4 Y-wings might be the key to kill 3 Jumpmaster

By JimbonX, in X-Wing

I like rebels period. Overall, rebels sucks for been overpriced and can't have that many upgrades.

I been thinking a lot on "How can Rebels give of a lot of fire power yet at low cost as possible?". Y-wings might be the answer.

I have invested a lot of time and money on getting 4 Y-wings with Dorsal and titel - right now, I lack just 1 Y-wing.

The list looks like this:

Grey Squadron x 4. All are equiped with Title, Dorsal Turret (3p), Flechette Torpedo (2p) and Guidence Chip (0p) - that's 25p x 4.

The key is to get all for Y-wings to focus on 1 Jumpmaster at a time. If all 4 Y-wing has 1 Jumpmaster in it's firing arc, a lot of damage can be done.

If 4 Y-wings are at range 3 to 1 Jumpmaster, in fire arc... Y-wings will be able to use target lock and use Flechette torpedoes. 4 x flechette will let you roll 12 dice. 1 hit is a garantuee thanks to Guidence Chip. Hopefully, Jumpmaster will go down on one 1 round. At range 2, Y-wing will combo with primary and dorsal. In total it will let you roll 16 dices (4 dice for each Y-wing, 2*2) - range 1, 24 dice. (6 dice for each Y-wing, 3*2).

If you play with 4 Hired Gun (Scum Y-wing), you could try with 4 x R4 Agromech. Stay at range 3 from just 1 jumpmaster, to spend focus and get target lock. Save the target lock. Next round, the one jumpmaster with target lock on, get to range 1 or 2. Add 1 focus. First attack, primary, spend target lock if you get 0 or 1 hit. Spend focus to get a new target lock. 2nd attack "dorsal". Do the same thing accept can't spend focus.

The trick to this is the bit where you repeatedly say you're going to keep four slow, unmanoeuvrable ships at a certain range of just one of three of the more manoeuvrable ships in the game.

Talking about thie most difficult bit of engaging jumpmasters as if it's trivial makes the rest of your discussion a lot less relevant - 4 TLT/BTL golds can talk down all three JMs easily if they can stay out of their arcs, but saying that true fact doesn't make it possible for them to do so.

Edited by thespaceinvader

It could work. Flechette torpedoes are not particularly efficient since they only roll 3 attack dice (same as an X-wing) and U-boats have 5 hull which means they do not receive extra stress. If you can find the extra points, plasma torpedoes will be a lot better. 4 Attack dice and you can be pretty confident that 1 hit will completely strip a Scout's shields.

If you are certain you will be facing triple U-boats, such a list could work quite well. The trouble is that against many other lists it will perform poorly. High agility Aces will outmaneuver the slow Y-wings and ships with Autothrusters will not not worry much about dorsal turrets. "Palp-Aces" in particular would be very hard to beat with this list.

Rebels have some good ships and Y-wings make decent ordnance boats. The problem is that Rebels struggle to put together a list that performs well against all-comers.

And then you loose against most other lists

TIE Phantoms might be the key to killing Fat Han. :lol:

TIE Swarm will stop the Phantom Menace. :P

This is a solid list against JM5Ks. Loses to my Bomber list, but what doesn't? :P

The problem is that to be successfull you need a list that deals with both Scouts and Palp-Aces (like my Bombers), which is where I see this list struggle because of the TL restriction. Sure, Flechettes are great when you land them, but thats a really hard thing to do consistently, especially when there is still 1-2 other aces and a shuttle pounding you.

If you want to deal with U-boats as well as other threats, I think you need 3 elements.

1. Something to mess up their token generation (U-boats and Aces both rely heavily on this).

2. An Ace of your own to tangle with theirs.

3. Something to keep elements 1 & 2 alive long enough to do their job.

Wes, Biggs and Corran won the Utah Regionals and I think this is a good basis for a list. Wes strips tokens from the target. Corran is pretty nasty in his own right and Biggs keeps his buddies alive long enough to take down the enemy. I prefer Poe myself as my Ace so with that in mind, here is a suggested list.

