How to punish Jumpmasters

By So Crates, in X-Wing

If you don't care about beating anything else just go wave 1 tie swarm. 8 generic ties and get in as close as possible jam everything up and let your 2 red dice beat on the 2 green dice. If you're really kind to the dice gods that's 16 damage per shooting turn. More if any of them are range one. Green dice fail.

I've yet to play a trio of the bowls myself (none of my pals have yet to buy enough of the buggers)....however, I just watched a fellow take apart a grouping of them rather easily; I was impressed. Either he has the squad that can just do that to bowls, or he's a much better pilot than the poor guy that sat across from him, or his dice just fell that night. In any event, I took notes; his squad was:

Gamma Squadron Veteran (27) x 3

TIE Bomber (19), Deadeye (1), Extra Munitions (2), Homing Missiles (5), Guidance Chips (0)

Scimitar Squadron Pilot (19)

TIE Bomber (16), TIE Shuttle (0), Fleet Officer (3)

This is a nice idea, but I think it can be done better. Why go with Gamma Vet and Deadeye when you are just trying to beat PS 3? Just go:

4 x Gamma Squadron w/ EM, Homing Missile, Guidance Chip

You get to move after them and can grab the TL. No need for Deadeye or LRS. You get to use the LT with Homing Missile. Guidance Chip mods one die. You should be good to go! Blast one of them before it fires and you then lose one bomber. Rinse and repeat and you will have two untouched and one wounded bomber vs. one U-boat with no Torps left.