Don't sell your third jumpmaster...there is still much fun to be had!

By Cpt Barbarossa, in X-Wing

Since the release of the legendary "nothing will ever be the same again" FAQ of 2016, all the triple jump players around me have been making (serious) jokes about selling their third jump since they won't need it anymore. I'm here to say WAIT! I present to you, the "Bumper Cars":

J5K - Scout (25)

Attani mindlink (1)

Anti-pursuit lasers (2)

Dengar (3)

R5P8 (3)

J5K - Scout (25)

Attani mindlink (1)

Anti-pursuit lasers (2)

K4 Security Droid (3)

R4B11 (3)

J5K - Scout (25)

Attani mindlink (1)

Anti-pursuit lasers (2)

Gonk (2)

Feedback array (2)

Comes out to an even 100 and can cause severe havok. There's no alpha like torpedo scouts, but if you can stay at range 3 for the opening shots and then zoom in, you can create an unholy large-based barrage of large-base pain with Anti-pursuit lasers, Feedback array, R4B11 (zuckuss without the stress), and generally 3 dice 360 shots with focus and target locks/Dengar.

So please, have a heart...keep your jumpmasters together, they'll get lonely otherwise.

Edited by Gingerleo

You're still flying three PWTs though which puts you and/or your opponent at severe risk of death by boredom.

You're still flying three PWTs though which puts you and/or your opponent at severe risk of death by boredom.

:lol: well, i certainly can't argue with that!

I'm just looking for ways to justify my third J5K, rather than letting it rust in storage...

Run torp scouts.

Seriously, once you get past the first engagement, they're still closing on as good as they once were. Put Crack Shot on them and R4 Agromechs, us the R4 as effectively FCS, and rely on being able to tank some shots at range 3 then launch from round 2 onwards. 2 of these and a bumpmaster is gonna be pretty solid. Not the dominant dicefest it once was, but still very solid.

They're by no means dead. What they are is more difficult to run effectively.

Run torp scouts.

Seriously, once you get past the first engagement, they're still closing on as good as they once were. Put Crack Shot on them and R4 Agromechs, us the R4 as effectively FCS, and rely on being able to tank some shots at range 3 then launch from round 2 onwards. 2 of these and a bumpmaster is gonna be pretty solid. Not the dominant dicefest it once was, but still very solid.

They're by no means dead. What they are is more difficult to run effectively.

It won't work vs. an opponent that's competent and running a good list. A Torp Scout needs to live through at least 2 rounds of shooting before it fires its first torp. That's not going to happen very often.

True, PS kill is a possibility before the second round.

But that's what the Bumpmaster is for. To block people so PS killing is harder to do.

It may not be viable at high level competition any more but I really don't think it's dead.

2 die PWTs on the other hand...

True, PS kill is a possibility before the second round.

But that's what the Bumpmaster is for. To block people so PS killing is harder to do.

It may not be viable at high level competition any more but I really don't think it's dead.

2 die PWTs on the other hand...

Well you're hoping for 3 die PWT if you place the ships correctly and block your opponent, thus giving you range 1 shots = potentially 1 damage for the bump, 2/3 damage with the R4B11 rerolls, Feedback array, and an accurate 3 hits to evade with Dengar rerolls. Aces definitely fear this...