Little love and praise for Triple-U-boat winners?

By IG88E, in X-Wing

And then you've got PGS with his "Palp Aces vaporizes everything on the board in one turn" talk. U-boats have 9 health, so I find it hard to see how a list with 3 ships with 3 attack dice kills one of the three U-boats before it gets to shoot in the absence of an EPT slot allowing Deadeye.

He does have a point. In order for a non-EPT scout to shoot at a Palp Ace he needs to have the ace within range 3 before the ace moved (so it can Target Lock) and then still at range 2-3 AND in arc in the combat phase (after the ace moved). Triple Scout struggles vs. Palp Aces as it is currently. Without EPT the list would be dead&buried IMO.

Yeah, and this is exactly why pilot skill is something that costs points. I find it really ironic that PGS loves to claim that pilot skill is one of the most important things in the game and then dismisses complaints that a PS3 pilot gets an EPT slot that breaks the game. And then he compares a list of 3 PS3 pilots against a list with 2 PS 8 or 9 pilots. "Whaaaaa, Soontir can pull a green hard 2, then boost and barrel roll", yeah, and then he just has a focus and no evade. So then you've got to choose to use that focus on attack or defense. Then you've got to decide whether to use Palp on attack or defense. But you can't do all of those things. And never mind the fact that there are a ton of things in the game that do undodgable damage. I've seen someone RECK Soontir by dropping a well placed bomb.

But giving a PS3 pilot an EPT that removes one of the HUGE advantages that pilot skill imparts is kind of stupid. The game mechanics were designed to make torps hard to use on a low PS pilot. For a good reason.

Yeah, you're probably not going to hit Soontir out of arc when he's focused and evaded. But that's also because he's a ship that costs over 1/3rd of your squad points and has 3 hull.

But the thing that cracks me up when PGS complains about Palp Aces is that he tries to claim that Palp Aces can perform ALL it's options in a single round when he starts complaining. Yes, Palp Aces is a powerful list, but it requires a ton of correct decision making. Triple Scouts just has to keep someone in arc (or not, it's still a PWT.....) with one of the best dials in the game, not hit an asteroid and focus. Manage that and you're usually going to get 4 hits, at least one of which is a crit.

And if you hate Palp Aces so much, wouldn't you be annoyed that triple Scouts pushed out almost all the counters to Palp Aces?

Palp needed a range limit. Not putting that in was a mistake. But I wouldn't really know because I don't ever play him, because I like having fun more than winning. And because I hate flying the Imperial Shuttle. But giving the Contracted Scout an EPT as it's built was a MUCH bigger mistake.

I don't think it's ironic. Scouts having EPT's evens the playing field against higher PS ships. So does Deadeye specifically.

Oh, sorry, Soontir /only/ gets 3 actions a turn, not 4 and Palpatine can only be used once a turn. That's completely balanced, if he could do 4 that would ruin the game. *eyeroll*

I prefer U-Boats to Palp Aces dominating, yes. So in a U-Boat dominated meta without palp aces, it would be easier to counter U-Boats without having to flood your build with obnoxious hard counter crap like Vader Crew, Feedback, and Autoblaster weapons.

It goes both ways. If all I have to worry about are U-Boats I can just bid to PS 4. If all I have to do is face Palp Aces I can just fly 7 feedback array ships. But against U-Boats I have a PS 4 list that's a good general purpose squad that only has trouble against Acewings. A list counterbuilt to Palp Aces does jack **** to things that aren't Palp Aces and you're just going to get matchup screwed all day.

But giving a PS3 pilot an EPT that removes one of the HUGE advantages that pilot skill imparts is kind of stupid. The game mechanics were designed to make torps hard to use on a low PS pilot. For a good reason.

Actually, the game mechanics were designed (with intent or by accident) to make Torps not worthwhile to use on any pilot. It took 8 waves (several of which contained Torp fix cards) to make ordnance (apart from the occasional prockets) useful and largely on a single ship.

My 2 cents regarding Palp Aces vs. U-boats ease of play:

I play both and I consider myself an average player. Good enough to accurately predict where my moves land me (I rarely bump my own ships or clip asteroids unintentionally) but bad enough I struggle to predict an opponent more than 1 move in advance.

To play AT MY LEVEL Palp Aces feels a lot easier, for a very simple reason: the way I play it, I get to do mostly reactive play. If I don't feed my opponent moves that he can easily block I can just do some move, then boost/barrel roll with full knowledge of his final position. Meanwhile, with scouts I need to play proactively: dial in my moves by predicting where my opponent is going, with no room for correction. I find the latter harder than the former.

