Do we really need more Tactical Jammers?

By DirbYh, in X-Wing

The Shadow Caster comes with two of them. Alex Davy just said in his last interview on the Scum and Villainy podcast that they are not all that effective. Maybe some crazy new meta that uses them will develop in the next wave, but I just don't see how.

we don't need any tactical jammers

this is what we call filler unless something comes up that makes obstruction worthwhile (ie, not green dice related)

but then you can just kill the obstructing ship, eh?

Only use I've seen is Ghost/Biggs. I'm glad it's coming with at least one since I have no plans to buy a decimator, but two seems strange.

Maybe they'll Tractor Beam it on us.

well, Tactical Jammer is pretty much the only 1-2pt mod that is general in use. The others require boost, ordnance specializing, or flatout just dont help. I throw it on my large ships quite often because there really isnt any other option and i got points lying around. Usually works for me once at some point.

Really hope they add more cheap mods. I leave a lot of ships with no mod at all because the only mods that actually help are 3+ pts

Only reasons I can think of for two of these is a) there is only 1 expansion currently where you can get them, and b) there is some sort of interesting interaction available with them with a pilot or upgrade in the expansion.

But ya, a relatively uninteresting card.

My guess is that one of the Shadowcaster pilots will be an anti-Biggs: "While another friendly ship is at range 1 of you, enemies may not attack you if they could attack that ship instead." Combo that with Tactical Jammer to protect your allies.

Only reasons I can think of for two of these is a) there is only 1 expansion currently where you can get them, and b) there is some sort of interesting interaction available with them with a pilot or upgrade in the expansion.

But ya, a relatively uninteresting card.

Maybe they think we'll use it with IG-crew? Expand the two large ship scum archetype? But if you have an IG it's going to have autothrusters, so you still don't need two...

My guess is that one of the Shadowcaster pilots will be an anti-Biggs: "While another friendly ship is at range 1 of you, enemies may not attack you if they could attack that ship instead." Combo that with Tactical Jammer to protect your allies.

nah, scum's anti-biggs already exists (Xizor)

My guess is that one of the Shadowcaster pilots will be an anti-Biggs: "While another friendly ship is at range 1 of you, enemies may not attack you if they could attack that ship instead." Combo that with Tactical Jammer to protect your allies.

That would be interesting. I can see that.

I must admit my biggest disappointment with wave 9 when I looked at it was the lack of crackshot, adaptability, autothrusters and guidance chips cards.

Edited by Xerandar

I say Nerf them now so we don't need to worry about any new Meta stuff :P

I must admit my biggest disappointment with wave 9 when I looked at it was the lack of crackshot, adaptability, autothrusters and guidance chips cards.

I was a bit peeved that they didn't put Autothrusters in the Inquisitor, and now that they're giving us 6 Fang pilots rather than putting Autothrusters there either.

I have to say though, I'm gearing up to find it absolutely hilarious when they eventually re-issue Autothrusters... in Scum Aces with the StarViper fixes.

I must admit my biggest disappointment with wave 9 when I looked at it was the lack of crackshot, adaptability, autothrusters and guidance chips cards.

I was a bit peeved that they didn't put Autothrusters in the Inquisitor, and now that they're giving us 6 Fang pilots rather than putting Autothrusters there either.

I have to say though, I'm gearing up to find it absolutely hilarious when they eventually re-issue Autothrusters... in Scum Aces with the StarViper fixes.

Or never re-release it at all. Zing.

I've been trying to find a use for Tac Jammers by equipping them on a shuttle and using it to shield Redline as he bumps into the back of it and blasts away at range - the plan being that the extra green dice makes him a little less squishy and makes autothrusters worth taking

I call the list Redline's Fortress of Terror

Terrible name

haven't won a game with it yet

Make them stack!!! also for your viewing entertainment..

we don't need any tactical jammers

this is what we call filler unless something comes up that makes obstruction worthwhile (ie, not green dice related)

but then you can just kill the obstructing ship, eh?

who knows, whether they're going to make X-wing 2.0 with Ordnance dice, Ion dice, Vector dice and make obstruction worthwile :3

The problem is that even if there is a fun new use for them, why would you ever want two of them? It's not a fix card, and there is zero demand for even a single copy, let alone two. How about include either some new, useful systems, or some other useful, in demand card like Crackshot.

I was standing in a local store and I just happened to watch the closing moments of a game in which one player had Soontir with one hull and a damaged Oricunn against a last of three full-strength Jumpmaster. I was mesmerized watching the ramming attempts of Oricunn and Soontir flying skillfully beside/behing putting hits on the Jumpmaster. Believe it or not, Tactical Jammer came into play saving Soontir at least twice. Both ships survived as the Jump was ended by Soontir. Yes, it was great flying, and maybe the Jump player shouldn't of concentrated on Soontir so much, but that one card certainly mattered that one time.....so maybe one card is enough...

captain-oicunn.png tactical_jammer.png

What if there was a wave 9 errata that you can't fire ordnance at an obstructed target?

mark_hammill_hilarious_signatures_star_w

Ok here's the secret I've been keeping for a long time. This list will win worlds. :P

Outer Rim Smuggler — YT-1300 27
Leia Organa 4
Jan Ors 2
Tactical Jammer 1
Millennium Falcon 1
Ship Total: 35

Outer Rim Smuggler — YT-1300 27
Dash Rendar 2
Tactician 2
Tactical Jammer 1
Ship Total: 32

Biggs Darklighter — X-Wing 25
Proton Torpedoes 4
R2-F2 3
Integrated Astromech 0
Ship Total: 32

The idea is set up both large ships on each side of Biggs as close as possible and do 1 straight each turn (2 with Biggs to keep up). Once you're near the end of the board, have everyone do a K-Turn and discard Leia so everyone still get's their action. Dash is there so if you have to you can line up in front of some asteroids and still get your shot.

Essentially two large ships with tac-jammers and Leia are the necessary ingredients here.

You're welcome. :P :P :P

I actually used two tactical hammers once in a Chewy/Leebo list. The idea was that whichever one the opponent targeted first would shift to the back to pick up the extra green die from the other ships tactical jammer.

It worked maybe once or twice is all. :lol: Still, it wasn't a half bad list back in the day. I won with it more often than not, as I recall.

Tactical Jammers = Pajama pants with cargo pockets.

Tactical Jammers = Pajama pants with cargo pockets.

I'd like to have a pair for beer infused x-wing games!