Post nerf Jumpmaster builds?

By Rakaydos, in X-Wing

So since torpedo scouts are off the table, what other jumpmaster buids may see the light of day?

We already see "bumpmaster", Dengaru, and Mindlink Manaru, but will Tel Trevura's 13-health build see a place on the table? Bodyguard Scouts with Xizor? Quad scouts with Trickshot?

What other interesting builds have been overlooked in the shadow of the torpscout menace?

I've been a fan of a tanky Tel build for a while. It might be nice to see more of him.

dengaroo!

k4 torpedo scouts (with unhinged and trickshot I guess)!

honestly, despite how people love to bang on and on about the ept slot and the dial and it being undercosted just because it isn't horribly costed like the fringer, the scout doesn't have that much going for it

2-dice primaries are disturbingly underwhelming unless you're a 15 point crackshot running around with howlruner (or possibly a 20point snap AND crackshot) in large numbers, or doing something completely dice independent

hence, bumpmaster probably being a good bet (can also be manaroo for support in addition to bumping)

Edited by ficklegreendice

Dengaroo, of course.

Tel with Gonk, PTL and Hull Upgrade is fantastically trolly. Takes a bare minimum of 12 damage to kill, usually more to the tune of 15-20. Also serves as a mini-dengar against PS 6 or lower and as a bumpmaster vs PS 8+.

Personally, I'm extremely fond of Super-Dengar. PTL, K4, Unhinged, Title, Engine Upgrade. 56 points of fun.

It's like Super-Dash, except that you don't have a Donut-hole, cost 2 points less, are PS 9 (!), and can only really turn left. And can shoot twice. It's pretty great.

Also the bumpmaster. Scout with Intel Agent, Feedback, and Anti-Pursuit lasers. Aces will hate you.

Dengaroo, of course.

Dengaroo is all but dead. Welcome TIE Bombers and TLTs to the meta. Not that TLTs were really completely gone, but most players were afraid to use 4 TLTs because of the triple jump threat. And dengaroo dies to TLT in a way which ain't acceptable for a tournament build. It is basically an auto-lose imho.

What we might as well see is the mynock b-wing build and well, depending if TIE-Bombers take off or not as well the return of rebel regen lists. Last years worlds list might be this years worlds list. But it's really hard to say as the new wave had not much chance to show its face without the jumpmasters.

:mellow:

Anyway, Jumpmaser builds.

Manaroo in all Manaroo Aces variants, except for Cobra and M3As. No auto-thrusters has no place in a meta without torpedo scouts.

Im a big fan of super dengar

There still is Jumparoo, Bumparoo, Dengmaster and Blastermaster. Lots of variety.

I was thinking the K4 Unhinged combo would be the replacement configuration. It's main problem is, being PS3, it will green move to R3 and K4 a T/L then focus. That gives the opposing player the opportunity to get into the torp boats R1 to avoid the torps. Snapshot would be my choice for the EPT to take advantage of that situation.

I've flown against this in the past, and it's a handful to deal with. There's a lot of action efficiency there, and you can easily end up with two ships that have a target lock, focus, and can still barrel roll.

Contracted Scout (25)
Attanni Mindlink (1)
Plasma Torpedoes (3)
K4 Security Droid (3)
Unhinged Astromech (1)
Guidance Chips (0)
Contracted Scout (25)
Attanni Mindlink (1)
Plasma Torpedoes (3)
K4 Security Droid (3)
Unhinged Astromech (1)
Guidance Chips (0)
Contracted Scout (25)
Attanni Mindlink (1)
Plasma Torpedoes (3)
K4 Security Droid (3)
Unhinged Astromech (1)
Guidance Chips (0)
Total: 99

There still is Jumparoo, Bumparoo, Dengmaster and Blastermaster. Lots of variety.

The what? o.O

.

Edited by baranidlo

I still want to make the PluttMaster a thing. I think using Dengar to bump, then Plutt and barrel roll away for a range-1 Adv. Proton Torps shot would be awesome. Manaroo stays close in this build to get the appropriate locks and then passes TL+Focus. Maybe her modification should be Stealth Device or Countermeasures... Maybe Mindlink isn't even necessary, it just helps because your "alpha" may require bumping. Unkar Plutt needs something to do...

Rough outline:

Dengaroo: PluttMasters

Dengar (33)

- Attanni Mindlink (1)

- Advanced Proton Torpedoes (6)

- Extra Munitions

- Guidance Chips (0)

- Unkar Plutt (1)

- Glitterstim (2)

- R4 Agromech (for the revenge shot)

----- 47 points -----

Manaroo (27)

- Attani Mindlink (1)

- K4 Security Droid (3)

- Punishing One (12)

- Feedback Array (2)

- Unhinged Astromech (1)

----- 46 points -----

Total: 93 points

I suppose you could give the title to Dengar - I put it on Manaroo to make her more a threat since she doesn't have munitions..

