Jumpmaster x 2 + Z95 x 2. Better than triple scouts.

By jmiahddixon, in X-Wing Squad Lists

I prefer this list over triple scouts anyday of the week.

Contracted Scout x 2

- Dead eye

- R4

- Plasma Torps

- Extra Muntions

- Guidance Chips

Black Sun X2

- Concussion Missiles

- Guidance Chips

The idea is that you get off four ordinance on the first volley instead of only 3 and once you unload you missiles you use the z 95s as blockers. Plus everything is ps3 which allows you to move which ever ships you need to first and same for combat.

Edited by jmiahddixon

I've been on a Attanni Mindlink binge and last night came up with a off the wall idea as a answer the trip u boats

HWK-290: •Palob Godalhi (34)
Shield Upgrade (4)
•Moldy Crow (3)
Attanni Mindlink (1)
Blaster Turret (4)
•"Gonk" (2)

Jumpmaster 5000: Contracted Scout (33)
Guidance Chips (0)
Attanni Mindlink (1)
Plasma Torpedoes (3)
K4 Security Droid (3)
Unhinged Astromech (1)

Jumpmaster 5000: Contracted Scout (33)
Guidance Chips (0)
Attanni Mindlink (1)
Plasma Torpedoes (3)
K4 Security Droid (3)
Unhinged Astromech (1)

i'm going to test this and see if the initial testing works out could be interesting

thought I'm also considering changing Palob for M3-A with mind link and tracer missiles to the initial alpha strike

The idea is that you get off four ordinance on the first volley instead of only 3 and once you unload you missiles you use the z 95s as blockers. Plus everything is ps3 which allows you to move which ever ships you need to first and same for combat.

Except you won't, because the zs won't get TLs in the first engagement unless your opponent has done something wrong.

You could move more aggressively with the Z-95s and take cluster missiles, I guess?

You could move more aggressively with the Z-95s and take cluster missiles, I guess?

You still don't get a TL in the first engagement unless the opponent does something wrong. They should be moving into range and attacking you in a single turn, and probably wiping a z in the process if they can't wipe a JM5k.

The effectiveness of the Contracted Scout depends on the Deadeye + R4 Agromech combo mostly (also Guidance Chips) and, as thespaceinvader pointed out, the Headhunters might be targeted/destroyed before getting a chance to unload the missiles.

I first thought using Long-Range Scanners could help, but the ship must have both the Missile and Torpedo icons in its upgrade bar. That limits LRS to the K-Wing, TIE Punisher, TIE Bomber and Firespray (with the Slave I title). Also, you then lose Guidance Chips.

I played the following recently:

Contracted Scout (Deadeye, R4 Agromech, Recon Specialist, Plasma Torpedoes, Extra Munitions, Guidance Chips)

Contracted Scout (Deadeye, R4 Agromech, Recon Specialist, Proton Torpedoes, Extra Munitions, Guidance Chips)

Hired Gun (Twin Laser Turret, Unhinged Astromech)

100 points

It proved solid but I'll need more practise with it. I do not own three Jumpmasters, so I've been looking at variations with two and a Y-wing or Starviper. The Recon Specialist + R4 Astromech combo is strong of course, even after the torpedoes are used. You need to stay at range 1 though.

Edited by admat

The effectiveness of the Contracted Scout depends on the Deadeye + R4 Agromech combo mostly (also Guidance Chips) and, as thespaceinvader pointed out, the Headhunters might be targeted/destroyed before getting a chance to unload the missiles.

I first thought using Long-Range Scanners could help, but the ship must have both the Missile and Torpedo icons in its upgrade bar. That limits LRS to the K-Wing, TIE Punisher, TIE Bomber and Firespray (with the Slave I title). Also, you then lose Guidance Chips.

I played the following recently:

Contracted Scout (Deadeye, R4 Agromech, Recon Specialist, Plasma Torpedoes, Extra Munitions, Guidance Chips)

Contracted Scout (Deadeye, R4 Agromech, Recon Specialist, Proton Torpedoes, Extra Munitions, Guidance Chips)

Hired Gun (Twin Laser Turret, Unhinged Astromech)

100 points

It proved solid but I'll need more practise with it. I do not own three Jumpmasters, so I've been looking at variations with two and a Y-wing or Starviper. The Recon Specialist + R4 Astromech combo is strong of course, even after the torpedoes are used. You need to stay at range 1 though.

I think that what you really need with your two Scouts is a closer - a ship that you can do your best to hold in reserve and that can clean up what's left after they've blown their load and turned back into 2-die turrets.

The difficulty is that Scum really don't HAVE much in that role - Dengar is probably thir best closer and he doesn't even come close to fitting.

For 34 points I'd really struggle to find a Scum pilot with good late-game punch.

It's a shame, I hope the next wave or the aces pack does something about that.

For 34 points I'd really struggle to find a Scum pilot with good late-game punch.

It's a shame, I hope the next wave or the aces pack does something about that.

Guri with Lone Wolf and Autothrusters would devastate U-Boats in an endgame scenario and do fine vs. Crackswarms, but would struggle against anything with PS higher than 5, unfortunately.

The idea is that you get off four ordinance on the first volley instead of only 3 and once you unload you missiles you use the z 95s as blockers. Plus everything is ps3 which allows you to move which ever ships you need to first and same for combat.

Except you won't, because the zs won't get TLs in the first engagement unless your opponent has done something wrong.

Then you my good sir are flying your z- 95s all wrong.

Then you my good sir are flying your z- 95s all wrong.

I appreciate your assertion that Z-95s at PS3 can control the range of the opening engagement.

...you know, for comedy reasons.

screw the concussions... it's all about the FBA on those Z95s!

screw the concussions... it's all about the FBA on those Z95s!

I actually kinda think that one of each is interesting...

Consider two Z-95s at PS3 leading the charge for 2 U-Boats. One is 15pts and has the feedback array. One has a missile and some G-Chips of his own. You flesh the list out to 100pts.

Consider that if your opponent gives you the initiative, your Z-95 with the ordnance is likely to get blown up without having ever gotten the Target Lock, meaning the ordnance goes unfired, but having initiative vs. that list means that you can really ruin their day by moving first and blocking a ton.

If they take the initiative, which is generally what U-Boats wants vs. other U-Boats, then you should be able to get the TL off with your Z-95 that brought the ordnance, and thus have as many torpedo shots as the enemy. If you want to get really tricky about blocking, you might even load the FA Z-95 with a cloaking device so he can decloak forward. Just sayin'

I prefer this list over triple scouts anyday of the week.

Contracted Scout x 2

- Dead eye

- R4

- Plasma Torps

- Extra Muntions

- Guidance Chips

Black Sun X2

- Concussion Missiles

- Guidance Chips

The idea is that you get off four ordinance on the first volley instead of only 3 and once you unload you missiles you use the z 95s as blockers. Plus everything is ps3 which allows you to move which ever ships you need to first and same for combat.

drop the R4's to overclocked, this i think should get you to 98 keep this or upgrade 1 plasma to a proton, then give your opponent initiative, the important thing is not who shoots first but who moves first, if the JM5K moves first and focuses then the Z's can move next, take a TL and even if they die they still get to shoot because they are the same ps