Quadjumper: Thoughts after new spoilers?

By CBMarkham, in X-Wing

Anyone else notice that now that Pattern Analyzer has been revealed, Quadjumpers can kind of imitate Deathrain? They have the ability to do a K-Turn (assuming the Quadjumpers will have K-Turns), then use an action to deploy a bomb before receiving stress.

Unkar Plutt (17)
Bombardier (1)
Conner Net (4)
Pattern Analyzer (2)
Total: 24

The whole setup is probably way too costly to be good, considering the ship can't take extra munitions, and anything but a Conner Net will yield uncertain results, but I did find it very interesting. I'm really hoping the generic PS1 will have a cost of 14pts, but I'm kinda expecting them at 15pts, which isn't that bad. If they end up at 16pts, I'll be pretty upset about it.

Anyone else notice any fun Quadjumper tricks, based on the new cards we've seen? What's potential Quadjumper builds have you excited?

I'm really hoping the generic PS1 will have a cost of 14pts, but I'm kinda expecting them at 15pts, which isn't that bad. If they end up at 16pts, I'll be pretty upset about it.

i'd have a lot more faith in the pricing if they hadn't screwed up every single other small base generic for scum, including the protectorate

i'd have a lot more faith in the pricing if they hadn't screwed up every single other small base generic for scum, including the protectorate

Not ALL of them.

The price point is fine for the lowest PS HWKs, Z-95s and Y-Wings.

...oh wait, those were Rebel ships first.

....

"Yeah, but still".

I'm really hoping the generic PS1 will have a cost of 14pts, but I'm kinda expecting them at 15pts, which isn't that bad. If they end up at 16pts, I'll be pretty upset about it.

i'd have a lot more faith in the pricing if they hadn't screwed up every single other small base generic for scum, including the protectorate

I would seriously be beyond upset if they miss the mark on the QJ as well.

Here's what I'm thinking:

Unkar Plutt (17)

Ketsu Onyo (1)

Primed Thrusters (1)

Black Market Slicer Tools (1)

Total: 20

View in Yet Another Squad Builder

It's a ship that _really_ wants to be a blocker. It's dedicated to trolling all day long. If it lands within 1 of a stressed ship, 50/50 it does damage. If it doesn't, it can barrel roll into blocking position, even if stressed. And if it does get a good block, Onyo will make sure the tractor token will stick around next turn.

No idea if it's good. But it will be _annoying_.

I'm sorry, but when was the Quadjumper spoiled?

Why use Unkar when you could use a generic who gets to move first?

I'm sorry, but when was the Quadjumper spoiled?

About 4 seconds in when it blew up.

Why use Unkar when you could use a generic who gets to move first?

Example purposes only, since he's the only pilot whose point cost is known.

tugboat_captain_tshirt.jpg

Why use Unkar when you could use a generic who gets to move first?

Unkar moves at PS3, and so is a nice PS for a blocker. He also has the charming ability that hands out a tractor token to everyone he's touching at the start of the Combat Phase.

Word of warning to anyone expecting anything efficient

Dont

Plutt is 17, so the ps is probably 15

Thats a 1 hull and 1 ps less tie bomber

This thing WILL NOT trade dice well

What it does is shenanigans, like primed thrusters int agent plutt blocker of doom

Edited by ficklegreendice

Word of warning to anyone expecting anything efficient

Dont

Plutt is 17, so the ps is probably 15

Thats a 1 hull and 1 ps less tie bomber

This thing WILL NOT trade dice well

What it does is shenanigans, like primed thrusters int agent plutt blocker of doom

Nah.

Plutt wants Ketsu crew.

I'm really hoping the generic PS1 will have a cost of 14pts, but I'm kinda expecting them at 15pts, which isn't that bad. If they end up at 16pts, I'll be pretty upset about it.

i'd have a lot more faith in the pricing if they hadn't screwed up every single other small base generic for scum, including the protectorate

Haven't tested it at all on Vassal or TTS - how exactly is the Protectorate "screwed up"?

Lack of evade and too many requirements to get the title to work? Presumably it can at least punch hard since it gets the target lock action.

I'm really hoping the generic PS1 will have a cost of 14pts, but I'm kinda expecting them at 15pts, which isn't that bad. If they end up at 16pts, I'll be pretty upset about it.

i'd have a lot more faith in the pricing if they hadn't screwed up every single other small base generic for scum, including the protectorate

Haven't tested it at all on Vassal or TTS - how exactly is the Protectorate "screwed up"?

