Either they can errata:
1) simply state r4 target lock can't be used on the same attack
Or
2) deadeye is unique.
-It'll drop their firepower enough that maybe Poe and Miranda might be able to peep in at tournaments again.
Edited by EvantasEither they can errata:
1) simply state r4 target lock can't be used on the same attack
Or
2) deadeye is unique.
-It'll drop their firepower enough that maybe Poe and Miranda might be able to peep in at tournaments again.
Edited by EvantasEither they can errata:
1) simply state r4 target lock can't be used on the same attack
Or
2) deadeye is unique.
-It'll drop their firepower enough that maybe Poe and Miranda might be able to peep in at tournaments again.
JMs can barely punch through imperial token stack as it is right now, how do you think they will fare with even less reliable offense ?
This is the issue with most nerfs: they also make the list worse vs Palp Aces (which is something the list doesn't need if it's to stay competitive).
Either they can errata:
1) simply state r4 target lock can't be used on the same attack
Or
2) deadeye is unique.
-It'll drop their firepower enough that maybe Poe and Miranda might be able to peep in at tournaments again.
JMs can barely punch through imperial token stack as it is right now, how do you think they will fare with even less reliable offense ?
This is the issue with most nerfs: they also make the list worse vs Palp Aces (which is something the list doesn't need if it's to stay competitive).
But let's be honest, if FFG want any list to dominate it's going to be the list that requires you to buy a Raider and a Gozanti...
What about a grey stresshog and biggs? Guaranteed two rounds of dealing out double stresss, maybe three or four.
Then you have a choice of BB-Wes and a Z-blocker to really put the hurt on jumpmasters, or a VI/EU Corran to bring the old-school pain.
I haven't tried it yet, but I think it's got legs - what d'yall think?
I
Biggs Darklighter (26), X-Wing (25), R4-D6 (1), Integrated Astromech (0)
Gray Squadron Pilot (28), Y-Wing (20), BTL-A4 Y-Wing (0), R3-A2 (2), Twin Laser Turret (6)
Wes Janson (32), X-Wing (29), BB-8 (2), Veteran Instincts (1), Integrated Astromech (0)
Bandit Squadron Pilot (12)
II
Biggs Darklighter (26) X-Wing (25), R4-D6 (1), Integrated Astromech (0)
Gray Squadron Pilot (28) Y-Wing (20), BTL-A4 Y-Wing (0), R3-A2 (2), Twin Laser Turret (6)
Corran Horn (46) E-Wing (35), R2-D2 (4), Fire-Control System (2), Veteran Instincts (1), Engine Upgrade (4)
Either they can errata:
1) simply state r4 target lock can't be used on the same attack
Or
2) deadeye is unique.
-It'll drop their firepower enough that maybe Poe and Miranda might be able to peep in at tournaments again.
JMs can barely punch through imperial token stack as it is right now, how do you think they will fare with even less reliable offense ?
This is the issue with most nerfs: they also make the list worse vs Palp Aces (which is something the list doesn't need if it's to stay competitive).
I am curious, would you rather have one less JumpMaster - if they fixed the point cost to be in line with most of the other "fixed" ships in the game?
But let's be honest, if FFG want any list to dominate it's going to be the list that requires you to buy a Raider and a Gozanti...
FFG isn't Games Workshop. While they always put a good card in the Epic ships, they don't put all the good cards into the epic ships.
The good cards from Epic ships are:
GR-75: stressbot
CR-90: C-3P0
Raider: Emperor
Goznati: ??? Wampa? Only good with Emperor. Agent Callus?
I'm fine with the Emperor being so awesome. I mean....he's the Emperor!
Edited by heychadwick
Either they can errata:
1) simply state r4 target lock can't be used on the same attack
Or
2) deadeye is unique.
-It'll drop their firepower enough that maybe Poe and Miranda might be able to peep in at tournaments again.
JMs can barely punch through imperial token stack as it is right now, how do you think they will fare with even less reliable offense ?
This is the issue with most nerfs: they also make the list worse vs Palp Aces (which is something the list doesn't need if it's to stay competitive).
I am curious, would you rather have one less JumpMaster - if they fixed the point cost to be in line with most of the other "fixed" ships in the game?
That would be difficult to do. If you tweak the cost a little, you only prevent some versions of the Triple Jumpmasters, but not others (I saw some people do well with the list at 96 points: Deadeye,Plasma, EM, Overclocked R4, Chips and a hefty initiative bid for mirror matches). Increasing the price to the point not even that is possible (28 point base)? My first hunch would be it would see about as much play as ORS.
Also, what exactly do you mean by 'fixed' ships ?
Edited by LordBladesBut let's be honest, if FFG want any list to dominate it's going to be the list that requires you to buy a Raider and a Gozanti...
FFG isn't Games Workshop. While they always put a good card in the Epic ships, they don't put all the good cards into the epic ships.
The good cards from Epic ships are:
GR-75: stressbot
CR-90: C-3P0
Raider: Emperor
Goznati: ??? Wampa? Only good with Emperor. Agent Callus?
I'm fine with the Emperor being so awesome. I mean....he's the Emperor!
