Jumpmaster broke this game.

By PinkTaco, in X-Wing

Fen Rau can get 4 evade dice, Focus, Focus, Focus + Evade Results from his title against multiple attacks. With PS9 and without the need to stress himself and behind 1 HP more.What Fen Rau does not get is Palpatine, but at the same time can Manaroo help him with target lock on top of her focus token, which makes him hit way harder than Soontir.Old Teroch can have focus, focus + Evade Results + the ability to remove Fels token stack completely and that is at PS9, personally I think the old Clone is better off at PS 7 with Mindlink or even Fearless.And Guri … well Guri can be a case of flying directly into a swarm and getting Focus, Focus, Focus, Focus, Focus and weather a complete firestorm nearly unharmed. Having 4/1 HP helps here a lot too.

Dice can fail and that used to be a core mechanic. Any of the above can just blank out once and go pop. Soontir, with AT, Palp and his Token stack will negate a minimum of 3 damage on any possible dice roll. If you only have one attack at a turtled up Soontir there's no point in making it because it's mathematically impossible to hurt him.
All of those can blank out against 4 hits and keep half their HP, so they are no gonna pop either. Stars Vipers are 5 hp ships, fangs have still 4 hp. Their only defensive disadvantage is Palpatine, while they other advantages over Fel with AC, SD and Palp in defense and offense.

Palpatine is an enormous advantage in cancelling vulnerability to bad dice. If you play long enough (like in a big tournament) sooner or later you will roll badly. When that happens with a Fang or Guri you have likely lost the game (by taking a bunch of damage or a nasty crit). Soontir just shrugs and carries on as normal. It's also not only Palpatine, but access to Focus and Evade action, which bith Fangs and Guri lack.

Because Wolfpack lists are winning all the tournaments... Been awhile since I have seen UUU winning a tourney.

Because Wolfpack lists are winning all the tournaments... Been awhile since I have seen UUU winning a tourney.

2 Jumps with Party Bus is the new hotness.

If by new you mean 3 months old, then yes.

Because Wolfpack lists are winning all the tournaments... Been awhile since I have seen UUU winning a tourney.

2 Jumps with Party Bus is the new hotness.

Oh have I seen that list crash last Saturday...

Been thinking about a Bump-Manaroo as the third ship to allow the Scouts to freely use Zuckuss or shoot after white slooping. Would need to buy 2 more Jumpmasters for that, though, so eh. Don't think I'll get more than the two i want to own for Mindlinks.

Undercosted? Absolutely!

Power-creep? A healthy amount, IMO. Standard for the course.

Broken? Heavens no. In fact, I would say that "learning to approach and beat Triple Jumpmasters" was some of the most fun I've had in XWING. With the DIAL as good as it is, punishing one of the mistakes a Jumpmaster-pilot makes is a pure joy to behold. It still requires skill to win with Triple Jumpmasters, even vs Rebel Regen.

Fen Rau can get 4 evade dice, Focus, Focus, Focus + Evade Results from his title against multiple attacks. With PS9 and without the need to stress himself and behind 1 HP more.What Fen Rau does not get is Palpatine, but at the same time can Manaroo help him with target lock on top of her focus token, which makes him hit way harder than Soontir.Old Teroch can have focus, focus + Evade Results + the ability to remove Fels token stack completely and that is at PS9, personally I think the old Clone is better off at PS 7 with Mindlink or even Fearless.And Guri … well Guri can be a case of flying directly into a swarm and getting Focus, Focus, Focus, Focus, Focus and weather a complete firestorm nearly unharmed. Having 4/1 HP helps here a lot too.

Dice can fail and that used to be a core mechanic. Any of the above can just blank out once and go pop. Soontir, with AT, Palp and his Token stack will negate a minimum of 3 damage on any possible dice roll. If you only have one attack at a turtled up Soontir there's no point in making it because it's mathematically impossible to hurt him.

All of those can blank out against 4 hits and keep half their HP, so they are no gonna pop either. Stars Vipers are 5 hp ships, fangs have still 4 hp. Their only defensive disadvantage is Palpatine, while they other advantages over Fel with AC, SD and Palp in defense and offense.

Palpatine is one of the advantages, the evade action is another HUGE one. Sure, fenn can get 4 agility and a free evade against all shots at range 1. But that means he's taking range 1 shots so the opponent is rolling extra as well. Range 2-3 you're stuck with greens + focus. If you blank out at range 2, you can't do anythinga bout it. Range 3 you can at least get autothrusters. Out of arc, you're ALSO worse off than soontir, since now you have autothrusters (again), but you don't have the title anymore, you odn't have the evade action, and you don't have palp.

