I modded my Jumpmaster with an astromech!!!
Edited by DwingJM5K Nerf: Thoughts?
Mmm six red dice all day? Yeah I’d have no prob flying against that
5 hours ago, Admiral Deathrain said:Calling it: triple scouts will still be a thing, potentialy like this:
Contracted Scout (25)
Expertise (4)
K4 Security Droid (3)
Rigged Cargo Chute (1)Contracted Scout (25)
Expertise (4)
K4 Security Droid (3)
Rigged Cargo Chute (1)Contracted Scout (25)
Expertise (4)
K4 Security Droid (3)
Anti-Pursuit Lasers (2)Total: 100
View in Yet Another Squad Builder
Though I don't have enough experience flying scouts to make that exact call.
Spending 21 points to potentially fully modify three 2-die PWTs. Yikes. Theres the new meta breaker.
1 hour ago, E Chu Ta said:Spending 21 points to potentially fully modify three 2-die PWTs. Yikes. Theres the new meta breaker.
I don't think it's too bad. Not tier 1, but don't forget how utterly brutal those large base turrets are at range 1, especially once they start denying you actions. Would still be a problem for a lot of lists.
They could have at least given the thing a slot to add a cannon or turret upgrade or something. My Lord, the thing is nearly useless offensively now.
Just now, shaner said:They could have at least given the thing a slot to add a cannon or turret upgrade or something. My Lord, the thing is nearly useless offensively now.
It's still the #1 blocker in the game, and don't forget it can take Cad, Scavenger Crane and Clusters to become a solid bomber. I played against a list where a guy was using EI on his scout so he could barrel roll and drop a bomb, had surprising coverage.
1 minute ago, shaner said:They could have at least given the thing a slot to add a cannon or turret upgrade or something. My Lord, the thing is nearly useless offensively now.
Never stopped Manny from being a support powerhouse
She may be neutered, but the jm5k can live on as a giant pain-in-the-*** autoblocker with optional mindlink support
In fluff it's a **** scout ship, it was never supposed to be so combat capable outside the heavily modified p1.
More importantly, gameplay wise...well we tried giving it four dice offense already and we all know how well that turned out
I hear ya Fickle and Bonza. I was just thinking of Dash Rendar's ship with the 2 Attack dice primary....at least it has an option to pay a little more for a secondary weapon. I didn't really plan on using a large based ship for just a blocker. Seems a waste.
I'm sure someone will find a way to use the Jumpmaster again (doubtful) and folks will cry OP and it will be made entirely useless.
Edited by shaner2 minutes ago, Bonza said:I don't think it's too bad. Not tier 1, but don't forget how utterly brutal those large base turrets are at range 1, especially once they start denying you actions. Would still be a problem for a lot of lists.
Don't get me wrong, I'm still confident that one can find good use for our august beloved Jammaster-jellies. That list of three, though... I wouldn't call that "good use."
If triple Jumps fade, so it goes. We'll still be flying them, alone or perhaps in pairs. Nobody puts Dengar in a corner!
Lots of people have said it, but while I'm fine with jumpmasters being nerfed I'm really not ok with 6 out of the 14 upgrade cards in the expansion being unusable or useless with the ship.
1 minute ago, apoapsis said:Lots of people have said it, but while I'm fine with jumpmasters being nerfed I'm really not ok with 6 out of the 14 upgrade cards in the expansion being unusable or useless with the ship.
Chips isn't useless! Even with no ordinance!
If you already have 100 points filled in, put on Chips to look more intimidating!
Those Expertise scouts look kinda fun @Admiral Deathrain
//
I just recalled a Jumpmaster build I thought up but haven't really got to try that much. I think I played one game with it once. As such:
Any Non-Dengar Jump with Expertise, crew-Dengar, Punishing One, and R4-B11. You can take your action to TL the opponent, then use the Shorty* droid to force your opponent to reroll their defense dice against your double-modded attack. It's not something that would ever set the world on fire, but it might have been the best use for Shorty that existed in the game, at least at that moment. But hey, the Kimogila is around the corner, and the bullseye arc prevents opponents from spending tokens. Hrm...
*"I Am I Be" by De La Soul. There's the line "I am shorty, I be four-eleven." So R4-B11 is Shorty.
I think I would have liked to see the Contracted Scout lose it's EPT, the torpedo nerf is fine, and let all Jumps keep their Salvaged Astromech slot.
Or, put the Astromech slot upgrade on the Punishing One title.
I just realized I spelled the title wrong
22 hours ago, Koing907 said:It's only for competitive play. People can kitchen table the pre-FAQ stuff all they like.
Raise your hand if you’ve ever played a game with someone who said, “Sure, you can play that card/ship/miniature with the pre-errata ruling that was determined to be broken!”??
Maybe a little overly harsh not allowing the punishing one tittle to at least add the droid slot back imho. No torps is really the nerf that was needed way back or at least dropping one slot. Lore wise; dengar modified his jump to take an Astro so I feel the tittle should allow the use of what comes in the box. Much fun as I had running Fenn boats for a while; the alpha potential of scouts was a little silly for the cost.
just my humble opinion.
Revenge of the Toilets ( 100 )
| Contracted Scout — JumpMaster 5000 | 25 |
| Trick Shot | 0 |
| Ship Total: 25 | |
| Contracted Scout — JumpMaster 5000 | 25 |
| Trick Shot | 0 |
| Ship Total: 25 | |
| Contracted Scout — JumpMaster 5000 | 25 |
| Trick Shot | 0 |
| Ship Total: 25 | |
| Contracted Scout — JumpMaster 5000 | 25 |
| Trick Shot | 0 |
| Ship Total: 25 | |
@Frostthorn , swap one of those Trick Shots for A Score to Settle and you're golden.
yes its a bit crap that some of the cards that come in the pack can't be used by the Jumpmaster now but....is there anyone who plays this game and only has Jumpmasters?
they can be used by other ships too can't they
2 hours ago, Boris_the_Dwarf said:Raise your hand if you’ve ever played a game with someone who said, “Sure, you can play that card/ship/miniature with the pre-errata ruling that was determined to be broken!”??
We just had a discussion about it on the facebook group of the store I game at. I'd be fine playing pre-nerf for a new player who hasn't seen the FAQ stuff.
17 hours ago, Zucch10 said:The thing is a hyperspace mapper, not a dogfighter.
The Punishing One? Is a heavy space superiority fighter.
The jumpmaster 5000 at the other hand is indeed a cheap hyperspace mapper with great engines and sensors AND great customizability.
If it's about the lore, the punishing one title should have added the green moves to the left, made the moves to the right white instead of red, added a ion turret, mech and 2 attack dice, up from a single one.
But FFG has seen already that this approach did not work very well with the HWK-290 and it's one dice primary. ;-)
Let's face it, "lore"-wise, there should be no asymmetrical dial. It's @#% space ... just fly upside-down!
1 hour ago, Jeff Wilder said:Let's face it, "lore"-wise, there should be no asymmetrical dial. It's @#% space ... just fly upside-down!
As space sim veteran I have to disagree and agree at the same time
Projecting 3D Space into a 2D plane is problematic, so indeed in 3D Space you just roll until your wanted direction is on the best pitch or yaw axis you desire. Alas your opponents can read this and adjust easier, so it keeps a weakness if you only turn into one side, because it makes targeting and especially leading your so much easier … they wanted to transfer this somehow into the game and used the dial for it. A fine abstraction if you ask me. Same for the defender who are fast enough to disengage and come back in one go and thus got a white k-turn. etc
Some abstraction is needed when transforming a space sim into a board game