Lack of evade and too many requirements to get the title to work? Presumably it can at least punch hard since it gets the target lock action.

in about wave 5 this would have been a poor man's interceptor, now in wave 9.5 it's a poor man's interceptor with all the traps and tricks designed to kill interceptors in play. It also costs way too many points and the generics are still useless in competitive play. I've never seen another interceptor besides Soontir played and I really don't see him that often even. The fact that the designers have had 4 attempts at a useful Scum, small-based ship and haven't got any of them "right" also says something as well.

Protectorates are fine, people just don't know how to fly interceptors that aren't named Fel. I use to run RGPs w/hull before AT was a thing. Against fat turrets, I had almost a 90% win rate in tournaments ranging from store, to regional, to imdaar alpha. Losing the evade hurts, but that title is pretty snazzy.

Word of warning to anyone expecting anything efficient

Dont

Plutt is 17, so the ps is probably 15

Thats a 1 hull and 1 ps less tie bomber

This thing WILL NOT trade dice well

What it does is shenanigans, like primed thrusters int agent plutt blocker of doom

Nah.

Plutt wants Ketsu crew.

why?

you can put ketsu on anybody and she'll still work

meanwhile, putting ketsu on plutt just makes your blocking abilities worse by restricting your maneuvers to try to get arc on enemies (and restricting your t-beam shenanigans)

I'm sorry, but when was the Quadjumper spoiled?

I believe they're referencing the tech upgrades spoiled in the HotR article.

Word of warning to anyone expecting anything efficient

Dont

Plutt is 17, so the ps is probably 15

Thats a 1 hull and 1 ps less tie bomber

This thing WILL NOT trade dice well

What it does is shenanigans, like primed thrusters int agent plutt blocker of doom

Nah.

Plutt wants Ketsu crew.

why?

you can put ketsu on anybody and she'll still work

meanwhile, putting ketsu on plutt just makes your blocking abilities worse by restricting your maneuvers to try to get arc on enemies (and restricting your t-beam shenanigans)

Because you're likely to be abel to bump someone, make them keep their tractor token, then bump them again next turn and repeat until they die. Basically. The fact that Plutt's tractoring is automatic is what makes ketsu so good on him, he's an entirely independent tractor factory.

I'm really hoping the generic PS1 will have a cost of 14pts, but I'm kinda expecting them at 15pts, which isn't that bad. If they end up at 16pts, I'll be pretty upset about it.

i'd have a lot more faith in the pricing if they hadn't screwed up every single other small base generic for scum, including the protectorate

I would seriously be beyond upset if they miss the mark on the QJ as well.

I agree that the Star Viper was costed far too conservatively, as was the Khiraxz. The Scyk is almost there with Mindlink now an option.

But, I think the bigger issue, though, is that the Scum Large Ships have been costed far too aggressively and efficiently. Why would you ever take a Scum small ship when you have access to the incredibly cheap and resilient hard-hitting Contracted Scout, Dengar, Party Bus, and IG-88s? A naked Xizor is only a couple points cheaper than a fully kitted out Contracted Scout with five upgrades on it. What...?

Dual IGs, Triple Torp Scouts, Double Torp Scout + Partybus, and Dengaroo have been the Scum's go-to lists since Wave 6. Note the complete lack of small ships. How utterly absurd would scum small ships have to under-costed in order to bump out the hyper-efficient Aggressor, Partybus, or Jumpmaster? I am honestly at a loss whenever list-building scum to find any reason I should take anything other than those large ships, as they're just so cheap for what you get. A fully-kitted out Torp Scout with five quality upgrades is only a couple more points than a naked Xizor....umm, what?

So the issue is probably two-fold:

(1) Some Scum Small Ships [especially the Star Viper and Khiraxz] are a little over-costed

(2) Most Scum Large Ships and Crew Upgrades are significantly under-costed

Addressing (1) wouldn't really resolve (2)...

Protectorates are fine, people just don't know how to fly interceptors that aren't named Fel. I use to run RGPs w/hull before AT was a thing. Against fat turrets, I had almost a 90% win rate in tournaments ranging from store, to regional, to imdaar alpha. Losing the evade hurts, but that title is pretty snazzy.

I agree, namless Protectorates are way more good than namless interceptors

I'm really hoping the generic PS1 will have a cost of 14pts, but I'm kinda expecting them at 15pts, which isn't that bad. If they end up at 16pts, I'll be pretty upset about it.

i'd have a lot more faith in the pricing if they hadn't screwed up every single other small base generic for scum, including the protectorate

I would seriously be beyond upset if they miss the mark on the QJ as well.

I agree that the Star Viper was costed far too conservatively, as was the Khiraxz. The Scyk is almost there with Mindlink now an option.

