Hi guys!
JumpMaster 5000: Contracted Scout (25)
Fearlessness (1)
Extra Munitions (2)
Plasma Torpedoes (3)
Guidance Chips (0)
R4 Agromech (2)
JumpMaster 5000: Contracted Scout (25)
Fearlessness (1)
Extra Munitions (2)
Plasma Torpedoes (3)
Guidance Chips (0)
R4 Agromech (2)
Quadjumper: Jakku Gunrunner (15)
Spacetug Tractor Array (2)
Quadjumper: Jakku Gunrunner (15)
Spacetug Tractor Array (2)
-- TOTAL ------- 100p. --
I got a bunch of games with Quadjumpers, I like these ships. I always flight theme in pole position, because I was thinking about tractor fast as I can...
....but I was wrong.
They will always go down in this way. Then I tried to figure out how can I fly them well, and I get these conclusion:
1) Use them in the SECOND engage. As first ships they will go down pretty fast, focussed by the enemy. Using Quads back will improve their lifetime and and their tractor ability. Those ships are pretty slow, so they shine in the middle of the battle, not as initiers.
2) Tractor themselves! Yes, STA can tractor your own ships. Use one Jumper to tractor a second one by boosting him+move him 3 forward turn it to a 5 move.
****, a freakin' Interceptor!
Of course you can figure out how many configurations you can do. Tractor an enemy ship in the right spot can be crucial for the game, never understimate it. And if a Jumper get -1 agility who cares? If it permits you to tractor a protectorate/defender/any rebel ship into Biggs squadron wherever you want.
So that the list. The thing is going forward with Jumpmasters, with Quadjumpers following. Use the focus to get the TL in the first engage, and shoot Torpedoes in the second engage. Quadjumpers are there to get caos in the enemy squadron.
Plus, shooting 2 red dices still nice when you get down 1 agility. 3v2 or 2v1 still the same for me.
Fearlessness is here because if any Jumpmaster will face an enemy (possible with b.roll) you will get an autohit: it turns an useless 2 red dice attack into a more reasonable hit.
Other builds figures out Crackshots, but I feel more comfy by boosting the normal attack more than boosting one single attack. My list run just 4 torps and all 2 red dice attack. I live on Fearlessness and Tractor tokens.
Plus, I have a pretty nice blocking potential with 2 large and 2 small ships, all with b.roll.
Seems to me a pretty fun list, all based to the flight skill, which makes me happy. What do you think guys?
Edited by Cerve