First Quadjumper Tournament list

By Cliffkump, in X-Wing Squad Lists

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

The best part is that as long as you can get arc and range 1 during the activation phase, the tractor beam will go off (spend the action of course). There is no hit mechanic needed!

Thanks for the report. I enjoy any list of generics, especially oddball ones like the Quadjumper.

For some dumb reason, I bought three -- secretly hoping for the moment I can put three on the board.

Quadjumpers are actually pretty good. They fit into the 'oh i don't need to worry about it...OMG that thing is ANNOYING!'

Once had a Quadjumper almost take down a list by itself. Killed Jake with its primary, TB Ahsoka into a corner (flying off the board), and almost took down Poe. It was glorious. I now call it my Magic Tugboat.

On 2/27/2017 at 6:36 AM, Cliffkump said:

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?

Cool, like seeing creative lists.

One solution to action economy problem would be to free up some points for Operation Specialist. It can help with action economy. Been using it in snapshot Awing swarm and its a thing of beauty. A nice trickle down effect, giving your 2 dice some focuses now.

How often were autothrusters kicking in for those Recruits? I assume the aggro all goes on the quadjumpers? Maybe drop the ATs, or can even swap the Recruits with Mangler Scyks? You will lose range 1 bonus, but gain range 3 bonus denial. Crits on those large ships adds up.

Also can put Ketsu crew on the other quad, to keep those tractor beams on, then can use your actions for focuses and TLs the next round instead of tractor beaming again.

Cartel Spacer (14)
"Mangler" Cannon (4)
"Heavy Scyk" Interceptor (Cannon) (2)

Cartel Spacer (14)
"Mangler" Cannon (4)
"Heavy Scyk" Interceptor (Cannon) (2)

Jakku Gunrunner (15)
Operations Specialist (3)
Pattern Analyzer (2)
Spacetug Tractor Array (2)

Jakku Gunrunner (15)
Ketsu Onyo (1)
Pattern Analyzer (2)
Spacetug Tractor Array (2)

Jakku Gunrunner (15)
Intelligence Agent (1)
Spacetug Tractor Array (2)

Total: 100

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