Giving some love to the forgotten jumpmaster

By asters89, in X-Wing Squad Lists

On my quest to find a mindlink partner to go with Ketsu (because I won him at a Q1 tournament and want to use him for the next one) I've arrived at another partner. Basically this is a response to having tried Ketsu with Bossk which works well, but suffers if my opponent takes down Ketsu early (normally the right move) and then gets in behind Bossk (also the zuckuss nerf wasn't huge for my list but still took away options).

Ketsu Onyo (38)
Attanni Mindlink (1)
K4 Security Droid (3)
Glitterstim (2)
Burnout SLAM (1)
Shadow Caster (3)

Tel Trevura (30)
Attanni Mindlink (1)
Dengar (3)
R5-P8 (3)
Hull Upgrade (3)
Punishing One (12)

Total: 100

Tel sacrifices a lot of the alpha strike that Bossk brings but in return brings a 360 degree arc (so no worries about anyone getting in behind him) and effectively the same (if not more than the) amount of HP but behind 2 greens rather than than just 1 which should give me a better late game ship than Bossk if Ketsu goes down first. There's a couple of upgrades I'm not 100% sold on, R5-P8 is annoying in the late game and is a disincetive to go after him first, but I'm not sure if those points could be better spent elsewhere.

Maybe engine, its quite expensive and I haven't found it as useful as you might expect in previous iterations, but it's an option. Alternatively gyroscopic targeting on Ketsu with a salvaged astromech on Tel for even more tankiness. Both require finding a point somewhere else, probably burnout slam on ketsu.

Any thoughts appreciated..

I like playing the Jumpmaster with Dengar as a pilot, just like this:

Dengar (33)

R5-P8 (3)

Punishing One (12)

Countermeasures (3)

Rather than Tel Trevura, Dengar might help you avoid continuous attacks as they will think twice to choose him as a target, and in those cases, Dengar will attack twice and return one hit with R5-P8. It's 3 points higher but you'll get in exchange two attacks and one damage that green dices can't evade. The rest is up to your list.

I like to fly Tel with Gonk. Slow roll your big ships, and stack those Gonk tokens; once he is low on HP, disengage both fast big ships, and recharge his shields before re-engaging. It also makes him tougher in the endgame, though it does remove the built-in mods that Dengar provides.

So, up to you really. If you like the reliability and pseudo-action economy of Dengar, stick with him. If you see Tel taking a lot of heat and he needs durability, try out Gonk on him. I also like Tel with Determination and Greedo, though that forces you to take a new EPT on Ketsu, maybe not the best choice.

Kreem beat me to it but I love the Tel approach with Gonk... And flying him exactly how Kreem does. Pairing Gonk with Experimental Interface (if you have room) and you can gain back one shield within the same turn for emergency situations.

I would try reroll-Dengar

Dengar (58 points):

Title/PushTheLimit/K4/R4-B11/EngineUpgrade

Same points like Super-Dash, same maneuverability (except asteroids), less attack but often forced reroll on defense dice, no range 1 hole but range 3 bonus defense die for the opponent

The build with ketsu and tel went pretty well in one of the systems open a while ago, so probably not a bad idea ?.

Also I think gonk is awesome in the build