Bumpmaster?

By shaner, in X-Wing

Hey folks,

I read about this mythical creature known as the Bumpmaster. I saw one breakdown of it, but I am not sure it was correct.

Anyways, what is this Bumpmaster and how in the world does it work? What is it's function in a list? (Ace Hunter?)

Thanks

Shaner

It is essentially a Jumpmaster with Intimidation. The goal is to get something to bump and lower it's agility for the other's torps to just kill it.

I ran one at the FFG regional, it is a contracted scout kitted out for blocks. Some people like Intimidation EPT, to reduce agility, but I went with Adaptability to go down to PS2.

It also has Intelligence Agent to see where you should barrel roll, possibly Feedback Array to hurt the person you are touching, and probably Anti-Pursuit Lasers.

There are variations with Inertial Dampeners instead of Feedback Array, or Ion Projector instead of Anti-Pursuit Lasers, but the idea is the same.

Edited by AEIllingworth

Anyone else have anything to add?

Not really. Contracted Scout/Intel Agent/Intimidation/Feedback Array/APL or Ion Projector sounds right to me. Find out your opponent's move, barrel roll into their way, APL/Ion them, bugzap them. Repeat.

Edited by thespaceinvader

Okay. That "sounds" simple enough.

Anyone have much experience with this setup? Any advice??

Thanks

What do you add to a bumpmaster to fill out the squad? Other than two torpedo boats, that is...

Edited by LesserEvil

I quite like feedback and APL as it means they hump you to death.

I quite like feedback and APL as it means they hump you to death.

Appeal to rename the build to "Humpmaster"?

What do you add to a bumpmaster to fill out the squad? Other than two torpedo boats, that is...

I did up a list with one torpedo boat and one Slaver kitted out for max damage.

BUMP & GRIND

100 points

PILOTS

Contracted Scout (30)

JumpMaster 5000 (25), Intelligence Agent (1), Feedback Array (2), Anti-Pursuit Lasers (2)

Contracted Scout (36)

JumpMaster 5000 (25), Proton Torpedoes (4), Extra Munitions (2), Outlaw Tech (2), R4 Agromech (2), Deadeye (1), Guidance Chips (0)

Trandoshan Slaver (34)

YV-666 (29), 4-LOM (1), Zuckuss (1), Dengar (3)

eye_sm.png View | upload_sm.png Tweak | export_sm.png Export as XWS

Edited by shaner

What do you add to a bumpmaster to fill out the squad? Other than two torpedo boats, that is...

I ran it with two G-1As, weirdly enough. Zuckuss to flank and a pretty amazing 4-LOM. Stay On Target, Advanced Sensors, Outlaw Tech. It meant I could pick a wrong maneuver, change it to red, advance sensors and outlaw tech for double tokens, slam into my bumpmaster, and anything else the scout was touching was going to be range 1.

I like 2 with APL or Ion Projector. Your third ship should be a heavy damage dealer. Make sure to keep them staggered, use that awesome dial and be patient. This list is an anaconda. You slowly squeeze the life out of your opponent. Intel Agent is a must, make fairly minor moves and use barrel roll to cover extra ground. Intimidation, adaptability and Attani Mindlink are good EPT choices. I ran a Rebel version of this with 2400s and Jake which I loved dating back nearly a year ago. This is also just hateful to play against. People hate it. I love that.

It's an extremely annoying ship that takes up a lot of table space. If you're running higher PS arc dodgers good luck not running into 3 large bases.

Okay. That "sounds" simple enough.

Anyone have much experience with this setup? Any advice??

Thanks

It's just better to have 3 torpedo U-Boats and push the one that's most damaged/farthest out front to block.

They're already so good at blocking that running one purely to block is wasting a bunch of damage you could be doing. You have a little bit of wriggle room to put Feedback or Intel Agent on a Torpedo boat.

What I like to do is spend a bunch of focus tokens defensively with Overclocked R4 and then push that boat into my opponent's ships.

Okay. That "sounds" simple enough.

Anyone have much experience with this setup? Any advice??

Thanks

It's just better to have 3 torpedo U-Boats and push the one that's most damaged/farthest out front to block.

They're already so good at blocking that running one purely to block is wasting a bunch of damage you could be doing. You have a little bit of wriggle room to put Feedback or Intel Agent on a Torpedo boat.

What I like to do is spend a bunch of focus tokens defensively with Overclocked R4 and then push that boat into my opponent's ships.

The difficulty is that a fully loaded u boat is 34 points, 35 with a 1 point crew (which you'll usually want at least one of for Boba Fett). So two of those don't leave you room for a third at full capacity, so you're then better off with a lighter load on the third or a different ship.

My long term expectation for Scouts is that we'll see a lot fewer triple u boats and more double u boats with an extra ship.

Edited by thespaceinvader
My long term expectation for Scouts is that we'll see a lot fewer triple u boats and more double u boats with an extra ship.

Why just one extra ship? I'm thinking that two Plasma Scouts and 3 x Binayre Pirates as blockers might make for a pretty nasty list...

My long term expectation for Scouts is that we'll see a lot fewer triple u boats and more double u boats with an extra ship.

Why just one extra ship? I'm thinking that two Plasma Scouts and 3 x Binayre Pirates as blockers might make for a pretty nasty list...

Multiple other ships is fine, I guess, but fitting multiple other ships in is challenging.

A miniswarm of three zs is only really good for blocking, but a bumpmaster is probably better at blocking. And for that price, you could have a fully loaded proton scout.