Then FFG went and put 3p0 in a tourney pack and I ask you, where's thier money grubbing?
if they fixed the point cost to be in line with most of the other "fixed" ships in the game?
The only way they could change the point cost, is by putting in some sort of required title, something that says "Contracted Scout must equip this title" Which would mean you couldn't use the Punishing One title on those ships.
The only way they could change the point cost, is by putting in some sort of required title, something that says "Contracted Scout must equip this title" Which would mean you couldn't use the Punishing One title on those ships.if they fixed the point cost to be in line with most of the other "fixed" ships in the game?
Won't work. You can't use it in tournaments if you don't own the card ![]()
Won't work. You can't use it in tournaments if you don't own the card
That's a good point. But they will not errata cost, so some sort of card is the only way they would change the price of the ship.
But let's be honest, if FFG want any list to dominate it's going to be the list that requires you to buy a Raider and a Gozanti...
FFG isn't Games Workshop. While they always put a good card in the Epic ships, they don't put all the good cards into the epic ships.
The good cards from Epic ships are:
GR-75: stressbot
CR-90: C-3P0
Raider: Emperor
Goznati: ??? Wampa? Only good with Emperor. Agent Callus?
I'm fine with the Emperor being so awesome. I mean....he's the Emperor!
Raider also has the TIE/ad fixes don't forget. And Wes is in the GR75 and he's a BIG player right now.
I don't think U-boats needs to be changed at all. It's not that broken.
I am curious, would you rather have one less JumpMaster - if they fixed the point cost to be in line with most of the other "fixed" ships in the game?
The cost of the Contracted Scout is not the problem. The problem is the efficiency of heavily modified ordnance (often target lock, Guidance Chips, and potentially the Proton Torpedoes effect), in conjunction with Deadeye allowing you to defer choosing your target until your ship activates in the Combat phase.
The problem is the interaction of Deadeye with R4 Agromech, or to a lesser extent with Overclocked R4. If Deadeye were unique, we would not see triple JumpMaster lists. If Contracted Scouts lacked the elite slot, we'd rarely see them at all except for the occasional BumpMaster (minus Intimidation). If the salvaged astromech slot had been attached to the Punishing One title rather than the ship itself, I think we'd see at least fewer torpedo boats (although Deadeye + Recon Specialist would still be an option, especially in conjunction with Plasma Torpedoes).
But let's be honest, if FFG want any list to dominate it's going to be the list that requires you to buy a Raider and a Gozanti...
FFG isn't Games Workshop. While they always put a good card in the Epic ships, they don't put all the good cards into the epic ships.
The good cards from Epic ships are:
GR-75: stressbot
CR-90: C-3P0
Raider: Emperor
Goznati: ??? Wampa? Only good with Emperor. Agent Callus?
I'm fine with the Emperor being so awesome. I mean....he's the Emperor!
Raider also has the TIE/ad fixes don't forget. And Wes is in the GR75 and he's a BIG player right now.
Ah, yes the X1 fix is good. I'll grant you that, but I wouldn't say it lets you "dominate".
Wes was not so big when he came out. I think he's incidentially good now, but not necessarily built to dominate.
IMO, the poblem isn't finding Rebel counters to triple scout, but finding Rebel counters that also do well vs. Palp Aces.
This.
The Rebel Aces that kept the Palp Aces in check are Bantha fodder now. The Jumpmasters have gaping weaknesses to exploit, but making a list that exploits them without itself becoming unbalanced in other matchups is extremely difficult.
I think if someone put a gun to my head and forced me to play Rebels right now I would be on Dash/Ghost, and probably put Reinforced Deflectors on Ghost.
I've been playing a Rebel squad with great success and have won out against a few different Pal Ace builds and the tripple Scouts without too much trouble.
Wedge Antilles (32)
BB-8 (2), Veteran Instincts (1), Integrated Astromech (0)
Poe Dameron (PS8 Version) (37)
R5-P9 (3), Veteran Instincts (1), Autothrusters (2)
Red Squadron Veteran (31)
R3-A2 (2), Predator (3), Integrated Astromech (0)
There is room to change this around too depending on your meta. And when the PS 9 version of Poe comes out there will be even more room to change.
I originally flew Wedge with R2-D2 and Red Vet with Wired (rather than Predator). I found Keeping Wedge from being shot at all (w/BB-8) was better than predictable movements and 1 shield health regin.
For more maneuverability, Wedge can be replaced with Ello Asty, but I have found that be best defense is a good offense. Dead ships can't shoot back.
I am curious, would you rather have one less JumpMaster - if they fixed the point cost to be in line with most of the other "fixed" ships in the game?
The cost of the Contracted Scout is not the problem.
Eminently arguable. If the scout had been 27 or 29 instead of 25 you would only have been able to get two fully loaded scouts into a list, and the alpha strike would have been nowhere near as devastating.
Even as it is you have to find a compromise somewhere to get three in a list - just not quite enough of one, perhaps.
I've been playing a Rebel squad with great success and have won out against a few different Pal Ace builds and the tripple Scouts without too much trouble.