I find the opposite actually

Playing with blockers or in this case tripple uBoats, I can look at the board state, see which ships have dmg, position of our ships, and rocks and depending if he's stressed or not, I can set my dial and usually move right where my opponent wants to go, resulting in a Bump. Playing aces on the other hand I find, while setting my dial I wonder is he going to move here or here. If I move here I may bump, but if I move here I may also bump. So which way is he going to go, or maybe he'll use his own ship to block his other ship.

Yes aces can reposition very well, but there are I find a lot more options which in turn can lead to more mistakes

But giving a PS3 pilot an EPT that removes one of the HUGE advantages that pilot skill imparts is kind of stupid. The game mechanics were designed to make torps hard to use on a low PS pilot. For a good reason.

Actually, the game mechanics were designed (with intent or by accident) to make Torps not worthwhile to use on any pilot. It took 8 waves (several of which contained Torp fix cards) to make ordnance (apart from the occasional prockets) useful and largely on a single ship.

My 2 cents regarding Palp Aces vs. U-boats ease of play:

I play both and I consider myself an average player. Good enough to accurately predict where my moves land me (I rarely bump my own ships or clip asteroids unintentionally) but bad enough I struggle to predict an opponent more than 1 move in advance.

To play AT MY LEVEL Palp Aces feels a lot easier, for a very simple reason: the way I play it, I get to do mostly reactive play. If I don't feed my opponent moves that he can easily block I can just do some move, then boost/barrel roll with full knowledge of his final position. Meanwhile, with scouts I need to play proactively: dial in my moves by predicting where my opponent is going, with no room for correction. I find the latter harder than the former.

Not bumping another ship is actually easier at lower pilot skill. At PS3, you're generally moving first (unless someone has purposely brought in low PS blockers). So when you are moving first, you know exactly where all the enemy ships are going to be when you move your ship. Much, Much easier to make that move and not bump, then take your focus for torpedoes. And even if you don't get someone into arc, you still get a shot off, because PWT.

On the other hand, while moving last is great for reactive actions like boost and barrel roll, you have to put a TON of predictive thought into where your enemy is going to move when planning your own move. One of the things that gets underplayed is that Imperial Aces don't have breaks. Did you PTL last round with Soontir? Then you have to move at least speed 2 or 3. A Soontir, or any Imperial Ace for that matter, that gets caught in traffic is not long for this world. And when you've got two or three enemy ships that might be flying into the same area that you are, you need to be really careful how you set your dial.

Basically, low PS ships make it easy not to bump, but don't let you react. For a high PS ship, everything on the map is a blocker, but you then have the option of using a reactive action knowing exactly where everyone is going to end up.

But giving a PS3 pilot an EPT that removes one of the HUGE advantages that pilot skill imparts is kind of stupid. The game mechanics were designed to make torps hard to use on a low PS pilot. For a good reason.

Actually, the game mechanics were designed (with intent or by accident) to make Torps not worthwhile to use on any pilot. It took 8 waves (several of which contained Torp fix cards) to make ordnance (apart from the occasional prockets) useful and largely on a single ship.

As a side note to this, anyone else ever wondered if Torps maybe were designed to be bad? (X-wing had to have Torps because it shot Torps in the movie, but possibly designers felt a Torp heavy dogfight would not feel Star Wars as X-Wimgs don't fire Torps at other fighters on screen so they made Torps bad).

Looking at the Proton Torp in the context of the core set, it's blatantly obvious IMO that it's bad: difficulties if acquiring a Target Lock aside, all you get from using a target lock to fire a Proton Torp vs. using it to modify x-wing's 3 dice primary is a slightly higher chance of a crit and no extra green die at range 3. Average damage is the same (2.25). To do that once per game you pay 4 points.I can't really see a game designer missing that by mistake

I can't really see a game designer missing that by mistake

You'd be surprised. :)

But giving a PS3 pilot an EPT that removes one of the HUGE advantages that pilot skill imparts is kind of stupid. The game mechanics were designed to make torps hard to use on a low PS pilot. For a good reason.

Actually, the game mechanics were designed (with intent or by accident) to make Torps not worthwhile to use on any pilot. It took 8 waves (several of which contained Torp fix cards) to make ordnance (apart from the occasional prockets) useful and largely on a single ship.

