Finally got to play the quadjumpers. My first outing with them was at a local tournament (15 people). Went 3 and 1 to place 4th overall. Only loss of the day was against Gage (top tier player), playing a Paratinni list. He came in 2nd, due to losing a mirror match against Steve (also a top tier player). I know where I misplayed on the initial pass against Gage. Here's my list
Zealous Recruit (22) x 2 Protectorate Starfighter (20), Autothrusters (2)
Jakku Gunrunner (18) Quadjumper (15), Intelligence Agent (1), Spacetug Tractor Array (2)
Jakku Gunrunner (19) x 2 Quadjumper (15), Pattern Analyzer (2), Spacetug Tractor Array (2)
What went well: all PS 1 gives incredible flexibility with manuevering and shooting. Tractor beams were a factor, sometimes huge, sometimes minor. Being able to back up and perform actions is incredible. All 5 ships have some sort of post dial manuever, combined with intel agent and I could almost block at will. The added firepower of the protectorate starfighters is what makes the list viable.
Weaknesses: Count on losing a ship before shooting. Although it only happened against Gage, it should have happened more often. Zero Action economy. You'll find yourself throwing a lot of unmodified 2 dice attacks. Tractor beams aren't so cool against zero agility large based ships, but then again, 5 ships are.
Input needed: I brought 3 large rocks to maximize the impact of the tractor beams. Travis is suggesting Debris fields instead. Thoughts?
Edited by Cliffkump