The Semi-Jouster:
Currently I think we now have a new role type for ships in the game. These are ships that are moderately bulky, but still die under focused fire, and have usually only modest repositioning or dial tricks.
These tend to be ships that are slightly overcosted for their firepower, whether that be debilitatingly so (the list of fix ships!!) or due to other upgrades/abilities that counterbalance that.
One example I've heard is the T-70. Someone on these forums posted a primer on how to fly them, and his first point is that the T-70 isn't a jouster. It has to do some jousting, but it actually doesn't have the stats for it. You need to make up its supposedly lower jousting efficiency by actually blocking, boosting and T-rolling into positions where you have shots and they don't.
Another example is the old T-65. By definition, this should be a true jouster... Yet, due to the new meta's firepower, it doesn't have the ability to take something like 3Uboats or 7 tie swarm on head-on and win. It has to fly in at some sort of angle and make use of abilities such as Biggs.
A new one that's baffled me is the Tie-FO. It really doesn't arc dodge that much. And it can't really, cuz it needs those focuses and evades for Comm Relay, and TL for Omega Leader. Against just one ace, Omega Leader does pretty well. but, say you go up agianst 2 or 3 Khiranslkdfs, it becomes a hard match.
The non-Corran E-wing I think fits here too, but its essentially overcosted. However, I'd love to discuss with you how you'd fly the generic E-wings! You can also -3 their cost if you'd like. That's not even enough of a fix, but it starts to make them less bad. (They really should have some cool ship ability/fix AND -3 points, if you take a look at their competition now).
The primary one I want to talk about is the Tie Defender. It has moderately low amounts of repositioning. It has only one K-turn, which most experienced players will hope to block. Or an inexperienced player simply forgets to plan for and faces rocks at exactly the 4k mark (me). The hull it has also indicates it does want to sometimes just face an opponent. Yet, these can also be wiped out in an alpha strike against true jousters before the 3red dice can reliably lower the enemy's firepower, or arc dodged hard when set up versus aces.
For instance, Vessery and Ryad: what these two should do in the meta I still have no idea. While you can get Vessery to PS8 often and compete with the semi-aces, Inquisitor and Omega Leader, a lot of times, you're going to be dodged by Ps9 and 10.
The True Jouster:
By theory, I'd declare that the true jouster is a ship that primarily is aggressive in creating damage zones and flies generally straight towards an enemy, and relies extremely primarily on its overbearing firepower to tilt the game into a scenario where it can slowly pummel the opponent to death. For the definition true jouster, I'd declare these ships and within this squad configuration. The list type is important, as similar ships in different lists will not actually be true jousters.
7-8 Tie Swarm: With the caveat that this is really good for blocking, and it makes up for its low individual firepower with good blocking. (From table experience, I now believe that it requires a Regional top4-8 ability to actuate the level of blocking understanding required. Meaning, that if you're only a Store Champ, you might not be quite as good as I've now seen it done. )
3 Contracted Scouts/ 2 Scouts + 3 crew Slaver: These just have a really high raw firepower. They do not do nearly any bumping (except for the slaver), and really intend to fly at you, and blow you up.
6 Howl Crackswarm
Some Ghosts lists with high firepower, or TLT, Kanan, Biggs etc.
5 Khiraxz - This list intends to fly at you and attack, and bump.
How to??:
So, how do you fly a semi-jouster? What deployments have you seen work well? I've noticed that forms of straight engagement tend not to work very well. Bumping may not work that well either if the pilot skills are weird.
Do you take strong care to plan your k-turn/t-rolls in advance? I find that does help quite a bit.
What kind of asteroid placements have you enjoyed?
Can someone also explain how they use only BR to arc dodge? What angles do you set up? How do you set up the rocks. If you can use vassal pictures, I'd love you.