34 Wes Janson (29), VI (1), R3-A2 (2), Flechette Torpedoes (2), Integrated Astromech (0)

40 Poe Dameron (31), VI (1), R5-P9 (3), Plasma torpedoes (3), Autothrusters (2)

26 Biggs Darklighter (25), R4-D6 (1), Integrated Astromech (0)

100 Total

Flechette torpedoes and R3-A2 gives Wes the chance to double-stress a target which means it won't be firing any ordnance for a while and this will affect even Soontir Fel (who really doesn't like multiple stress tokens). Poe is always good. Plasma torps help him strip heavily shielded targets or ditch them for an initiative bid. Biggs is everyone's favourite bullet-catcher and will keep his buddies flying.

This list should do well against U-boats as well as Palp-Aces as it has the tools to deal with multiple targets.

Edited by Karhedron

If you want to deal with U-boats as well as other threats, I think you need 3 elements.

1. Something to mess up their token generation (U-boats and Aces both rely heavily on this).

2. And Ace of your own to tangle with theirs.

3. Something to keep elements 1 & 2 alive long enough to do their job.

Wes, Biggs and Corran won the Utah Regionals and I think this is a good basis for a list. Wes strips tokens from the target. Corran is pretty nasty in his own right and Biggs keeps his buddies alive long enough to take down the enemy. I prefer Poe myself as my Ace so with that in mind, here is a suggested list.

34 Wes Janson (29), VI (1), R3-A2 (2), Flechette Torpedoes (2), Integrated Astromech (0)

40 Poe Dameron (31), VI (1), R5-P9 (3), Plasma torpedoes (3), Autothrusters (2)

26 Biggs Darklighter (25), R4-D6 (1), Integrated Astromech (0)

100 Total

Flechette torpedoes and R3-A2 gives Wes the chance to double-stress a target which means it won't be firing any ordnance for a while and this will affect even Soontir Fel (who really doesn't like multiple stress tokens). Poe is always good. Plasma torps help him strip heavily shielded targets or ditch them for an initiative bid. Biggs is everyone's favourite bullet-catcher and will keep his buddies flying.

This list should do well against U-boats as well as Palp-Aces as it has the tools to deal with multiple targets.

Flechette Torps will only stress targets with 4 or less hull value, so no double stressd JMs. Just to note.

Flechette Torps will only stress targets with 4 or less hull value, so no double stressd JMs. Just to note.

:D

You're also extremely unlikely to kill a jumpmaster with 4 flechette torpedoes.

You're also extremely unlikely to kill a jumpmaster with 4 flechette torpedoes.

I agree. The consensus is that you need twelve modified red dice to drop a jumpmaster in a single turn. Whilst you have the dice, the guidance chip on its own may not cut it. You need twelve consistent hits and that is why two X and two B wings aren't sweeping the tables. Well, not since wave 4 anyway.

You could do 4 grey auto blaster turret and plasma torp with GC

However I much prefer the look of kahedrons list above or the Utah winner.

However I much prefer the look of kahedrons list above or the Utah winner.

Thanks, I think that including some form of control element in Rebel squads is going to be increasingly important going forward. Rebels struggle to compete with Imps or Scum on the basis of dice alone. Swarms of various flavours out-dice us, Palp-Aces are slippery and almost immune to bad luck. Scum has incredible action economy and some nasty cheap crew. Our most recent power builds (Quad TLT and Regen) both suffer badly to U-boats as the alpha strike undermines them.

So if we cannot compete directly, we need to look at cards and tactics to counter these advantages. Wes excels here but he is not the only option. For the same points, you can buy 2 Chaardan Prototype A-wings which make great blockers. Blocking is hard because it is not an automatic ability and needs quite a bit of practice to get working in any consistent fashion. But each A-wing can block a U-boat costing more than twice their points and effectively shut-down their signature trick. Give them Autothrusters and they will also be virtually immune to their turrets as well.

The "Black One" title in the forthcoming HOTR pack also plays into this line although it doesn't do much to stop Deadeye. My guess is that we will see more spoiler cards like this in future. There are a couple of EPTs in HOTR that look like they might work in this way.