As a side note to this, anyone else ever wondered if Torps maybe were designed to be bad? (X-wing had to have Torps because it shot Torps in the movie, but possibly designers felt a Torp heavy dogfight would not feel Star Wars as X-Wimgs don't fire Torps at other fighters on screen so they made Torps bad).

Looking at the Proton Torp in the context of the core set, it's blatantly obvious IMO that it's bad: difficulties if acquiring a Target Lock aside, all you get from using a target lock to fire a Proton Torp vs. using it to modify x-wing's 3 dice primary is a slightly higher chance of a crit and no extra green die at range 3. Average damage is the same (2.25). To do that once per game you pay 4 points.I can't really see a game designer missing that by mistake

If this game wasn't point based you would see torps and missiles in a lot of builds, but I believe people just want to spend their points elsewhere to increase the efficiency of their list.

But giving a PS3 pilot an EPT that removes one of the HUGE advantages that pilot skill imparts is kind of stupid. The game mechanics were designed to make torps hard to use on a low PS pilot. For a good reason.

Actually, the game mechanics were designed (with intent or by accident) to make Torps not worthwhile to use on any pilot. It took 8 waves (several of which contained Torp fix cards) to make ordnance (apart from the occasional prockets) useful and largely on a single ship.

My 2 cents regarding Palp Aces vs. U-boats ease of play:

I play both and I consider myself an average player. Good enough to accurately predict where my moves land me (I rarely bump my own ships or clip asteroids unintentionally) but bad enough I struggle to predict an opponent more than 1 move in advance.

To play AT MY LEVEL Palp Aces feels a lot easier, for a very simple reason: the way I play it, I get to do mostly reactive play. If I don't feed my opponent moves that he can easily block I can just do some move, then boost/barrel roll with full knowledge of his final position. Meanwhile, with scouts I need to play proactively: dial in my moves by predicting where my opponent is going, with no room for correction. I find the latter harder than the former.

Not bumping another ship is actually easier at lower pilot skill. At PS3, you're generally moving first (unless someone has purposely brought in low PS blockers). So when you are moving first, you know exactly where all the enemy ships are going to be when you move your ship. Much, Much easier to make that move and not bump, then take your focus for torpedoes. And even if you don't get someone into arc, you still get a shot off, because PWT.

On the other hand, while moving last is great for reactive actions like boost and barrel roll, you have to put a TON of predictive thought into where your enemy is going to move when planning your own move. One of the things that gets underplayed is that Imperial Aces don't have breaks. Did you PTL last round with Soontir? Then you have to move at least speed 2 or 3. A Soontir, or any Imperial Ace for that matter, that gets caught in traffic is not long for this world. And when you've got two or three enemy ships that might be flying into the same area that you are, you need to be really careful how you set your dial.

Basically, low PS ships make it easy not to bump, but don't let you react. For a high PS ship, everything on the map is a blocker, but you then have the option of using a reactive action knowing exactly where everyone is going to end up.

You're seriously arguing that it takes a TON of predictive thought to play Acewings?

This is what I'm talking about. Imperial players and their obnoxious greed, Jesus Christ.

Yes, I am saying that setting your dial with the realization that literally NOTHING on the board is going to be in the same place when it's your turn to move takes a lot of predictive thought. Especially when bumping someone and not getting your action leaves your low hit point ship massively vulnerable. Explain how it doesn't. And how does this have ANYTHING to do with "Imperial players and their obnoxious greed", this same concept literally effects ALL high PS pilots equally?

Yes, I am saying that setting your dial with the realization that literally NOTHING on the board is going to be in the same place when it's your turn to move takes a lot of predictive thought. Especially when bumping someone and not getting your action leaves your low hit point ship massively vulnerable. Explain how it doesn't. And how does this have ANYTHING to do with "Imperial players and their obnoxious greed", this same concept literally effects ALL high PS pilots equally?

You know it's pretty easy to Block ships.

Especially if they are stressed and you have an idea of what their dial consists of.

Especially when your flying 2-3 large base ships that can barrel roll. Or if you have 4-6 ships that can spread out across the board. Ships like fel and coran, poe, Vader, talabane, they all have to go forward. There is no stop so if they get caught in a tight space, blocking can become quite easy. The trick is catching them there. This is, it's pretty well game over if you manage to catch fel. He only has 3 bloody hp, so Ya, he better be tough to catch. He doesn't have a pwt, or 4-6 shields in front of 5 hull.

