You know what's really good against Dengaroo? Triple Jumps.
keep the faith, the FAQ didn't significantly hit Triple Jumps - they've still won EVERY UK Regional since the FAQ. And they're how you beat Dengar.
You know what's really good against Dengaroo? Triple Jumps.
keep the faith, the FAQ didn't significantly hit Triple Jumps - they've still won EVERY UK Regional since the FAQ. And they're how you beat Dengar.
It's also possible that:
-Many people are trying out Veterans s8nce they're new.
-Many FOTM JM5K players knee-jerk quit the list after FAQ. Most of them will be back if triple scouts keep winning.
Better question would be "how is it anti dengaroo"
If they have recspec, Wes can't stop the over locked chain
Biggs Darklighter + R4-D6 + Integrated AstromechWes Janson + Veteran Instincts + R3-A2 + Integrated AstromechCorran Horn + Veteran Instincts + Fire-Control System + R2-D2
Two T-65s! What is he thinking? Hasn't he heard that the T-65 is utterly broken and in need of a drastic fix? He's probably new to the game and will hopefully realize his mistake before gencon.
Biggs Darklighter + R4-D6 + Integrated Astromech
Wes Janson + Veteran Instincts + R3-A2 + Integrated Astromech
Corran Horn + Veteran Instincts + Fire-Control System + R2-D2
Two T-65s! What is he thinking? Hasn't he heard that the T-65 is utterly broken and in need of a drastic fix? He's probably new to the game and will hopefully realize his mistake before gencon.
Though I note the sarcasm, I do want to point out that Wes and Biggs are the only two t-65s that can really accomplish anything OUTSIDE OF JOUSTING
Biggs has his ability and so does Wes. While Wes has to shoot things, he doesn't actually have to rely on dice to achieve desirable results
Wes is pretty okay esp given how much scouts, aces and apparently dengaroo LOVE their focus (or evade or TL , poor omega L
)
I've just never used him after he double stressed and knocked all the modifiers off a Jan hwk supported dash only to be one shot in return
Relying on dice, specifically the t65's incredibly statistically inefficient profile, is why the X kinda sucks
The only jouster in there that I have any respect for is Tarn "dirty Harry" mison
Edited by ficklegreendiceI think it's a couple things.
1st- As has been mentioned, its a pretty basic list. It was exciting when everyone was pumped about powerful munitions, but the novelty has worn out now. Outside of that, if you've flown it once, you've flown it enough.
2nd- Vassal league is interesting. It is a mix of casual players, competitive players, hyper competitive players, and casual competitive players. I don't think any of these type of players are really looking at triple jumpmasters right now. Casual players aren't interested, competitive players are bored with it, hyper competitive players are well aware of it and know how to play it and against it and so are testing out new menaces (mainly Dengaroo and Tie Defenders), and casual competitive players would never stoop so low as to play a "net list" and are instead scrounging for a way to beat Dengaroo in inventive ways.
So, simply put, it's boring, and easy to understand, and so players are looking for something else. I think it's a similar reason that TLT Ywings fell out of favor in Wave 7 over time. People were supremely bored with it, and top level players could handle it.
Edited by Kdubbim with Budgernaut. Palpaces atleast require you to have some flight skills because if you try to joust with them they will dodge 1 attack but the 2nd or 3rd could easily get through. Uboats literally just point in the general direction the enemy is, 1fwd, barrelroll backwards, wait....wait....ok theyre in range3 fire.
So...bloody...boring...
And once you launch torps, even if you somehow managed to get all hits through, a 2 dice turret is really not very effective in the end game.
And once you launch torps, even if you somehow managed to get all hits through, a 2 dice turret is really not very effective in the end game.
Depends what you are facing. Against Tie Swarms or Palp Aces, those turrets are not going to make much of a dent. The trouble is that against rebel lists with their lower agility, those turrets can keep plinking away and they will probably win the battle of attrition. U-boats are an asymmetric threat and not just because of their wonky dials.And once you launch torps, even if you somehow managed to get all hits through, a 2 dice turret is really not very effective in the end game.
And then you see a Recspec+Lando Kanan Ghost and you become a sad panda, trading 1-2 attack dice shots with a monster
Depends what you are facing. Against Tie Swarms or Palp Aces, those turrets are not going to make much of a dent. The trouble is that against rebel lists with their lower agility, those turrets can keep plinking away and they will probably win the battle of attrition. U-boats are an asymmetric threat and not just because of their wonky dials.And once you launch torps, even if you somehow managed to get all hits through, a 2 dice turret is really not very effective in the end game.