Don't get me wrong, I love Fenn, but he's leagues behind soontir on defense.

STAY AT HOME (or a rare and wonderful great FLGS)... PLAY AT HOME... WITH FRIENDS & FAMILY.

Notice my dear Star Brothers how all of these kinds-a-problems (except when FFG screws up a ship) magically go away?!

^_^

STAY AT HOME (or a rare and wonderful great FLGS)... PLAY AT HOME... WITH FRIENDS & FAMILY.

Notice my dear Star Brothers how all of these kinds-a-problems (except when FFG screws up a ship) magically go away?!

^_^

STAY AT HOME (or a rare and wonderful great FLGS)... PLAY AT HOME... WITH FRIENDS & FAMILY.

Notice my dear Star Brothers how all of these kinds-a-problems (except when FFG screws up a ship) magically go away?!

^_^

playing at home is great. Until great grand ma whips out manaroo.

Yeah but she'll forget stuff... so it won't be to bad. AND, at least she made some of her bad-ass-cookies and a pie too!

:lol:

Don't get me wrong, I love Fenn, but he's leagues behind soontir on defense.

While I agree that Fenn is behind Soontir on defense thanks to Palpatine, I would like to point out that he is as well leagues ahead on offense and usually never ends up in Range 2, because if he lands in range 2 he should be able to choose to either arc dodge, switch into r1 or r3. He is harder to block as well as you don't have to run him with a ptl crutch.

And playing at home means just that I run against super dash, TLTs and k-wings with conners against my poor aces. Which sounds still like the better part of the deal, because I run at home Palp Aces too. ;-)

The Jumpmasters are not nearly as bad as something like Skullclamp or Arcbound Ravager from MTG. Just seems like the rest of the Mercs are just below the arc of Rebels and Imperial (minus the IG ships). Heck, I've been using more of the other mercs instead of the Jumpmaster lately.

I'll say this about Jumpmasters: i've learned more about playing the game with and against them than any other ship.

we seriously implying Biggs is anywhere near the same league as the above two?

Nope. He's just a boring crutch. Game would be better without him, and I fly him.

The fact that people don't put Biggs in the same boat as jumps or aces, is beyond me. Biggs HAS actually won worlds, multiple regionals, and has always been a big deal. If you think otherwise, you honestly DON'T have as good a handle on the metas as you believe.

Yes, he is a 25 (or 26 now) point ship, but he can warp any lists potential due to disallowing alpha strikes. This includes none ordinance carriers. If that isn't enough of a reason to elevate him to auto include in most rebel lists (much like all the hate here for jumps or palp/aces) then truly, ignorance is bliss.

The fact that people don't put Biggs in the same boat as jumps or aces, is beyond me. Biggs HAS actually won worlds, multiple regionals, and has always been a big deal. If you think otherwise, you honestly DON'T have as good a handle on the metas as you believe.

Yes, he is a 25 (or 26 now) point ship, but he can warp any lists potential due to disallowing alpha strikes. This includes none ordinance carriers. If that isn't enough of a reason to elevate him to auto include in most rebel lists (much like all the hate here for jumps or palp/aces) then truly, ignorance is bliss.

I agree that Biggs is a game-changing card but I also find that I can beat a bad Biggs player without too much effort whereas I have to make a huge effort to beat any uboat pilot that doesn't bump his ships or go over obstacles in the first combat turn. And hope I don't blank my greens.

Palpatine also makes it so that someone can often escape unscathed from a normally Soontir-losing mistake in maneuvering, which I believe has led to sloppy ace players (I find that I lose less against Soontir backed by palp than against Soontir before the Raider came out) but it's still frustrating to catch an ace in a bump at close range and not deal it any damage.

The ability to control your opponents actions* for the first couple turns of the game is very powerful. When Biggs is flown correctly, you deny your opponent the ability to effectively respond to your list**, giving you a turn or two (depending on how lucky Biggs is that day) of the main thrust of your list attacking without answer. It is really dang powerful.

I think people hate Palp more because the Palp-Aces list ends up with a situation where someone rolls all crits on their attack dice, and still misses without much of a sweat from the enemy due to stacked defenses. It creates a feeling of complete helplessness which is a NPE, and therefore complaints occur.