Edited by Rinzler in a Tie

Honestly? K4 advanced protons.

It has the dial, health and action efficiency to make them count. I'm gonna test it today.

I still want to make the PluttMaster a thing. I think using Dengar to bump, then Plutt and barrel roll away for a range-1 Adv. Proton Torps shot would be awesome. Manaroo stays close in this build to get the appropriate locks and then passes TL+Focus. Maybe her modification should be Stealth Device or Countermeasures... Maybe Mindlink isn't even necessary, it just helps because your "alpha" may require bumping. Unkar Plutt needs something to do...

Rough outline:

Dengaroo: PluttMasters

Dengar (33)

- Attanni Mindlink (1)

- Advanced Proton Torpedoes (6)

- Extra Munitions

- Guidance Chips (0)

- Unkar Plutt (1)

- Glitterstim (2)

- R4 Agromech (for the revenge shot)

----- 47 points -----

Manaroo (27)

- Attani Mindlink (1)

- K4 Security Droid (3)

- Punishing One (12)

- Feedback Array (2)

- Unhinged Astromech (1)

----- 46 points -----

Total: 93 points

I suppose you could give the title to Dengar - I put it on Manaroo to make her more a threat since she doesn't have munitions..

Dengar with no Zuckuss? Hope you will never find an Imperial

I've flown against this in the past, and it's a handful to deal with. There's a lot of action efficiency there, and you can easily end up with two ships that have a target lock, focus, and can still barrel roll.

Contracted Scout (25)
Attanni Mindlink (1)
Plasma Torpedoes (3)
K4 Security Droid (3)
Unhinged Astromech (1)
Guidance Chips (0)
Contracted Scout (25)
Attanni Mindlink (1)
Plasma Torpedoes (3)
K4 Security Droid (3)
Unhinged Astromech (1)
Guidance Chips (0)
Contracted Scout (25)
Attanni Mindlink (1)
Plasma Torpedoes (3)
K4 Security Droid (3)
Unhinged Astromech (1)
Guidance Chips (0)
Total: 99

K4 Linkscouts? Interesting indeed.

JumpMaster 5000: Contracted Scout (25)

Adaptability (Increase) (0)

Extra Munitions (2)

Plasma Torpedoes (3)

Guidance Chips (0)

K4 Security Droid (3)

JumpMaster 5000: Contracted Scout (25)

Adaptability (Increase) (0)

Extra Munitions (2)

Plasma Torpedoes (3)

Guidance Chips (0)

K4 Security Droid (3)

JumpMaster 5000: Contracted Scout (25)

Adaptability (Increase) (0)

Extra Munitions (2)

Proton Torpedoes (4)

Guidance Chips (0)

K4 Security Droid (3)

100/100

Now triple Uboat needs some skill, that's all

Edited by Cerve

Dengar with no Zuckuss? Hope you will never find an Imperial

Zuckuss was mistakenly left out of the FAQ. He won't be as effective after he's fixed or nerfed - however you look at it. Also, not a fan of Zuckuss with all the new mechanics to deal with stress. You opponent can even buff their defense if you're stressed, now (RE: Latts crew).

Dengar with no Zuckuss? Hope you will never find an Imperial

Zuckuss was mistakenly left out of the FAQ.

So was Palpatine, and x7 Title if you want to look at it that way :P

Or what if Manaroo gives focus AND +1 agility?

JumpMaster 5000: · Manaroo (27)

· Bodyguard (2)

Recon Specialist (3)

Kihraxz Fighter: · Talonbane Cobra (28)

Predator (3)

Vectored Thrusters (2)

Protectorate Starfighter: · Fenn Rau (28)

Push The Limit (3)

Autothrusters (2)

Concord Dawn Protector (1)

99/100

She can even give +1Ag to Cobra, and a Focus to Rau.

Bodyguard to her can be a thing

I suspect anyone flying Triple Jumps that are dependent on TLs is going to be pretty disappointed. "Takes some skill" means the major threat of this list is gone -- no Alpha Strike, and the whole works will be gummed up during first round engagement, leading to split fire of missiles, assuming your locked enemy didn't arc dodge.

BumpMaster will probably be MORE of a thing, honestly. It's a nice, easy splash, and it makes people not feel so bad about all those JumpMasters they purchased.

Manaroo isn't going anywhere, either, but she wouldn't.

Dengaroo vs TLT doesn't sound like that bad of a matchup... Hardly an auto-win from either side, though. Dengar has the PS, speed, and maneuverability to stay close and give the Ys a bad day.

Otherwise, I think the Scout's prevalence will definitively wane. Scum has more options, now, and it doesn't need to pine for something that has been lost.

Tel with zuckuss, hull, punishing one, and wired makes a fun dengar-lite and leaves enough points to fit in some other dangerous squadmates.