Whats your Best Quadjumper List?

By CBS Ink, in X-Wing Squad Lists

On 2/4/2017 at 10:05 AM, WWHSD said:

This is what I'm looking forward to trying. With three agility, two focus tokens and rerolls from Serissu, Sarco should be able to survive long enough to get into tractor range. There's still 4 points to spend after getting the basics of the list. I'll probably try Ketsu crew on Plank and maybe a hull or Stealth device on Serissu. I really want to throw a Deadman's Switch on Plank but I'm afraid that if he gets popped while engaging that it could be disastrous.

Upgrading one of the Scyks to an HLC is also an option.

Sarco Plank (18)
Attanni Mindlink (1)
Spacetug Tractor Array (2)

Serissu (20)
Attanni Mindlink (1)
"Mangler" Cannon (4)
"Heavy Scyk" Interceptor (Cannon) (2)

Tansarii Point Veteran (17)
Attanni Mindlink (1)
"Mangler" Cannon (4)
"Heavy Scyk" Interceptor (Cannon) (2)

Tansarii Point Veteran (17)
Attanni Mindlink (1)
"Mangler" Cannon (4)
"Heavy Scyk" Interceptor (Cannon) (2)

Total: 96

View in Yet Another Squad Builder

I've gotten in a few games with this and while it's probably not going to win anything big any time soon it was a lot of fun to play. I ended up throwing Pattern Analyzer on Sarko which I think is almost a required upgrade but still haven't figured out what to do with the last two points. I haven't played any of thee other Quadjumpers yet, but I've been happy with Sarko. He's got an EPT and you can get some use out of his ability while keeping him cheap. I rarely use the reverse move on the Quadjumper. It probably comes out about once per game. When it does get used it usually takes people by surprise and has a big effect on the round.

The extra hull on the title really helps out the Scyks but they still have a tendency to explode surprisingly quickly.

At least once every game I am always disappointed that the Quadjumper doesn't have speed one banks when flying in formation with the Scyks.

Edited by WWHSD

I've had a fair amount of luck with this list...

Jakku Gunrunner w/Ketsu Onyo, Spacetug Tractor Array and Pattern Analyzer

Jakku Gunrunner w/Intelligence Agent, Spacetug Tractor Array and Pattern Analyzer

Fenn Rau w/Concord Dawn Protector, Expertise and Autothrusters

Binayre Pirate

Binayre Pirate

The Gunrunners target a ship and try to both use Tractor Beams. With the first Tractor Beam letting me barrel roll you, I can almost always hit you with a second token. Pattern Analyzer lets them take the action even if they're stressed. Ketsu Onyo keeps the tokens on the target for the next round. Intelligence agent gives me a little more info. I'm not sure it's really needed. Generally, if I've hit you with a Tractor Beam, I'm also going to hit you with a Range 2-3 attack that round. It's only two attack dice, but you'll be down Agility, so I usually see at least one damage get through per ship.

The Pirates are normally pretty non-threatening, but ramp up pretty quick when the target is down two Agility from the Tractor Beam tokens. They tag team targets and can usually strip 2-3 hull/shields between them, depending on range. That

Fenn does what Fenn does. He tries to stay out of arc and then flies in to finish off Tractor Beamed opponents. Five attack dice at range 1 with the target down 1-2 Agility and Focus icons flipping to hits due to Expertise is a killer.

My experience is that people try to take out Fenn first. Losing him hurts, but it's the Gunrunners and Pirates that are doing the bulk of the work.

I've considered swapping Fenn out for two cheaper ships. My fear is that downgrading Fenn makes the Quadjumpers the primary target. Losing those kills the list.

I've had a lot of luck with this list. Keep the Quads together and Asajj on her own. The idea is to trick them into focusing on one of the other then close the trap and tractor beam everything against rocks.

Asajj Ventress — Lancer-class Pursuit Craft 37
Outmaneuver 3
Latts Razzi 2
Gyroscopic Targeting 2
Shadow Caster 3
Ship Total: 47
Constable Zuvio — Quadjumper 19
Adaptability 0
Outlaw Tech 2
Thermal Detonators 3
Pattern Analyzer 2
Spacetug Tractor Array 2
Ship Total: 28
Sarco Plank — Quadjumper 18
Adaptability 0
Ketsu Onyo 1
Pattern Analyzer 2
EMP Device 2
Spacetug Tractor Array 2
Ship Total: 25

Triple Quad (97)

Unkar Plutt (27) - Quadjumper
Ketsu Onyo (1), Cluster Mines (4), Pattern Analyzer (2), Inertial Dampeners (1), Spacetug Tractor Array (2)

Sarco Plank (35) - Quadjumper
Opportunist (4), BoShek (2), Cluster Mines (4), Primed Thrusters (1), EMP Device (2), Engine Upgrade (4)

Constable Zuvio (35) - Quadjumper
Push The Limit (3), Bombardier (1), Cluster Mines (4), Pattern Analyzer (2), Scavenger Crane (2), Engine Upgrade (4)

Could be fun. Sarco as a blocker, Unkar to mess with their position, and Zuvio as a bomber

I have a friend who plays a list featuring 3 tlt Ys and a Quad. I can vouch that it is very competitive.

Jakku Thugs:

Jakku Gunrunner - Spacetug Tractor Array, Pattern Analyzer

3x Syndicate Thug - Vectored Thrusters, Unhinged astromech, Twin-Laser Turret

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It's a very strong list. Vectored thrusters and unhinged allow the Ys to break formation and spread to keep ships out of range 1.

Spacetug array allows the quad to play the simple role of guarding donut holes and scuttling approaches with his tractor beam action. PA allows him to move backwards 1 and tractor beam a ship. He makes it very difficult to simply target the Ys.

I am so far 4-0 with this;

Asajj: PTL, Latts, shadowcaster, gyroscopic targeting

Old Teroch: Fearlessness, concord dawn, autothrusters

Unkar: Ketsu onyo, spacetug tractor array, pattern analyzer, BMST

I'm going to change it slightly though to try this:

Asajj: PTL, Latts, shadowcaster, gyroscopic targeting

4-Lom: adaptability, collision detector, mist hunter, tractor beam, tactician

Sarco Plank: Ketsu onyo, pattern analyzer, spacetug tractor array.

Hands out lots of stress, lots of tractor beams and then hopefully lots of damage.

Edited by Phanto Fiend