Edited by Krynn007

But giving a PS3 pilot an EPT that removes one of the HUGE advantages that pilot skill imparts is kind of stupid. The game mechanics were designed to make torps hard to use on a low PS pilot. For a good reason.

Actually, the game mechanics were designed (with intent or by accident) to make Torps not worthwhile to use on any pilot. It took 8 waves (several of which contained Torp fix cards) to make ordnance (apart from the occasional prockets) useful and largely on a single ship.

As a side note to this, anyone else ever wondered if Torps maybe were designed to be bad? (X-wing had to have Torps because it shot Torps in the movie, but possibly designers felt a Torp heavy dogfight would not feel Star Wars as X-Wimgs don't fire Torps at other fighters on screen so they made Torps bad).

Looking at the Proton Torp in the context of the core set, it's blatantly obvious IMO that it's bad: difficulties if acquiring a Target Lock aside, all you get from using a target lock to fire a Proton Torp vs. using it to modify x-wing's 3 dice primary is a slightly higher chance of a crit and no extra green die at range 3. Average damage is the same (2.25). To do that once per game you pay 4 points.I can't really see a game designer missing that by mistake

If this game wasn't point based you would see torps and missiles in a lot of builds, but I believe people just want to spend their points elsewhere to increase the efficiency of their list.

You shut your mouth if you're going to talk like that.

But giving a PS3 pilot an EPT that removes one of the HUGE advantages that pilot skill imparts is kind of stupid. The game mechanics were designed to make torps hard to use on a low PS pilot. For a good reason.

Actually, the game mechanics were designed (with intent or by accident) to make Torps not worthwhile to use on any pilot. It took 8 waves (several of which contained Torp fix cards) to make ordnance (apart from the occasional prockets) useful and largely on a single ship.

As a side note to this, anyone else ever wondered if Torps maybe were designed to be bad? (X-wing had to have Torps because it shot Torps in the movie, but possibly designers felt a Torp heavy dogfight would not feel Star Wars as X-Wimgs don't fire Torps at other fighters on screen so they made Torps bad).

Looking at the Proton Torp in the context of the core set, it's blatantly obvious IMO that it's bad: difficulties if acquiring a Target Lock aside, all you get from using a target lock to fire a Proton Torp vs. using it to modify x-wing's 3 dice primary is a slightly higher chance of a crit and no extra green die at range 3. Average damage is the same (2.25). To do that once per game you pay 4 points.I can't really see a game designer missing that by mistake

If this game wasn't point based you would see torps and missiles in a lot of builds, but I believe people just want to spend their points elsewhere to increase the efficiency of their list.

You shut your mouth if you're going to talk like that.

Age of Sig-Wing!

But giving a PS3 pilot an EPT that removes one of the HUGE advantages that pilot skill imparts is kind of stupid. The game mechanics were designed to make torps hard to use on a low PS pilot. For a good reason.

Actually, the game mechanics were designed (with intent or by accident) to make Torps not worthwhile to use on any pilot. It took 8 waves (several of which contained Torp fix cards) to make ordnance (apart from the occasional prockets) useful and largely on a single ship.

As a side note to this, anyone else ever wondered if Torps maybe were designed to be bad? (X-wing had to have Torps because it shot Torps in the movie, but possibly designers felt a Torp heavy dogfight would not feel Star Wars as X-Wimgs don't fire Torps at other fighters on screen so they made Torps bad).

Looking at the Proton Torp in the context of the core set, it's blatantly obvious IMO that it's bad: difficulties if acquiring a Target Lock aside, all you get from using a target lock to fire a Proton Torp vs. using it to modify x-wing's 3 dice primary is a slightly higher chance of a crit and no extra green die at range 3. Average damage is the same (2.25). To do that once per game you pay 4 points.I can't really see a game designer missing that by mistake

If this game wasn't point based you would see torps and missiles in a lot of builds, but I believe people just want to spend their points elsewhere to increase the efficiency of their list.

You shut your mouth if you're going to talk like that.

Age of Sig-Wing!

What?! Beard rules for X-Wing?!

When you field Lukeskywalter Vadersonne you may chop off your right hand with a laser sword, if you do, treat all T-65s as being "Fixed".

edit: Until the end of the round.

Edited by Darkcloak

That's true, but it wasnt my first time seeing them, and we both know whats going to happen

I mean we are pretty experienced.