Nah, I'm looking at e.g. Manaroo/Tel/N'Dru, all loaded for ordnance alpha (and Boba on Manaroo for good measure).

Yo scouts, you think you're all that? I nuke two of you, potentially to death, before you can shoot. And boba tears off your deadeye from one of them, good luck getting a shot before you die next round.

Has the weakest-ass closing ever though.

Edited by thespaceinvader

Not really. Contracted Scout/Intel Agent/Intimidation/Feedback Array/APL or Ion Projector sounds right to me. Find out your opponent's move, barrel roll into their way, APL/Ion them, bugzap them. Repeat.

And add R5-P8 while you are at it, making it suicidal for the aces to be attacking it from range to clear it out.

My advice on Bumpmaster is that although you CAN load it up on toys there's a real priority list to what's most important.

Intelligence Agent gives you the basic function of ensuring you bump so goes first. Both Intimidation and Anti-Pursuit Lasers are void if you don't bump. Intimidation works very well in conjuction with your other ships, Anti-Pursuit Lasers is better at the endgame if your Bumpmaster is the only thing left. Feedback Array is a bit of a 'nice to have' that I would consider vs R4 Agromech, and it depends on your meta - sometimes it's best to be able to roll lots of hits with your turret, sometimes they've got too many dice/autothrusters for your turret to punch through and Feedback Array is better.

However you load it, part of the appeal of the Bumpmaster is that it frees up points to both Initiative bid vs other Jumpmasters, and maybe upgrade to Boba/Proton on one of them. If you're going to Bumpmaster you HAVE to have initiative to move your ships before other Jumpmasters or your bump is completely void. DON'T OVERSPEND - you need to come in at least 98, and ideally 97 or less because a lot of Jumps will drop an Agromech to Overclocked to bid 98.

Well, I tried out the Bumpmaster yesterday. I was not all that impressed, but then again I don't believe the flying was great on my part. I'll try it a couple more times before passing judgement. Gotta say, still loving the U-Boat and NOW I am starting to love that big old pig Da Slaver!

Thanks for all the tips.

Okay. That "sounds" simple enough.

Anyone have much experience with this setup? Any advice??

Thanks

It's just better to have 3 torpedo U-Boats and push the one that's most damaged/farthest out front to block.

They're already so good at blocking that running one purely to block is wasting a bunch of damage you could be doing. You have a little bit of wriggle room to put Feedback or Intel Agent on a Torpedo boat.

What I like to do is spend a bunch of focus tokens defensively with Overclocked R4 and then push that boat into my opponent's ships.

The difficulty is that a fully loaded u boat is 34 points, 35 with a 1 point crew (which you'll usually want at least one of for Boba Fett). So two of those don't leave you room for a third at full capacity, so you're then better off with a lighter load on the third or a different ship.

My long term expectation for Scouts is that we'll see a lot fewer triple u boats and more double u boats with an extra ship.

A Scout with Deadeye, Overclocked R4, Chips, EM, and Plasmas is 32 points. With Feedback Tacked on that's only 34.

What you can do is run a U-Boat with only one torpedo and its EM replaced with Feedback for 32. Fly this one out front and after it fires off its one round (probably the only one it would get off anyways) use it as a blocker. Like I've said earlier, spend as many Overclocked R4 focuses as you want with that one, it only needs to be alive to block things.

Okay. That "sounds" simple enough.

Anyone have much experience with this setup? Any advice??

Thanks

It's just better to have 3 torpedo U-Boats and push the one that's most damaged/farthest out front to block.

They're already so good at blocking that running one purely to block is wasting a bunch of damage you could be doing. You have a little bit of wriggle room to put Feedback or Intel Agent on a Torpedo boat.

What I like to do is spend a bunch of focus tokens defensively with Overclocked R4 and then push that boat into my opponent's ships.

The difficulty is that a fully loaded u boat is 34 points, 35 with a 1 point crew (which you'll usually want at least one of for Boba Fett). So two of those don't leave you room for a third at full capacity, so you're then better off with a lighter load on the third or a different ship.

My long term expectation for Scouts is that we'll see a lot fewer triple u boats and more double u boats with an extra ship.

A Scout with Deadeye, Overclocked R4, Chips, EM, and Plasmas is 32 points. With Feedback Tacked on that's only 34.

What you can do is run a U-Boat with only one torpedo and its EM replaced with Feedback for 32. Fly this one out front and after it fires off its one round (probably the only one it would get off anyways) use it as a blocker. Like I've said earlier, spend as many Overclocked R4 focuses as you want with that one, it only needs to be alive to block things.

Most of them use r4 Agromech and Protons though, which is 34. I've not seen anywhere near as many use OCR4.

Can you use Feedback Array if you are touching that ship? I thought you had to be able to shoot, but just choose not to shoot.

Can you use Feedback Array if you are touching that ship? I thought you had to be able to shoot, but just choose not to shoot.

You absolutely can. Thats the advantage! You just skip the ability to shoot normaly, regardless of wether thats possible.

Edited by Admiral Deathrain

Does this look right?

Contracted Scout (25)
Adaptability (0)
Intelligence Agent (1)
Feedback Array (2)
Anti-Pursuit Lasers (2)

Fenn Rau (28)
Fearlessness (1)
Autothrusters (2)
Concord Dawn Protector (1)

Talonbane Cobra (28)
Push the Limit (3)
Black Market Slicer Tools (1)
Vectored Thrusters (2)
Autothrusters (2)
Engine Upgrade (4)
Vaksai (0)

Total: 97

View in Yet Another Squad Builder