How does Palp Shuttle beat 3 Jumps?

By LagJanson, in X-Wing

Yes, the triple threat still lurks in the area. The lists I tend to fly at least have the illusion of a chance against Dengaroo and Palp-Aces... but that triple jump alpha takes such a bite and it's not that easy to make 8 points stick when firing first.

And that's why I'm scratching my head here... I've not flown a Palp shuttle so I will admit ignorance here and plead for a polite explanation to fill that knowledge gap.

So, I can see Fel dodging the first torpedo, yeah. He spends a focus and evade token and the Emperor wills a blank over, sure. Four evades vs four hits and Fel dances away. Two missiles, ok, maybe it's at range three and you get autothrusters and survive the damage. Three though?

I can see Fel dancing some arcs, but not the entire match and the Palp-Ace list doesn't have THAT much firepower. Those Jumps are going to be around a bit. And if you dodge the arc, that torpedo is still sitting there waiting for the next chance.

What am I missing? Is it something I can use in other lists?

If any list is taking 3 torps the opening round it's hard to come back from that. Ideally Fel + Inq will be at R3 of two of them. Then Fel just needs to roll 4 non-blanks over 8 dice to take 0 damage (and at least 1 non-blank per attack).

First attack, 4 hits - Fel rolls 1 non-blank, ATs a second one, Evade Tokens a 3rd, Palp's a 4th

Second attack, 4 hits - Fell rolls 3 non-blanks, ATs the 4th one

Seeing that he has a 5/8 chance on each die to roll a non-blank, you're in pretty good shape to not take any damage. He's also got the two focuses so he can spend those as needed. From there, you should never be in arc, especially @ R2 with Fel/Inq ever. Out of arc they may as well not attack, and that's what Fel/Inq specialize in.

Something that works well is being at range 1 or range 4 when there shooting at you. With any good game you need to focus down one before shots are fired back. Palp Aces wins on the higher PS when shots cant come back or knowing when its ok to lose a ship if you get one in return. (create a place where the jumps don't want to go, with Asteroid placement, smaller ships will use that to your ad. Make them come to you in bad places) There is a lot of with being able to block one also helps and trying to stay out of range of 1 of them at all times.

IDK you need to practice and watch some higher level games of people playing. Work at it and you will do good.

Edited by Cubanboy

palp shuttle cannot beat torp scouts

hopefully you also brought a few aces

Also the Palp Shuttle is not a flower use it as a brick. It can damage and hurt them, it is a target but that means the aces are not taking damage, so make them pay for not targeting your ships.

palp shuttle cannot beat torp scouts

hopefully you also brought a few aces

Ugh, I knew I was forgetting something!

...so like, Epsilon Ace, Zeta Ace, and Omega Ace?

Edited by CBMarkham

palp shuttle cannot beat torp scouts

hopefully you also brought a few aces

Ugh, I knew I was forgetting something!

...so like, Epsilon Ace, Zeta Ace, and Omega Ace?

an ace is an ace

common sense, no :P ?

Edited by ficklegreendice

You could also try sending carnor straight in to block off all deadeye based shots

Problem with carnor is "a good player" (ugh) can block him and mutilate him with his other scouts

Party bus is also becoming staple and it cares not for carnor

He works but its trickier than at first glance

Try Blue and Red Ace? I'll bet that'd be a tricky list! Lol...

So largely you're saying it still is largely arc dodging so that at least you limit how many are firing torps at Fel. Try to deplete their payload but not all at once? As I said, I don't see sticking around at range 1 or out of arc going to work forever. EDIT: But then I've always been lousy at arc dodging. Not bad at catching arc dodgers with lower PS ships, just terrible at getting out of arcs.

palp shuttle cannot beat torp scouts

hopefully you also brought a few aces

Brought a smile to my face with this one. Also, I did the happy bomb dance the other night against an opponent. Nothing quite like killing a Defender with it's stealth device still intact.

Edited by LagJanson

Sabine bombs,are kinda why I wonder why people don't like Palp

He does nothing :P

I flew Palp Aces (Palp/Soontir/Carnor and Palp/Inq/Carnor) for Regionals and never lost a match against triple scouts or 2 scouts+ lists, and I faced 5 during both tournaments (and many more during prep/practice).