Similarly, seeing the massive amount of modified damage that a wolfpack throws out and just melting lists seems like it is overpowered. So, complaints.

Biggs flying out there, maybe getting a shot off, then exploding doesn't seem as powerful, but when considering how the game plays out, how important opening moves are to establish the flow of the remainder of the game, he really is pretty dang powerful. While he is an impressive defense, that damage sticks to him and he eventually explodes makes it not feel as helpless a situation as Palp-Aces, even though you are having your actions dictated by your enemy. Therefore, Biggs doesn't feel as powerful, even though he can easily win a game.

* not literal Actions, but how your opponent behaves

** sure some lists have other weaknesses, such as Action dependent lists being bumped

Edited by kris40k

I don't really want to step too deeply into this topic, so what I'm going to do is create a list of cards that hobbled / broke / damaged the game's design space. This I feel is important, because design space is where and how the interesting elements of the game come from.

- Biggs: (He is probably the sole reason why the T-65 does not have a 'fix' and may never have a 'fix'). His action should have probably been limited to once per turn, or cost an action, something. He is the reason the T-65 remains a bad ship. (Much like why Corran is the reason we are not likely to see a E-wing fix / upgrade).
- Palpatine: Thankfully he is once per round, but his ability to mitigate bad flying, or a very competent blocker opponent, ANYWHERE on the table had limited the effects of many other cards (Lone
Wolf to name one - Why pay for a re-roll when Palp can fix your problem from beyond your range ruler?).
- Contracted Scouts / JM5K : This ship has too much opportunity built into a ship that was too cheap. Now when you build any Scum list, you have to think is what I'm adding better than a 33pt Scout? Or Manaroo? So many future Scum ships will look pale and wane because they do not compare to the standard of a ship with built in white S-Loops.
- Veteran's Instincts: This card needed to be 2+ points, or never exist. This card devalued PS9, and created Ace-only Lists. (Adaptability is a lesser criminal, but mainly because it costs 0pts - which is just bad design as the only cost of the card is now opportunity cost).
- Push the Limit: Think of all the EPTs in existence, and try and think, which EPTs are used the most? VI and PUSH. No other EPTs are as wide spread across so many lists. Why? Economy. 2x Actions (or more, Sabine) is very powerful. Stress is not much of a downside compared to having both of the actions you need, right now. This removes significant tactical thinking by not forcing you to evaluate your actions. Why debate one action when you can take 2. And on ships with loads of greens (Interceptor, A-Wing, etc) this card is gravy. But this removed significant design space. There could have been multiple similar cards to Push that would have been almost as powerful, but not quite. [Example: "Trust in the Force" Action: If you have a target lock action in your action bar, instead of performing it - gain a focus token and an evade token, then take one stress.]
- PWTs: Less of a card, and more of a concept. This ability should have been regulated to turret slots. The Mobile Firing Arc should have been what PWT's were since day 1. We've seen so many patches and specifically worded cards come about because of these (cards that read: in your primary firing arc / in your firing arc / etc).

Oh, there are more certainly. But these are the big offenders.
I'm not caring about them being broken, per say, but I do care that they all in some way hurt / reduced / or in a few cases completely derailed the design space.

Yo mammas so fat when she sat on my jumpmaster she broke the WHOLE game!

I don't really want to step too deeply into this topic, so what I'm going to do is create a list of cards that hobbled / broke / damaged the game's design space. This I feel is important, because design space is where and how the interesting elements of the game come from.

- Biggs: (He is probably the sole reason why the T-65 does not have a 'fix' and may never have a 'fix'). His action should have probably been limited to once per turn, or cost an action, something. He is the reason the T-65 remains a bad ship. (Much like why Corran is the reason we are not likely to see a E-wing fix / upgrade).

- Palpatine: Thankfully he is once per round, but his ability to mitigate bad flying, or a very competent blocker opponent, ANYWHERE on the table had limited the effects of many other cards (Lone

Wolf to name one - Why pay for a re-roll when Palp can fix your problem from beyond your range ruler?).

- Contracted Scouts / JM5K : This ship has too much opportunity built into a ship that was too cheap. Now when you build any Scum list, you have to think is what I'm adding better than a 33pt Scout? Or Manaroo? So many future Scum ships will look pale and wane because they do not compare to the standard of a ship with built in white S-Loops.

- Veteran's Instincts: This card needed to be 2+ points, or never exist. This card devalued PS9, and created Ace-only Lists. (Adaptability is a lesser criminal, but mainly because it costs 0pts - which is just bad design as the only cost of the card is now opportunity cost).