But, I think the bigger issue, though, is that the Scum Large Ships have been costed far too aggressively and efficiently. Why would you ever take a Scum small ship when you have access to the incredibly cheap and resilient hard-hitting Contracted Scout, Dengar, Party Bus, and IG-88s? A naked Xizor is only a couple points cheaper than a fully kitted out Contracted Scout with five upgrades on it. What...?

Dual IGs, Triple Torp Scouts, Double Torp Scout + Partybus, and Dengaroo have been the Scum's go-to lists since Wave 6. Note the complete lack of small ships. How utterly absurd would scum small ships have to under-costed in order to bump out the hyper-efficient Aggressor, Partybus, or Jumpmaster? I am honestly at a loss whenever list-building scum to find any reason I should take anything other than those large ships, as they're just so cheap for what you get. A fully-kitted out Torp Scout with five quality upgrades is only a couple more points than a naked Xizor....umm, what?

So the issue is probably two-fold:

(1) Some Scum Small Ships [especially the Star Viper and Khiraxz] are a little over-costed

(2) Most Scum Large Ships and Crew Upgrades are significantly under-costed

Addressing (1) wouldn't really resolve (2)...

I think they're priced about right, the JM is the only one that is perhaps undercosted. Ever fly a uboat with something other than 2 uboats? by themself, they're not that scary. Together as 3, they are competitive. None of them are broken, they may be a point or 2 undercosted, but I would argue that the other large scum ships are actually too points restrictive.

the tug at 14 serves a limited purpose, even at 14 with a couple of upgrades, this thing is going to fly like a small brick, it will be slow and most ships will destroy it without problems. The tractor beam is cute, but I think it will have a hard time getting into position to even get a bump. Unkar has to get ships to bump him, ramming them won't help him much

I also love how if our naked 4 hull pieces of plastic don't stay on the table, because the green pieces of plastic don't roll right, then we're doing it wrong. The game has changed, such that having 3 or even 4 green dice doesn't mean as much as it did in wave 4-5.

Edited by buckero0

I'm really hoping the generic PS1 will have a cost of 14pts, but I'm kinda expecting them at 15pts, which isn't that bad. If they end up at 16pts, I'll be pretty upset about it.

m

i'd have a lot more faith in the pricing if they hadn't screwed up every single other small base generic for scum, including the protectorate

Haven't tested it at all on Vassal or TTS - how exactly is the Protectorate "screwed up"?

Lack of evade and too many requirements to get the title to work? Presumably it can at least punch hard since it gets the target lock action.

They overcosted them. By pretty much any comparison you make the grnerics should be cheaper. Fenn rau is 1 point more than soontir. Indicates the ps1 should be 1 point more than the alpha, but they made it two. Oh, and thr alpha is never used because its not worth it, so probably could have made thr ps1 18 points even. Fenn and the ps5 generic are the same cost as their kihraxz counterparts. So a ps2 fang should be 20 points, but we got a ps1, so if should be a point cheaper at 19. But oh yah, the kihraxz ALSO never sees play because its overcosted, so again probably could have gone below 19. How about a mangler scyk? Gives it a similar stat line, same cost for ps5 (23 points for tvp with title and mangler). Ps2 version is 20 points, so once again the fang should be 19 points for ps1. And again, how often do you see mangler scyks on the table?

I honestly think the developers decided to make the ps1 20 points so you couldnt run 5 with title, which was a mistake. It wouldnt have broken anything, and a chraper generic would have been more playable.

I have done very well with five generic Kihrax in tournament, 4th out of 32 players. All of this really depending how you maneuver your squadron.

I would recommend to all of you who say that Kihrax, StarViper, Scyk or/and Protectorate are not good ships to try out them and learn to play with them before judging them. I know that there is so many players out there that just repeat words they read or heard in the forum.

Problem with many of us who play X-Wing is that we lack the guts to explore new depths of squadrons and instead we go for the "best" squads that are in the forums. I have always loved to find new things in X-Wing and test them in casual environment and bring them out for tournament if I feel confident about them, there is so much more in X-Wing than Palp Aces, Dengaroo, etc....

And we all know that one day Kihrax, StarViper and Scyk will see fixes, when..who knows, but these ships do work if build right and flown right.

Seems to me that Quadjumper will be quite pure blocker, I am excited about it, Unkar Plutt crew member seem pretty awesome to me, good anti-blocker upgrade!

I was excited to see that this ship made it to miniatures.

Unfortunately, it comes nowhere near my play style. I can see it being the "ol' meat shield" or maybe a blocker, but it just doesn't offer the necessities to be competitive in my eyes.

What I wound up asking myself was this, "What void did this fill for the scum?"

I cannot figure it out for the life of me....