We're not the best by any means, but we play a lot, and usually do well in competitive events.

Once they get close that's three large bases that can barrel roll and with asteroids, can really leave you little to no room to get around

The results on a first time use though lol.

We both hate the list but now I think he's considering using them because well why not.

If he can get resultslike that after one game, then imagine after 20

It's not an easy list to defeat with a phantom that's for sure. No autothrusters to save Ya, and even out of arc shots, dice are going to fall eventually.

Whisper can shrug off one Torpedo, but two or three is tough.

I would have won That second game if it wasn't for that debris though, and that was not easy.

I actually find Whisper to be really good against them. You can control range to set up a range 3 exchange against one uboat, with palp and evade you should be able to take minimal damage. Then zoom into range 1 and start hitting them with 5 dice. Whisper doesn't care as much when she bumps (as long as she gets a shot, plus it's one less attack coming at her). I generally run Whisper (VI, FCS, ACD) with the 31pt Inquisitor and a Palp Shuttle.

That's true, but it wasnt my first time seeing them, and we both know whats going to happen

I mean we are pretty experienced.

We're not the best by any means, but we play a lot, and usually do well in competitive events.

Once they get close that's three large bases that can barrel roll and with asteroids, can really leave you little to no room to get around

The results on a first time use though lol.

We both hate the list but now I think he's considering using them because well why not.

If he can get resultslike that after one game, then imagine after 20

It's not an easy list to defeat with a phantom that's for sure. No autothrusters to save Ya, and even out of arc shots, dice are going to fall eventually.

Whisper can shrug off one Torpedo, but two or three is tough.

I would have won That second game if it wasn't for that debris though, and that was not easy.

I actually find Whisper to be really good against them. You can control range to set up a range 3 exchange against one uboat, with palp and evade you should be able to take minimal damage. Then zoom into range 1 and start hitting them with 5 dice. Whisper doesn't care as much when she bumps (as long as she gets a shot, plus it's one less attack coming at her). I generally run Whisper (VI, FCS, ACD) with the 31pt Inquisitor and a Palp Shuttle.

Plus I believe you dont have int bid, and I like to keep my bid at 99

Like I said, my first game using whisper I lost bad, but gave me enough insight for the second which I was winning, and looking back (since we were timing it) had I looked at the timer see where we were at, I'd probably fly away instead of going in for a kill and clip that debris which cost me the game, and I would have won.

Hoping get some more in tonight with friends

That's true, but it wasnt my first time seeing them, and we both know whats going to happen

I mean we are pretty experienced.

We're not the best by any means, but we play a lot, and usually do well in competitive events.

Once they get close that's three large bases that can barrel roll and with asteroids, can really leave you little to no room to get around

The results on a first time use though lol.

We both hate the list but now I think he's considering using them because well why not.

If he can get resultslike that after one game, then imagine after 20

It's not an easy list to defeat with a phantom that's for sure. No autothrusters to save Ya, and even out of arc shots, dice are going to fall eventually.

Whisper can shrug off one Torpedo, but two or three is tough.

I would have won That second game if it wasn't for that debris though, and that was not easy.

I actually find Whisper to be really good against them. You can control range to set up a range 3 exchange against one uboat, with palp and evade you should be able to take minimal damage. Then zoom into range 1 and start hitting them with 5 dice. Whisper doesn't care as much when she bumps (as long as she gets a shot, plus it's one less attack coming at her). I generally run Whisper (VI, FCS, ACD) with the 31pt Inquisitor and a Palp Shuttle.

I've considered that actually but Kallus helps with that mini focus action, regardless if you lose your action or not.

Plus I believe you dont have int bid, and I like to keep my bid at 99

Like I said, my first game using whisper I lost bad, but gave me enough insight for the second which I was winning, and looking back (since we were timing it) had I looked at the timer see where we were at, I'd probably fly away instead of going in for a kill and clip that debris which cost me the game, and I would have won.

Hoping get some more in tonight with friends

It's definitely not an easy win. It will be a battle with 2 experienced players. Asteroid setup and initial approaches are huge against Jumpmasters.

In my list you only have room for Palp or Kallus. I really like Kallus, the card can make a huge difference going up against PS10+ ships. Palp is just much better, and he should be for 4x the cost. You could also replace FCS with Kallus, which I don't think is a good idea.

