So tonight I decided to look at Juke

By Corellian Corvette, in X-Wing

Juke is a 2 point ept that says when you are in a high pilot skill ship and you have that temporary shield token, you can bash other people with that token before you burn it.

This also would work great on a ship that didn't need action effeciency. On a ship that could attack twice in a turn, to get multiple uses from the evade token.

On a Horten with inate dice modification results. With TLT so that he can use that juke effect twice. With R2D6 to actually take the ept and a Jan around nearby to turn the focus action into a literal shield token that is also a key peice of offensive firepower.

Now if only I could combo sensor jammer with juke and TLT's on a ship that didn't care about repositioning moves. Fingers crossed for the next wave though!

Edited by Corellian Corvette

I find it somewhat useful on Howlrunner. She can't use her own ability to reroll attack dice so turning your opponent's evade back to focus can provide similar benefit.

Juke, it's not just for high PS anymore.

On a lower PS, the ship says: attack me and force me to burn the token, before I slap you around the face with it, thereby dictating what your opponent does.

People like to tell the dice what their results are, through modifiers. I prefer telling the opponent what he will do. So much cleaner.

Juke is a 2 point ept that says when you are in a high pilot skill ship and you have that temporary shield token, you can bash other people with that token before you burn it.

This also would work great on a ship that didn't need action effeciency. On a ship that could attack twice in a turn, to get multiple uses from the evade token.

On a Horten with inate dice modification results. With TLT so that he can use that juke effect twice. With R2D6 to actually take the ept and a Jan around nearby to turn the focus action into a literal shield token that is also a key peice of offensive firepower.

Now if only I could combo sensor jammer with juke and TLT's on a ship that didn't care about repositioning moves. Fingers crossed for the next wave though!

Doing Juke on anything that doesn't have the evade action without another ship's support is very risky. It's too easy to get blocks and roids in the wrong place, and wind up losing your EPT, assuming your support ship doesn't just die.

I like Juke, but it's the kind of upgrade that you need to build your list around (Omega Leader excluded).

I like these Juke lists to maximize the Juke damage:

34 Carnor w/ PtL, Hull, Royal, AT. [Rebel Version: 34 Wes w/ VI, FT, BB8, Integrated.]

66 (3x) Omega w/ Juke, Comms. [Rebel Version: 66 (3x) Green w/ PtL, Refit, Test, Juke.]

34 Sabine w/ Juke, TLT, Jan, Hull.

66 (2x) Red Vet w/ Juke, Comms, AT.

I find it somewhat useful on Howlrunner. She can't use her own ability to reroll attack dice so turning your opponent's evade back to focus can provide similar benefit.

I've tried it on Howlrunner to just fill out points, and it's a decent use of 2pts. You want to evade to keep her alive, and Juke allows her to strip focus for the swarm. I'm not sure it's better than crackshot though.

Edited by CRCL

I really want to put it on Zuckuss with 4-LOM crew.

Juke should be read as: adds the following average amount of damage to all your attack rolls:

1 * [% of situations where the defender rolls at least one evade result and cannot/will not spend a focus token on defense].

This means two things.

#1 - you can get more damage out of juke via squad composition (Carnor, Omega Leader, multiple ships with juke)

#2 - you can get more damage out of juke via blocking / action denial

Interesting ideas:

- combine juke with TLT (jan ors crew on a HWK and the new rebel attack shuttle are good examples)

- combine juke with token denial (zuckuss crew, palob, carnor, omega leader)

- mass juke (howlrunner+juke + 5x black sq/juke = 100 pts)

- combine juke with ships that get evade shenanigans: Tie Adv. prototype with title, Tie FO with comms relay, Tie Defender with x7 title.

- last but not least: make your vader annoying and indestructible: title, accuracy corrector, juke means you punch REAL hard (try it, if the opponent can't use focus, each shot is as good as 3 autohits) while being able to spend all actions for defense, every turn.

Edited by LesserEvil

Juke should be read as: adds the following average amount of damage to all your attack rolls:

1 * [% of situations where the defender rolls at least one evade result and cannot/will not spend a focus token on defense].

This means two things.

#1 - you can get more damage out of juke via squad composition (Carnor, Omega Leader, multiple ships with juke)

#2 - you can get more damage out of juke via blocking / action denial

Interesting ideas:

- combine juke with TLT (jan ors crew on a HWK and the new rebel attack shuttle are good examples)

- combine juke with token denial (zuckuss crew, palob, carnor, omega leader)

- mass juke (howlrunner+juke + 5x black sq/juke = 100 pts)

- combine juke with ships that get evade shenanigans: Tie Adv. prototype with title, Tie FO with comms relay, Tie Defender with x7 title.

