maybe not quite a good enough answer? But she's trying, and offering something you otherwise wouldn't get.

Also, Don't forget her PS bid. She is at a 5 meaning that she is firing before any jump masters. It also means that if she kills Carnor, the U-Boats can still dead eye.

Actually surprisingly relevant!

She fires with TL so blanks Carnor, then TLs to get the hits and maybe kill him. And in your build you've got the Astromech to push that damage through. Which then unlocks your other Torpedoes. Yeah. That's obviously the home run scenario, but it exists.

Also good for Biggs and basically anything that is keeping the main punch from going where I want it to go.

At the moment I think almost any scum ship faces the problem of "why isn't it just a Jump?"

I agree, and I think there are (at least) two good answers:

(1) You already have two 34-point JumpMasters, so you can't afford a third one without making compromises.

(2) You aren't sure your alpha strike is going to do a sufficiently good job against dodgy aces with strong damage mitigation (e.g., Soontir Fel or The Inquisitor).

I think the TLT is indeed at least a partial answer to that second question. If you're in an experimental mood, I think Kavil + Veteran Instincts + Autoblaster Turret + Engine Upgrade is another answer, at a similar price point--and gives you a strong initiative bid as well. 4-LOM might be another one, since his pilot ability generates a potent anti-ace bubble.

At the moment I think almost any scum ship faces the problem of "why isn't it just a Jump?"

I agree, and I think there are (at least) two good answers:

(1) You already have two 34-point JumpMasters, so you can't afford a third one without making compromises.

(2) You aren't sure your alpha strike is going to do a sufficiently good job against dodgy aces with strong damage mitigation (e.g., Soontir Fel or The Inquisitor).

I think the TLT is indeed at least a partial answer to that second question. If you're in an experimental mood, I think Kavil + Veteran Instincts + Autoblaster Turret + Engine Upgrade is another answer, at a similar price point--and gives you a strong initiative bid as well. 4-LOM might be another one, since his pilot ability generates a potent anti-ace bubble.

I've tried the Kavilblasters, which is where my hatred of the Y-Wing dial came from... Engine Upgrade might help, though.

I think the 3rd Jumpmaster spot is either:

1) a 3rd Jumpmaster, because it's a Jumpmaster

2) the 'Bumpmaster'

3) the 'Yumpmaster' as we're discussing

4) 4-LOM or Zuckuss

Also, you could fit in two bug zappers I believe. For Blocking and for taking out aces. This just popped into my head so no play testing behind it.

Also, you could fit in two bug zappers I believe. For Blocking and for taking out aces. This just popped into my head so no play testing behind it.

They die to too much of the meta, a waste of points vs the others options at that level.

Also, you could fit in two bug zappers I believe. For Blocking and for taking out aces. This just popped into my head so no play testing behind it.

They die to too much of the meta, a waste of points vs the others options at that level.

Fair enogh, like I said just popped into my head. What would be putting on the Mist Hunter to compliment?

Also, you could fit in two bug zappers I believe. For Blocking and for taking out aces. This just popped into my head so no play testing behind it.

They die to too much of the meta, a waste of points vs the others options at that level.

Fair enogh, like I said just popped into my head. What would be putting on the Mist Hunter to compliment?

For me the Misthunter is about keeping it cheap and dangerous. Outlaw Tech is a must, then FCS or Advanced Sensors to get target locks when pulling red moves. Go for much more than that and you can't fit it in alongside the Jumps.

4-LOM offers the stress effect, while Zuckuss has the dice to overwhelm the high agility ships that the Jump's turrets struggle against. The weakness of the elite G1-A pilots is that their ship is a bit of a target, but not many people will prioritise them over getting the Jumps off the table so it's a reasonable accompaniment.