The list is:

Whisper + VI + ACD + FCS

Inquisitor + PTL + V1 + AT

OGP + Palp

99pts

The other list I tested was with Omega Leader instead of the shuttle to give Whisper Kallus:

Whisper + VI + ACD + FCS + Kallus

Inquisitor + PTL + V1 + AT

Omega Leader + Juke + Comm Relay

98pts

After testing, I found the shuttle much more effective in the early game. It can take and dish out much more damage, block and obviously carry Palp. Omega Leader is underwhelming until you get him against 1 or maybe 2 ships.

If you want Whisper, Inquisitor and Palpatine then you don't have many choices in list building. It basically built itself. I find the Inquisitor and Whisper compliment each other very well, with different strengths and weaknesses.

That's true, but it wasnt my first time seeing them, and we both know whats going to happen

I mean we are pretty experienced.

We're not the best by any means, but we play a lot, and usually do well in competitive events.

Once they get close that's three large bases that can barrel roll and with asteroids, can really leave you little to no room to get around

The results on a first time use though lol.

We both hate the list but now I think he's considering using them because well why not.

If he can get resultslike that after one game, then imagine after 20

It's not an easy list to defeat with a phantom that's for sure. No autothrusters to save Ya, and even out of arc shots, dice are going to fall eventually.

Whisper can shrug off one Torpedo, but two or three is tough.

I would have won That second game if it wasn't for that debris though, and that was not easy.

I actually find Whisper to be really good against them. You can control range to set up a range 3 exchange against one uboat, with palp and evade you should be able to take minimal damage. Then zoom into range 1 and start hitting them with 5 dice. Whisper doesn't care as much when she bumps (as long as she gets a shot, plus it's one less attack coming at her). I generally run Whisper (VI, FCS, ACD) with the 31pt Inquisitor and a Palp Shuttle.

I've considered that actually but Kallus helps with that mini focus action, regardless if you lose your action or not.

Plus I believe you dont have int bid, and I like to keep my bid at 99

Like I said, my first game using whisper I lost bad, but gave me enough insight for the second which I was winning, and looking back (since we were timing it) had I looked at the timer see where we were at, I'd probably fly away instead of going in for a kill and clip that debris which cost me the game, and I would have won.

Hoping get some more in tonight with friends

It's definitely not an easy win. It will be a battle with 2 experienced players. Asteroid setup and initial approaches are huge against Jumpmasters.

In my list you only have room for Palp or Kallus. I really like Kallus, the card can make a huge difference going up against PS10+ ships. Palp is just much better, and he should be for 4x the cost. You could also replace FCS with Kallus, which I don't think is a good idea.

The list is:

Whisper + VI + ACD + FCS

Inquisitor + PTL + V1 + AT

OGP + Palp

99pts

The other list I tested was with Omega Leader instead of the shuttle to give Whisper Kallus:

Whisper + VI + ACD + FCS + Kallus

Inquisitor + PTL + V1 + AT

Omega Leader + Juke + Comm Relay

98pts

After testing, I found the shuttle much more effective in the early game. It can take and dish out much more damage, block and obviously carry Palp. Omega Leader is underwhelming until you get him against 1 or maybe 2 ships.

If you want Whisper, Inquisitor and Palpatine then you don't have many choices in list building. It basically built itself. I find the Inquisitor and Whisper compliment each other very well, with different strengths and weaknesses.

I know omega doesn't do much dmg but is real annoying, and in some games I found I didn't get much use from Kallus. I also like the idea of having one ship with autothrusters since uBoats is just more pwt in the playing field.

I'll give it a go, not tonight but maybe next game after that

Edited by Krynn007

I've just read through this entire thread, and registered just so I could post.

I'm taking 3 JumpMasters to my local Regional in two days. I'm doing it because I had the cards I needed (but one) to build the list as I wanted (2 torp boats and a BumpMaster). I tried it out a few times with different builds until I settled on the one I wanted, after playing a few different builds.

Given my lack of experience with this game, it is my most optimal decision. I also looked at various PalpAces builds, but lacking a Shuttle or a Raider it was a lot cheaper to buy two more JM5ks. And if I already had the things needed for PalpAces? I still would have played UBoats. I would have needed a LOT more practice to play PalpAces with any success in a Regional.

***

Someone mentioned how it was bad the JM5K has two torps, a crew, a salvaged astro, an illicit, an EPT, a mod, and a Title; and how that was bad. I agree. It needs a System Upgrade slot as well. :P