Use obstacles

During obstacle set up, make sure you clog up lanes in which the scout pilot can easily fit 2-3 ships through. When setting your ships, put them in positions in which your ace can take multiple lanes within the asteroid field the following turn. This will keep your options open and unpredictable. Also use the obstacles to force them into engagements in which they have to sacrifice the arc for a turn to catch up to you, and this can buy you a turn to put through some extra damage.

Work the outsides
Aces are great at determining range of engagement. Determine where your opponent wants to go to catch you in all arcs, and aim for the edges so only one can shoot you. Even if you don't have shots, you can usually shake off a torpedo easily, and that's one less that you have to worry about.

Use the shuttle

I usually advice keeping the shuttle out of the fight, but if they either gun for it or if they decide to keep it in front of them, use it to block/clog lanes, and make sure it interrupts the white segnor, which is very easy to block with a big base. This will buy you time to burn one or two so even if you lose the shuttle it's just clean up with the aces after that.

Use a decoy

My favorite is the bait and switch approach. Fake the aggressive move, feint away, then use the other ace to start putting damage through. Then continue to switch back and forth based on the scouts position and which way they can point the arc the following turn. You don't have to shoot with each ship every turn, just wear one down at a time, then start on the next one.

And some other general tips:

  • Do not put your ace in danger of getting blocked. Always keep at least 1 unblockable maneuver for the following turn
  • Don't get your shuttle killed too early. You need Palp to punch crits through/block a torp shot
  • Determine which will be the first torp scout you want off the board, and focus it down. Once you start getting the big bodies off the board it becomes much easier to arc dodge/not get blocked. Usually after that it's smooth sailing if you are patient with your maneuvers
  • Don't joust with those aces... :)

Also the Palp Shuttle is not a flower use it as a brick. It can damage and hurt them, it is a target but that means the aces are not taking damage, so make them pay for not targeting your ships.

Every torp that goes into killing the shuttle is one that can't be shot at an ace. The U-Boats can only really damage the aces with the torpedoes, and once they've got nothing left to shoot with your aces should be fine without Palp to help them out.

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Also the Palp Shuttle is not a flower use it as a brick. It can damage and hurt them, it is a target but that means the aces are not taking damage, so make them pay for not targeting your ships.

Every torp that goes into killing the shuttle is one that can't be shot at an ace. The U-Boats can only really damage the aces with the torpedoes, and once they've got nothing left to shoot with your aces should be fine without Palp to help them out.

100% true

which really makes me wonder why the hell no one has discovered feedback arrays exist

they're in the same bloody pack as the Jm5k, people!

its the unholy trinity of power thats around right now (also known as rock paper scissors)

Scum beats imperial, imperial beats rebel, rebel beats scum.

Obviously not 100% clearcut like that since ive beaten the tripboat with imperials, though i dont use palp. Probably lost like 4x the games ive won but ive still beaten them lol

It really boils down to can you out-mindgame your opponent. Unless its fel at range3, tokenstacked, and palp is available you arent surviving that alpha strike. Getting range 1 isnt a cureall either since 3die attacks can still do some damage, even if they arent auto-damaging

Here's an actual example of Palp Aces (Mynock Special variant) beating 3x U-Boats



I think most points have been covered except for one small piece of advice. If you expect to see U-boats, consider Reinforced deflectors for your Palp Shuttle. It will keep it around just a little longer and if the shuttle takes 1 or 2 extra torpedoes to sink, that means your aces don't have to worry nearly so much.

Be prepared to play a very long game, and do counterintuitive things like turn your aces out of the fight if you see they have a good block on the move you'd rather do. If you can avoid the torpedoes and avoid a block, they can't kill you, so it's more important to make sure those don't happen than to try to burn them down quickly.

I don't think they can afford to torp your shuttle, so just stick that down their throats for blocks/r1 shots

Use the rule of 16/11 to control range. I was doing so much arithmetic during regional season, but it worked every time.

Don't forget bumping. You can safely slam your ace (whisper especially) into the front Jumpmaster taking that shot away from your ace. You shoot first and hit, then have a cloak, focus, and palp backup for the jumpmaster behind the first one. Strategic bumping takes shots away and forces the JM player to spread out damage.

Or make one of your aces Carnor. He does unruly things to Deadeye jumpmasters.