Tournaments can be tough as building lists that can deal with both U-boats and Palp Aces is not easy but Utah shows it can be done. Now lets see what other tools we can find at the bottom of the box to restore peace and freedom of the Galaxy. ;)

Edited by Karhedron

The key to jumpmasters is and always will be volume of dice above ps4.

(100)

Lieutenant Blount (19) - Z-95 Headhunter

Veteran Instincts (1), XX-23 S-Thread Tracers (1)

Tala Squadron Pilot (17) - Z-95 Headhunter

Concussion Missiles (4), Guidance Chips (0)

Tala Squadron Pilot (17) - Z-95 Headhunter

Concussion Missiles (4), Guidance Chips (0)

Tala Squadron Pilot (18) - Z-95 Headhunter

Homing Missiles (5), Guidance Chips (0)

Gray Squadron Pilot (29) - Y-Wing

Autoblaster Turret (2), Plasma Torpedoes (3), Extra Munitions (2), R2-D6 (1), Guidance Chips (0), Crack Shot (1)

Your grey idea is close, but you need more. 16 red dice, plenty of mods, crackshot to ensure hits, autoblaster to keep aces honest.

Never lost to scouts, and made the cut at Atlanta.

Edited by nikk whyte

Gray Squadron Pilot (20)

- Plasma Torpedoes (3)

- Extra Munitions (2)

- Guidance Chips (0)

x4

I would totally run that against U-boats.

Gray Squadron Pilot (20)

- Plasma Torpedoes (3)

- Extra Munitions (2)

- Guidance Chips (0)

x4

I would totally run that against U-boats.

I feel like that would work ok.

Not sure on its other matchups.

One key thing to point out is the statement:

"1 hit is a garantuee thanks to Guidence Chip."

Guidance chip will guarantee one die changed to a hit, but you may roll all blanks and focuses with no other ability to modify.

It's possible that the Jumpmasters could completely evade the attack or mitigate enough damage to the point where you initial strike does only minimal damage to one ship.

The primary failure of the list is that Jumpmasters roll 2 evade dice versus only 1 with the Y-wings, and the likelihood of the Jumpmasters applying damage with Proton torps is much greater than with Flechettes. The Jumpmasters could melt one Ywing in the first turn and possibly damage another, while the Ywings may end up with just the shields off of one Jumpmaster.

Gray Squadron Pilot (20)

- Plasma Torpedoes (3)

- Extra Munitions (2)

- Guidance Chips (0)

x4

I would totally run that against U-boats.

I feel like that would work ok.

Not sure on its other matchups.

You have it in reverse... 3JM5k beats 4TLT nearly every time.

The key to jumpmasters is and always will be volume of dice above ps4.

(100)

Lieutenant Blount (19) - Z-95 Headhunter

Veteran Instincts (1), XX-23 S-Thread Tracers (1)

Tala Squadron Pilot (17) - Z-95 Headhunter

Concussion Missiles (4), Guidance Chips (0)

Tala Squadron Pilot (17) - Z-95 Headhunter

Concussion Missiles (4), Guidance Chips (0)

Tala Squadron Pilot (18) - Z-95 Headhunter

Homing Missiles (5), Guidance Chips (0)

Gray Squadron Pilot (29) - Y-Wing

Autoblaster Turret (2), Plasma Torpedoes (3), Extra Munitions (2), R2-D6 (1), Guidance Chips (0), Crack Shot (1)

Your grey idea is close, but you need more. 16 red dice, plenty of mods, crackshot to ensure hits, autoblaster to keep aces honest.

Never lost to scouts, and made the cut at Atlanta.

Like this, a lot. Lo-tech and clean, with a nice kicker on the Y. Ever face 5-A wings with this?

The key to jumpmasters is and always will be volume of dice above ps4.

(100)

Lieutenant Blount (19) - Z-95 Headhunter

Veteran Instincts (1), XX-23 S-Thread Tracers (1)

Tala Squadron Pilot (17) - Z-95 Headhunter

Concussion Missiles (4), Guidance Chips (0)

Tala Squadron Pilot (17) - Z-95 Headhunter

Concussion Missiles (4), Guidance Chips (0)

Tala Squadron Pilot (18) - Z-95 Headhunter

Homing Missiles (5), Guidance Chips (0)

Gray Squadron Pilot (29) - Y-Wing

Autoblaster Turret (2), Plasma Torpedoes (3), Extra Munitions (2), R2-D6 (1), Guidance Chips (0), Crack Shot (1)

Your grey idea is close, but you need more. 16 red dice, plenty of mods, crackshot to ensure hits, autoblaster to keep aces honest.