So long as you've got two Jumpmasters you can plink down almost anything with blocking/shooting. Those turrets are much better in reality than they look on paper.
And then you see a Recspec+Lando Kanan Ghost and you become a sad panda, trading 1-2 attack dice shots with a monster
By the time the Scouts have spent their torpedoes, the Ghost should be looking distinctly the worse for wear. Remember Lando + Rec Spec means the Ghost will be limited to Greens to ditch stress making it pretty easy to block. No actions make all Kanans jedi mind tricks go away. ![]()
And then you see a Recspec+Lando Kanan Ghost and you become a sad panda, trading 1-2 attack dice shots with a monster
By the time the Scouts have spent their torpedoes, the Ghost should be looking distinctly the worse for wear. Remember Lando + Rec Spec means the Ghost will be limited to Greens to ditch stress making it pretty easy to block. No actions make all Kanans jedi mind tricks go away.
Advanced sensor says "okay, block me! I DARE YOU! I DOUBLE DARE YOU!"
good thing you can't fit Zebb inside >_>
Depends what you are facing. Against Tie Swarms or Palp Aces, those turrets are not going to make much of a dent. The trouble is that against rebel lists with their lower agility, those turrets can keep plinking away and they will probably win the battle of attrition. U-boats are an asymmetric threat and not just because of their wonky dials.And once you launch torps, even if you somehow managed to get all hits through, a 2 dice turret is really not very effective in the end game.
And then you see a Recspec+Lando Kanan Ghost and you become a sad panda, trading 1-2 attack dice shots with a monster
I fail to see how these two cards work together as Lando is an Action that assigns focus/evade , and RecSpec assigns an additional Focus token when you perform a Focus action...
Depends what you are facing. Against Tie Swarms or Palp Aces, those turrets are not going to make much of a dent. The trouble is that against rebel lists with their lower agility, those turrets can keep plinking away and they will probably win the battle of attrition. U-boats are an asymmetric threat and not just because of their wonky dials.And once you launch torps, even if you somehow managed to get all hits through, a 2 dice turret is really not very effective in the end game.
And then you see a Recspec+Lando Kanan Ghost and you become a sad panda, trading 1-2 attack dice shots with a monster
I fail to see how these two cards work together as Lando is an Action that assigns focus/evade , and RecSpec assigns an additional Focus token when you perform a Focus action...
Experimental Interface
Depends what you are facing. Against Tie Swarms or Palp Aces, those turrets are not going to make much of a dent. The trouble is that against rebel lists with their lower agility, those turrets can keep plinking away and they will probably win the battle of attrition. U-boats are an asymmetric threat and not just because of their wonky dials.And once you launch torps, even if you somehow managed to get all hits through, a 2 dice turret is really not very effective in the end game.
And then you see a Recspec+Lando Kanan Ghost and you become a sad panda, trading 1-2 attack dice shots with a monster
I fail to see how these two cards work together as Lando is an Action that assigns focus/evade , and RecSpec assigns an additional Focus token when you perform a Focus action...
Experimental Interface
Ahh, must have missed that part. Thanks for the clarification.
Biggs Darklighter + R4-D6 + Integrated Astromech
Wes Janson + Veteran Instincts + R3-A2 + Integrated Astromech
Corran Horn + Veteran Instincts + Fire-Control System + R2-D2
Two T-65s! What is he thinking? Hasn't he heard that the T-65 is utterly broken and in need of a drastic fix? He's probably new to the game and will hopefully realize his mistake before gencon.
It's important to note it was a one-off game. IE, even though it might have a nice counter to Dengaroo doesn't mean it will be a list that can also beat a lot of other lists.
Wes + Biggs + Ace seems to be a list style that has mileage (I think it one Utah a little while back). An increasing number of builds are token powered so Wes's ability to strip tokens has become equally appealing. Biggs helps to keep the important stuff alive and your Ace hammers things.
Wes + Biggs + Ace seems to be a list style that has mileage (I think it one Utah a little while back). An increasing number of builds are token powered so Wes's ability to strip tokens has become equally appealing. Biggs helps to keep the important stuff alive and your Ace hammers things.
Boredom might also be a factor in the chanting meta... just saying.