- Push the Limit: Think of all the EPTs in existence, and try and think, which EPTs are used the most? VI and PUSH. No other EPTs are as wide spread across so many lists. Why? Economy. 2x Actions (or more, Sabine) is very powerful. Stress is not much of a downside compared to having both of the actions you need, right now. This removes significant tactical thinking by not forcing you to evaluate your actions. Why debate one action when you can take 2. And on ships with loads of greens (Interceptor, A-Wing, etc) this card is gravy. But this removed significant design space. There could have been multiple similar cards to Push that would have been almost as powerful, but not quite. [Example: "Trust in the Force" Action: If you have a target lock action in your action bar, instead of performing it - gain a focus token and an evade token, then take one stress.]

- PWTs: Less of a card, and more of a concept. This ability should have been regulated to turret slots. The Mobile Firing Arc should have been what PWT's were since day 1. We've seen so many patches and specifically worded cards come about because of these (cards that read: in your primary firing arc / in your firing arc / etc).

Oh, there are more certainly. But these are the big offenders.

I'm not caring about them being broken, per say, but I do care that they all in some way hurt / reduced / or in a few cases completely derailed the design space.

I do agree there were other signs of power creep in this game. TLT, push, etc. But i think the biggest jump in power creep was the jump.

I also 100% agree with biggs. Its a sad state when you sit down to make a small bases rebel team and are practically forced to auto include biggs.

I agree scum needed a boost to establish themselves as a legit faction in this game, but this ship is insanely cheap for what it offers. Even taking the EPT off should not deter scum players from fielding it. It sucks to play against, but so does Soontir and Rebel Re-gen. This "mistake" helps legitimize the scum faction.

Yo mammas so fat when she sat on my jumpmaster she broke the WHOLE game!

I found the perfect and easy fix for triple Jump Masters. I only bought one. I've never been fond of freighter that preformed better than fighters anyway.

Works for us.

[...]

And Guri … well Guri can be a case of flying directly into a swarm and getting Focus, Focus, Focus, Focus, Focus and weather a complete firestorm nearly unharmed. Having 4/1 HP helps here a lot too.

Help me understand this please.

If I read Guri, she get 1 focus if someone in within range of her. Not one for every everyone within range one. So how does she get 4 focus tokens?

Thank you,

I agree scum needed a boost to establish themselves as a legit faction in this game, but this ship is insanely cheap for what it offers. Even taking the EPT off should not deter scum players from fielding it. It sucks to play against, but so does Soontir and Rebel Re-gen. This "mistake" helps legitimize the scum faction.

[...]

And Guri … well Guri can be a case of flying directly into a swarm and getting Focus, Focus, Focus, Focus, Focus and weather a complete firestorm nearly unharmed. Having 4/1 HP helps here a lot too.

Help me understand this please.

If I read Guri, she get 1 focus if someone in within range of her. Not one for every everyone within range one. So how does she get 4 focus tokens?

Thank you,

Mindlink 1 Focus, takes a Focus Action, gets a focus from being at Range 1 and I do read the card as she gets one focus per ship, lastly she gets one focus from Manaroo. Now that you say it, I might be reading the card wrong and she ends up with 4 Focus token instead of even more Focus tokens.

Thanks for pointing this out, still did use 5 Focus tokens instead of 4. And I did not mean to use Respec on Manaroo to achieve this, still works out with respec as Smutpedler pointed out, but that was not the combo I had in mind. I actually did read the card wrong.

Edited by SEApocalypse

[...]

And Guri … well Guri can be a case of flying directly into a swarm and getting Focus, Focus, Focus, Focus, Focus and weather a complete firestorm nearly unharmed. Having 4/1 HP helps here a lot too.

Help me understand this please.

If I read Guri, she get 1 focus if someone in within range of her. Not one for every everyone within range one. So how does she get 4 focus tokens?

Thank you,

Only way I can think of is with Manaroo w/ recspec and mindlink. Manaroo double focus's triggering mindlink giving Guri a focus. She moves and focus's now has 2. Start of combat phase Guri's ability triggers now stacking 3. Manroo passes her focus tokens to Guri giving her a total of 5.

Yo mammas so fat when she sat on my jumpmaster she broke the WHOLE game!

Yo mamma is sooooo hairy. Han thought she was me.

yo mama so fat that she fell to the dark side and couldn't get back up