Now, in my area there are a few guys who just love their Jumpmasters. I do to. But their wanting to win all the time has made a few of us looking for a list that really goes after them. Any suggestions? They usually have 3 scouts with mindlink. I know it's good practice but at times i wish there was a for sure fire way. I know it's all about flying but i am just curious if anyone else had suggestions.
Beating 3 Scouts
If you're never in arc, can't eat a torp...
Actually, I wonder how the rebel jankyard does against these
Out fly or just out alpha them, they are pretty low PS for a 3 ship list.
You can easily take one out a turn before it shoots.
A simple list that did very well against jumps before any of the nerfs:
4x Barron of the empire (TAP) + title +concusion missiles + Chips.
There are plenty of other list that simply wreck tipple jumps.
With all signs pointing to the Punishing Nerf, you should be asking how do you tool/fly against triple Deadeye Scurrgs...
17 minutes ago, zhentil said:Now, in my area there are a few guys who just love their Jumpmasters. I do to. But their wanting to win all the time has made a few of us looking for a list that really goes after them. Any suggestions? They usually have 3 scouts with mindlink. I know it's good practice but at times i wish there was a for sure fire way. I know it's all about flying but i am just curious if anyone else had suggestions.
Poe with Black One, Autothrusters and Intensity (and potentially BB-8 and Primed Thrusters) will make it extremely difficult for them. He can potentially discard two target locks a turn, is very hard to block and can arc dodge and tank any out of arc primary shots easily with his ability and autothrusters.
Edited by apoapsisJust now, Rinzler in a Tie said:With all signs pointing to the Punishing Nerf, you should be asking how do you tool/fly against triple Deadeye Scurrgs...
Which simply aren't as good. Cruise missile is easier to play around than Plasma Torps since there's not a lot of guessing about whether they'll slow roll or come in fast. And once they've shot them off 2 die turret > 3 die arced for clean up, not to mention the big base BR and extra green die.
Well I've done well with Jumps before. Things I generally don't like to see across the table:
-Crackswarms
-Asajj Ventress with Lats Razzi
-Kanan Biggs (if you don't have Boba crew)
-Counter Measures/Scav Crane Rey + Jan
Almost every other matchup I can deal with.
Edited by Sarcon
And another very important thing to remember is that a well played triple scout list is a contrl list, not an alpha strike list. You create no fly zones and deny actions. If they run, torp them in the back, or create a killbox where they have no choice but to get torped.
I won games where I didn't even need to fire a single torp. Denying actions and R1 shots was enough.
2 hours ago, Makaze said:Which simply aren't as good. Cruise missile is easier to play around than Plasma Torps since there's not a lot of guessing about whether they'll slow roll or come in fast. And once they've shot them off 2 die turret > 3 die arced for clean up, not to mention the big base BR and extra green die.
They're definitely better than you're giving them credit for. But hey, what does it matter if a list exists and is going to be a (strong) part of the meta if a nerfed list that won't see tournament play is waaay better.
Lol
Could go for Black One title to shake target locks, deal volumes of stress to deny the ability to establish locks, or deal ion tokens to make getting you in arc problematic.
I have an idea and it is what I have been practicing with the last couple of days.
4x Crack Bombers (25)
Gamma Squadron Veteran (25) - TIE Bomber
Crack Shot (1), Cruise Missiles (3), Extra Munitions (2), Guidance Chips (0)
You throw 20 Red dice on the first pass which should remove a Scout before it fires back also I hear there is a 80% chance to hit with all 5 dice for each shot. The scouts fire back and maybe you lose one Bomber. On the second pass you kill another Scout with 15 dice, they cannot kill another bomber. Basically you have 3 ships on 1 from that point forward.
This list also should work the same against 3 Scurrgs because the bombers are PS5 and both scouts/Scurrgs are Ps3.
Edited by CubanboyAlso 5 bombers with unguided rockets is strong. It's 15 dice with 30 HP for your opponent to deal with.
6 hours ago, Rinzler in a Tie said:They're definitely better than you're giving them credit for. But hey, what does it matter if a list exists and is going to be a (strong) part of the meta if a nerfed list that won't see tournament play is waaay better.
Lol
That's the thing, I don't think they will be a major part of the meta. They're nice on paper, and tend to dominate the first couple games people play against them, but the Scurrg is still just a fancy B-Wing and Cruise Missiles on low PS ships are easy to range control against with a little practice. I think they'll be present in some fashion, but not in anyway near as meta defining and omnipresent as U-boats have been. A tier 1.5 squad that you might or might not see but don't really need to list build against.
No idea what you fly, but back in the day, some had success with corran/wes/biggs against them (before the biggs nerf).
How about something like this?
Wes stresses, removes a targetlock or a focus, and if you meet expertise users, you remove that by shooting at PS 10.
Poe removes 1-2 target locks, can tank turret shots rather easily, while being hyper mobile, when formation breaks.
Biggs has R2D2, and that forces your opponent. Either they have to focus, and shoot with primaries against your regenerating biggs.. or try their luck to get 3 targetlocks off on a target that you can't remove all of them (due to difficulty in boosting/barrel rolling).
Wes Janson (29)
Veteran Instincts (1)
R3-A2 (2)
Integrated Astromech (0)
Poe Dameron (31)
Intensity (2)
BB-8 (2)
Primed Thrusters (1)
Autothrusters (2)
Black One (1)
Biggs Darklighter (25)
R2-D2 (4)
Integrated Astromech (0)
Total: 100
3 hours ago, ModernPenguin said:No idea what you fly, but back in the day, some had success with corran/wes/biggs against them (before the biggs nerf).
How about something like this?
Wes stresses, removes a targetlock or a focus, and if you meet expertise users, you remove that by shooting at PS 10.
Poe removes 1-2 target locks, can tank turret shots rather easily, while being hyper mobile, when formation breaks.
Biggs has R2D2, and that forces your opponent. Either they have to focus, and shoot with primaries against your regenerating biggs.. or try their luck to get 3 targetlocks off on a target that you can't remove all of them (due to difficulty in boosting/barrel rolling).Wes Janson (29)
Veteran Instincts (1)
R3-A2 (2)
Integrated Astromech (0)Poe Dameron (31)
Intensity (2)
BB-8 (2)
Primed Thrusters (1)
Autothrusters (2)
Black One (1)Biggs Darklighter (25)
R2-D2 (4)
Integrated Astromech (0)Total: 100
Wow Penguin, That list is pretty much what I came up with a little while back, great minds think a like lol. I used to run Poe with Rey, but she can be squishy. So I thought, how to kill Target Locks to negate Torpedoes? Then I saw Black One and Wes. I have been toying around with maybe using a Sheathapede stress machine, but until more is spoiled, not sure.
Poe (33) - 42
Intensity(2)
BB-8(2)
Sensor Cluster(2)
AutoThrusters(2)
Black One(1)
Wes Janson (29) - 32
VI(1)
R3-A2(2)
IA(0)
Biggs Darklighter (25) - 26
R4-D6(1)
IA(0)
Total: 100
I went with PS 9 Poe to ensure I shoot before the slew of PS 8 Aces out there, plus I should be able to shoot first 50% of the time against PS 9 aces. I would love to have an int bid, but I cant fit it in, I find with sensor clusters and AT, going against turreted ships you are pretty much guaranteed 2 Evades out of arc, possibly in arc too I suppose, but I would prefer not to spend the focus if I could help it.