- last but not least: make your vader annoying and indestructible: title, accuracy corrector, juke means you punch REAL hard (try it, if the opponent can't use focus, each shot is as good as 3 autohits) while being able to spend all actions for defense, every turn.

Why would AC mean your opponent couldn't use focus, in the last example?

I've tried it on Howlrunner to just fill out points, and it's a decent use of 2pts. You want to evade to keep her alive, and Juke allows her to strip focus for the swarm. I'm not sure it's better than crackshot though.

This is only based on 20~ Crack Swarm games but I'd rather have Crack Shot over Juke on Howlrunner - as it either forces the spending of tokens, or forces your opponent to go for Howlie - leaving the Blacks to clean house.

Edited by Keffisch

Why would AC mean your opponent couldn't use focus, in the last example?

It doesn't. I wrote that IF the enemy can't spend the token for any reason (and rolls at least one evade, obviously), your shot is as good as automatic 3 hits and you get to keep all your tokens for defense. In short, with this Vader build at range 2-3, with each shot you get either automatic 2 hits or what is effectively automatic 3 hits, no dice rolling or token spending needed. That is really good and consistent. No luck needed. With a banked focus and evade each turn, Vader is really hard to take down.

With ATC Vader, you frequently have to choose betwen offense (TL + focus) or defense. If you chose offense, you risk taking damage from any return fire coming your way.

Juke is a 2 point ept that says when you are in a high pilot skill ship and you have that temporary shield token, you can bash other people with that token before you burn it.

This also would work great on a ship that didn't need action effeciency. On a ship that could attack twice in a turn, to get multiple uses from the evade token.

On a Horten with inate dice modification results. With TLT so that he can use that juke effect twice. With R2D6 to actually take the ept and a Jan around nearby to turn the focus action into a literal shield token that is also a key peice of offensive firepower.

Now if only I could combo sensor jammer with juke and TLT's on a ship that didn't care about repositioning moves. Fingers crossed for the next wave though!

Good idea with R2-D6 and Juke on Horton with Jan Ors crew somewhere.

It's best on ships that have the action economy to have both a Juke evade and another modifier. Vader, any ship that can take Comm Relay, Glaive Squadrons with X7, etc.

Why would AC mean your opponent couldn't use focus, in the last example?

It doesn't. I wrote that IF the enemy can't spend the token for any reason (and rolls at least one evade, obviously), your shot is as good as automatic 3 hits and you get to keep all your tokens for defense. In short, with this Vader build at range 2-3, with each shot you get either automatic 2 hits or what is effectively automatic 3 hits, no dice rolling or token spending needed. That is really good and consistent. No luck needed. With a banked focus and evade each turn, Vader is really hard to take down.

With ATC Vader, you frequently have to choose betwen offense (TL + focus) or defense. If you chose offense, you risk taking damage from any return fire coming your way.

Fair enough.

I'd still prefer ATC/Juke to AC/Juke though. ATC is much, much better as long as you have the PS to get the lock, and Juke combos nicely with it, making it harder to evade that crit.

Silly Rebel. Juke is for Imperials.

Why would AC mean your opponent couldn't use focus, in the last example?

It doesn't. I wrote that IF the enemy can't spend the token for any reason (and rolls at least one evade, obviously), your shot is as good as automatic 3 hits and you get to keep all your tokens for defense. In short, with this Vader build at range 2-3, with each shot you get either automatic 2 hits or what is effectively automatic 3 hits, no dice rolling or token spending needed. That is really good and consistent. No luck needed. With a banked focus and evade each turn, Vader is really hard to take down.

With ATC Vader, you frequently have to choose betwen offense (TL + focus) or defense. If you chose offense, you risk taking damage from any return fire coming your way.

Fair enough.

I'd still prefer ATC/Juke to AC/Juke though. ATC is much, much better as long as you have the PS to get the lock, and Juke combos nicely with it, making it harder to evade that crit.

I like AccCor when you have cluster Missiles. Something like this could be cool:

35 Vadar w/ Juke, ClusterM, Chips, X1, AccCor.

31 Alozen w/ Juke, ClusterM, Chips, X1, AccCor.

22 Omega w/ Juke, Comms.

12 Academy.

Academy blocks to deny actions and ClusterM with AccCor and Juke wreck stuff.