Wedge Antilles (32)
BB-8 (2), Veteran Instincts (1), Integrated Astromech (0)
Poe Dameron (PS8 Version) (37)
R5-P9 (3), Veteran Instincts (1), Autothrusters (2)
Red Squadron Veteran (31)
R3-A2 (2), Predator (3), Integrated Astromech (0)
There is room to change this around too depending on your meta. And when the PS 9 version of Poe comes out there will be even more room to change.
I originally flew Wedge with R2-D2 and Red Vet with Wired (rather than Predator). I found Keeping Wedge from being shot at all (w/BB-8) was better than predictable movements and 1 shield health regin.
For more maneuverability, Wedge can be replaced with Ello Asty, but I have found that be best defense is a good offense. Dead ships can't shoot back.
I am impressed with your list, your moxie and your obvious pilot skill. This should give lots of players confidence in the X-wing putting up a good fight.
I always resist whining and look at any phrase "A can't beat B" or the like as a challenge. However, I hope that FFG doesn't go the nerf route again as they did on the Phantom as I still have problems remembering that fix when I fly them and I want to issue some payback to a friend who picked factions last, haha. I find in life, rarely does retro-active alterations and complication fix much of anything.
I'd love to watch you fly the X's in a bout against the meta that has everyone nervous/anxious/pained/irritated. That would be fun!
Edited by clanofwolvesI am curious, would you rather have one less JumpMaster - if they fixed the point cost to be in line with most of the other "fixed" ships in the game?
The cost of the Contracted Scout is not the problem.
Eminently arguable. If the scout had been 27 or 29 instead of 25 you would only have been able to get two fully loaded scouts into a list, and the alpha strike would have been nowhere near as devastating.
Sure, that's true. But that would also be the case if Proton Torpedoes cost 8 points instead of 4 points, and no one is arguing that's the solution.
What I mean is that when you subtract the Deadeye-astromech-Chips-torpedo complex, it's really hard to argue that the Contracted Scout is too much of a powerhouse. There's no good counterfactual out there, since the U-boat has pushed out a lot of other potential builds, but I suspect without that set of ordnance-focused upgrades, we'd only see Dengar, the occasional Manaroo, and very rare BumpMasters.
Maybe it seems like splitting hairs, but I think locating the problem correctly is the first step to fixing it (or at least confining the damage).
What if the fabled hard counter is a weapon that hands out weapons disabled tokens?
What if the fabled hard counter is a weapon that hands out weapons disabled tokens?
Interesting, now would that would that work in the weapons upgrade card arena as Boba Fett does to a crew card?
...absolutely love your singnature box image.
What if the fabled hard counter is a weapon that hands out weapons disabled tokens?
What if it's really Attani Mindlink for Agility 3 ships that can also Evade? Maybe the counter is TPV Scyks w/ Mindlink and Mangler Cannons? 3 x TPV that way w/ Serrisu might work.
The cost of the Contracted Scout is not the problem. The problem is the efficiency of heavily modified ordnance (often target lock, Guidance Chips, and potentially the Proton Torpedoes effect), in conjunction with Deadeye allowing you to defer choosing your target until your ship activates in the Combat phase.The problem is the interaction of Deadeye with R4 Agromech, or to a lesser extent with Overclocked R4. If Deadeye were unique, we would not see triple JumpMaster lists. If Contracted Scouts lacked the elite slot, we'd rarely see them at all except for the occasional BumpMaster (minus Intimidation). If the salvaged astromech slot had been attached to the Punishing One title rather than the ship itself, I think we'd see at least fewer torpedo boats (although Deadeye + Recon Specialist would still be an option, especially in conjunction with Plasma Torpedoes).
To avoid overnerfing, we just need to find a reasonable way to put a *minor* nerf so that the 3JM list is not so appealing, but that 1 or 2 (edit: with some other companion ship, which promotes diversity) still makes sense in competitive lists.
Edited by EvantasWhat if the fabled hard counter is a weapon that hands out weapons disabled tokens?
I can see that happening two ways.
One, as you say, a weapon - an attack that works like flechette/ion weapons. This fix would be kind of stupid, as it really nerfs all low-PS munitions carriers, of which only the scout is (arguably) too strong. Also, it helps high PS ships, of which there are already too many!
Option two: something unique that allows you to take an ACTION to assign weapons disabled to your ship and an enemy ship at Range 1-2. Or something one-use that has a similar effect. That sounds dreamy because it nerfs not only the scouts, but also any other high-priced ships, of which there are too many. The meta impact would be HUGE.
However, just imagine it: a 20+ point Palob zooming in to weapons disable one ship and steal a focus token from another. Pure terror in outer space.
Edited by LesserEvil
What if the fabled hard counter is a weapon that hands out weapons disabled tokens?
What if it's really Attani Mindlink for Agility 3 ships that can also Evade? Maybe the counter is TPV Scyks w/ Mindlink and Mangler Cannons? 3 x TPV that way w/ Serrisu might work.
tbh it does work I ran 3 tpv and a sessui with manger cannons and I took out one of the uboats before it could do anything and then only had one of the uboats able to get a shot back at my squad. once you get past the initial alpha strike of the uboats I feel they lose a lot of their power.