Quadjumper....How does one use it???

By shaner, in X-Wing

Hey folks. Having a look at the little quadjumper. Trying to figure out how to use it effectively. It's neat and all, but how would it be useful in any competitive situation??

Thanks

It is a tricky piece, but I have run the following list with succes (won a SC):

Unkar Plutt + Pattern Analyser + Ketsu Unyo + Space Tug Tractor Array + Cloaking device

Zuckuss + Advanced Sensors + Push the Limit + K4 Sec Droid + Mist Hunter + Tractor beam

2 x Cartel Spacers + Hvy Scyk + Ion Cannon

The trick is to time your strike correct, so you get Unkar decloaked and moved into the face of the opponents ship to SPTA him, hopefully onto a rock or so that he bumps Unkar. You can with Decloak and 3 straight jump a total of 7 base length forward and tractor another 2,5 base lengths, so a target 10,5 base lengths from you can get a Tractor token. That will often times not happen, but I will say, that 80 % of my games I get a jump on one ship. After that Unkar is just a very anoying bug. You just get in the way with reverse moves and Barrel rolls/Tractor array. Ketsu lets 1 ship keep all Tractor tokens, so you can really reduce AG if the stay in arc of Unkar. BTW I usually dont Cloak Unkar until the turn before I think I need to decloak, so the unreliability of the Scum device is less to my disadvantage. It sometimes leaves Unkar to being shot at, but with 4 green dice, he usually survives (only tried one time he ended at 1 H, but it was 2 A-wings at range 3 primaries that put the hurt in him!)

The Cartel Spacers are there to Ion control whoever gets tractored. If the opponent has an Ioned ship and Unkar is unable to block, use one of the Cartel Spacers. The can also Barrel Roll. You can also double Ion large base ships in one round, just saying...

Lastly "Rail-gun" Zuckuss is there to move in and beat the crap out of one Ion+blocked+no-action ship with triple actions. Hopefully a 5 dice TL+Focus shot at R1.

I like to move my ships slowly into position, and hope for a turn 4 engagement, but most likely it is turn 3. I like obstacles placed near the middle of the board and towards my side of the table. Try to get the opponent thru the asteroids for better Tractor beaming.

I place Unkar in the middle, and each Spacer just inside R2 from each of the boardedges (so they can clear obstacles if flying straight). Zuckuss is placed inside one of the the Cartel spacers and opposite the opponents ships, if deployed. If not Zuckus is placed near Unkar.

My first moves are:

Cartel spacer closest to enemy, 1 turn into the board and Barrel roll towards my board edge. Cartel Spacer furthest away from enemy 4 straight or agressive move, that lets me get closer to enemy. Zuckuss and Unkar slowly forward. Then positioning and getting Unkar lined up for Decloak jump and Tractor fun. Work those 1 bank and 1 turns on the Cartels Spacers, because you want to just hit R3 on first engagement.

I really like the Quadjumper, it takes some practice, but try it, it is SOOO fun to watch you opponents plans getting ruined by a John Deere :-D

Maybe it got a bit long, but thats my take :-)

Cheers