I'd still prefer ATC/Juke to AC/Juke though. ATC is much, much better as long as you have the PS to get the lock, and Juke combos nicely with it, making it harder to evade that crit.

I think predator combos better with ATC. ATC + juke means you have to have target lock+ evade just for the basic combo to work, and probably focus to hit reliably... That's heavy action dependance and in many situations you'll be missing at least one part of the puzzle.

I'd still prefer ATC/Juke to AC/Juke though. ATC is much, much better as long as you have the PS to get the lock, and Juke combos nicely with it, making it harder to evade that crit.

I think predator combos better with ATC. ATC + juke means you have to have target lock+ evade just for the basic combo to work, and probably focus to hit reliably... That's heavy action dependance and in many situations you'll be missing at least one part of the puzzle.

For Vader I'd look at VI>Adaptability>Predator>Juke, personally. Possibly reversing the order of VI and Adaptability depending on the rest of the list.

I mean, it's aces to get rerolls independent of TL, but in the end, pilot skill is Vader's real big draw; with EU and native BR, you can get those off at the highest PS on the table, or go one lower and get them probably still at the highest PS on the table but have the option of dropping down to PS 8 to join and shoot after your cronies if need be.

ATC will be better than AC in almost all circumstances other than munitions - but for me the only munitions vader should even consider are Prockets, and you;re better with ATC there anyway, and the benefits of prockets are marginal over just taking a 3-die-plus-crit range 1 shot anyway, to the point where I question whether they're worth three points. Doubly so if you have Predator.

No one is mentioning Juke on the V1? Grab that TL and get the Evade for free. Even use it to fire a missile if you want. How about Homing Missile? 4 red dice that you can modify with TL, they can't use Evade token, and you use Juke to reduce their green dice? I'll buy that for a dollar.

No one is mentioning Juke on the V1? Grab that TL and get the Evade for free. Even use it to fire a missile if you want. How about Homing Missile? 4 red dice that you can modify with TL, they can't use Evade token, and you use Juke to reduce their green dice? I'll buy that for a dollar.

Yeah, Juke/v1 is kind of a given. But it's not amazing on Inquisitor, who really wants PTL if you can afford it, nor necessarily on Valen, but for Barons I think it's probably the best EPT going.

I have a list planned for Vets with Vessery (Crack Shot, TB, /D), two Juke barons, and an epsilon. It would have been 3 juke barons but the price was a point too high for the baron :(

No love for jukebox G1As? 31 points for Findsman/Accuracy Correcter/Juke/1pointscumcrew.

Juke, it's not just for high PS anymore.

On a lower PS, the ship says: attack me and force me to burn the token, before I slap you around the face with it, thereby dictating what your opponent does.

People like to tell the dice what their results are, through modifiers. I prefer telling the opponent what he will do. So much cleaner.

having "or else" is exponently worse than "I'm using it twice anyway"

filthy PS race >:C

No love for jukebox G1As? 31 points for Findsman/Accuracy Correcter/Juke/1pointscumcrew.

It can work, but I'd expect any but the highest PS G1As to have used the evade token before they could ever Juke with it.

Also if we use this on a rebel build that has a regen droid...

Problem is, what pilot to put it on?

I like Juno: juke, AC, prockets, chips for 33

Man, as someone who used to swear by VI & ATC on Vader, this Juke/AC combo is incredibly intriguing.

In this meta, Juke/AC is great against U-Boats (need focus for Deadeye/R4), Kanan VCX (AC ignores ability), Wes (no ATC no problem; he still strips the Evade but at least you can use it).

If the rest of your list is capable of taking on Soontir, it's mighty tempting to go with Juke/AC for the consistent damage, double defensive tokens, and token stripping.

Man, as someone who used to swear by VI & ATC on Vader, this Juke/AC combo is incredibly intriguing.

In this meta, Juke/AC is great against U-Boats (need focus for Deadeye/R4), Kanan VCX (AC ignores ability), Wes (no ATC no problem; he still strips the Evade but at least you can use it).

If the rest of your list is capable of taking on Soontir, it's mighty tempting to go with Juke/AC for the consistent damage, double defensive tokens, and token stripping.

In the case of U-Boats, it feels like Vader is still better off from a damage perspective with a crit added to his results than he is with a U-Boat losing an evade, especially if he is at range one. Defensively, AC is stronger.