Never lost to scouts, and made the cut at Atlanta.

Like this, a lot. Lo-tech and clean, with a nice kicker on the Y. Ever face 5-A wings with this?

Haven't yet, but if my experience against the Crackswarm tells me anything, it's an average matchup at best.

This list is really good at surgical strikes against a single high priority target, with just a little bit of flexibility in the homing missile and second plasma shot. Against more than 3-4 ships, the tracer strike loses some effectiveness, as those locks may go unspent.

In those cases, I try to manually set the homing missile, since it's the "easiest" to get off.

Many lists could be created to take on and beat the Triple Scouts. Key is, to fly a list that can hold its own against many different types of lists. A few ideas:

Tansarli Vet+Juke+title+Tractor Beam

Guri+Predator

Latts+HLC+K4 (or Weapons Engineer)

With the left over 2 points you can give Guri Autothrusters or Latts Bosk. This list is effective with Tansarli and Latts taking away green dice and Guri and Latts hitting HARD. Every round your opponents spends shooting at the Scyk is a win for your heavy hitters.

Just can't bring yourself to fly a Scyk? Fine:

Gand Findsman+Juke+title+Tractor Beam

Guri+Predator

Latts+Weapons Engineer+K4

Here you are giving up the HLC, but gaining another hardy ship. The G-1A is not reliant on the cannon, and fires a mean three red dice out of its primary.

Both of these lists are easy to fly and will cause problems for PS 4 and bellow lists.

You have it in reverse... 3JM5k beats 4TLT nearly every time.

So...you didn't read the OP at all?

Many lists could be created to take on and beat the Triple Scouts. Key is, to fly a list that can hold its own against many different types of lists. A few ideas:

Tansarli Vet+Juke+title+Tractor Beam

Guri+Predator

Latts+HLC+K4 (or Weapons Engineer)

With the left over 2 points you can give Guri Autothrusters or Latts Bosk. This list is effective with Tansarli and Latts taking away green dice and Guri and Latts hitting HARD. Every round your opponents spends shooting at the Scyk is a win for your heavy hitters.

Just can't bring yourself to fly a Scyk? Fine:

Gand Findsman+Juke+title+Tractor Beam

Guri+Predator

Latts+Weapons Engineer+K4

Here you are giving up the HLC, but gaining another hardy ship. The G-1A is not reliant on the cannon, and fires a mean three red dice out of its primary.

Both of these lists are easy to fly and will cause problems for PS 4 and bellow lists.

Edited by nikk whyte

Many lists could be created to take on and beat the Triple Scouts. Key is, to fly a list that can hold its own against many different types of lists. A few ideas:

Tansarli Vet+Juke+title+Tractor Beam

Guri+Predator

Latts+HLC+K4 (or Weapons Engineer)

With the left over 2 points you can give Guri Autothrusters or Latts Bosk. This list is effective with Tansarli and Latts taking away green dice and Guri and Latts hitting HARD. Every round your opponents spends shooting at the Scyk is a win for your heavy hitters.

Just can't bring yourself to fly a Scyk? Fine:

Gand Findsman+Juke+title+Tractor Beam

Guri+Predator

Latts+Weapons Engineer+K4

Here you are giving up the HLC, but gaining another hardy ship. The G-1A is not reliant on the cannon, and fires a mean three red dice out of its primary.

Both of these lists are easy to fly and will cause problems for PS 4 and bellow lists.

Neither of these lists is killing a scout before it fires.

ANd both of them are probably losing a ship in the first volley, the Scyk in the case of the former and the Findsman in the case of the latter - it takes two JM5K 4-hit torps to kill either ship on average (a ~80% chance f death in two torps in each case IIRC, albeit the evade tokens improve the survivability a bit)...

Edited by thespaceinvader