I want Juke/Comm Relay + Hyperwave Comm Scanner to be a thing so badly

By Admiral Deathrain, in X-Wing Squad Lists

I know it is hopeless, but this could be an evolution of my triple SF list...

"Quickdraw" (29)
Juke (2)
Fire-Control System (2)
Comm Relay (3)
Lightweight Frame (2)
Special Ops Training (0)

Kylo Ren (TIE Silencer) (35)
Juke (2)
Fire-Control System (2)
Comm Relay (3)
Autothrusters (2)
First Order Vanguard (2)

Epsilon Squadron Pilot (15)
Hyperwave Comm Scanner (1)

Total: 100

View in Yet Another Squad Builder

Feels like a terrible waste not to do the PTL+Sensors thing, though. And it probably dies too fast. And the trick is too expensive for what it does.

But it is so neat!

Edited by Admiral Deathrain

You forgot Omega Leader.

In Epic the Juke/Comm Relay combo is very good on SF’s especially with Accuracy Corrector and the double shot triggering so much. I always use the PS5 Omega’s and spam them. Then a Hyper Wave Comm scanner nearby like you have here.

How do you get the evade token on a ship without evade?

41 minutes ago, Celestial Lizards said:

How do you get the evade token on a ship without evade?

During setup, Hyper Wave Comm scanner can assign an evade token to friendly ships at range 1 - 2. Comm Relay allows the S/F and the Silencer to carry them through the game, at least until someone assigns a Jam token to them. :)

Edited by Nspace
spelling

Juke/Comm Relay is THE build for Omega Leader, so it really is a thing. I could see it being viable on Accuracy Corrector SFs.

However I would agree that on many pilots, like QD and Kylo, other builds are stronger. Though it could work on QD w/ the Corrector. M a y b e

I should have specified, Hyperwave + Juke/Comm Relay. It is so wonderfully janky! For reference, this was my initial list:

"Quickdraw" (29)
Juke (2)
Fire-Control System (2)
Comm Relay (3)
Lightweight Frame (2)
Special Ops Training (0)

"Backdraft" (27)
Juke (2)
Fire-Control System (2)
Comm Relay (3)
Lightweight Frame (2)
Special Ops Training (0)

Zeta Specialist (23)
Fire-Control System (2)
Hyperwave Comm Scanner (1)

Total: 100

View in Yet Another Squad Builder

Played it once and it was alright, could have played a lot better. However I really felt at a disadvantage with PS7 Backdraft. He just doesn't have the same synergy with Juke Quickdraw has, being able to use it twice and defensively since you tend to shoot early, stripping their focus before they can seriously hurt you. The Zeta did well enough, but it is a generic in a world were those are woefully underpowered. Just having a blocker might be about as good and allows for another PS9 ship with Kylo.

6 hours ago, Admiral Deathrain said:

He just doesn't have the same synergy with Juke Quickdraw has

This is directed broadly at many people in the community. If you have ever made a list in any way similar to the one in this thread, then this post is for you.

If you need a support ship to make a card ability function, then you do not have synergy.

If the support ship you picked to make your chosen card ability function can only do it once per game, then you do not have synergy.

1 minute ago, jmswood said:

This is directed broadly at many people in the community. If you have ever made a list in any way similar to the one in this thread, then this post is for you.

If you need a support ship to make a card ability function, then you do not have synergy.

If the support ship you picked to make your chosen card ability function can only do it once per game, then you do not have synergy.

Um, Quickdraws ability allows you to use Juke twice per turn. Thats why Quickdraw and the Juke effect have synergy. To make it work, you need Comm Relay and an evade feeder, which are the hoops you need to jump through to leverage that synergy.

I think synergy is the wrong word to connect juke with Quickdraw. Juke is more a one directional multiplier. It gives you a benefit for each attack, so any ship or build with multiple attacks would benefit more from this force multiplier. However, synergy between 2 or more effects should both enhance each other or at least one should enhance the other while requiring no additional input or "out of the way" work to trigger the first effect. Juke and Comm Relay is a good example of that second situation (unidirectional synergy). Comm relay lets you keep the evade for juke. It does not freely enable juke, but allows you to keep the triggering token freely and allocate other actions while retaining the same benefit. True 2 way synergy creates a loop of sorts, e.g. Jake with Intensity. The focus --> boost --> focus --> barrel roll chain shows how using an innate effect triggers a secondary effect that then enhances the initial effect. That is a truly synergistic relationship, unlike the label of "synergy" that is often exaggerated when anything is effective. In this case your "synergy" is Hyperwave comm scanner --> Comm Relay --> Juke --> multiple attacks. That chain has nothing to do with QD specifically, requires an additional ship to set up, and once that evade token is gone, it can never be reproduced. At best, it's a gimmick. Effective, but still a gimmick.

22 minutes ago, Jimbawa said:

I think synergy is the wrong word to connect juke with Quickdraw. Juke is more a one directional multiplier. It gives you a benefit for each attack, so any ship or build with multiple attacks would benefit more from this force multiplier. However, synergy between 2 or more effects should both enhance each other or at least one should enhance the other while requiring no additional input or "out of the way" work to trigger the first effect. Juke and Comm Relay is a good example of that second situation (unidirectional synergy). Comm relay lets you keep the evade for juke. It does not freely enable juke, but allows you to keep the triggering token freely and allocate other actions while retaining the same benefit. True 2 way synergy creates a loop of sorts, e.g. Jake with Intensity. The focus --> boost --> focus --> barrel roll chain shows how using an innate effect triggers a secondary effect that then enhances the initial effect. That is a truly synergistic relationship, unlike the label of "synergy" that is often exaggerated when anything is effective. In this case your "synergy" is Hyperwave comm scanner --> Comm Relay --> Juke --> multiple attacks. That chain has nothing to do with QD specifically, requires an additional ship to set up, and once that evade token is gone, it can never be reproduced. At best, it's a gimmick. Effective, but still a gimmick.

Its not even effective...but so beautiful an idea that it makes me sad it isn't! The Evade token in this build is treated as an extra hull point or clutch crit mitigator, similar to integrated astromech actually, just not quite as good and 'discarding' 5 points of upgrades.

24 minutes ago, Admiral Deathrain said:

Its not even effective...but so beautiful an idea that it makes me sad it isn't! The Evade token in this build is treated as an extra hull point or clutch crit mitigator, similar to integrated astromech actually, just not quite as good and 'discarding' 5 points of upgrades.

I think that's the problem, really. Juke + Comm Relay together is 5 points - which is too much to spend on purely the offensive use of evade tokens.

Juke is good but not that good - what makes it terrifying in Omega Leader's case is that you knock an evade to a focus result and then disallow your opponent from modifying it back.

If I really wanted to make it work, I think the trick would be to pull on the need for your opponent's limited number of focus tokens from as many directions as possible:

  • "Quickdraw"
    • Spec Ops Training
    • Juke
    • Sensor Jammer
    • Comm Relay
    • Lightweight Frame
  • "Backdraft"
    • Spec Ops Training
    • Juke
    • Sensor Jammer
    • Comm Relay
    • Lightweight Frame
  • Zeta Leader
    • Wired
    • Hyperwave Comm Scanner

Every shot fired by or at the TIE/sf demands a focus token, or it knocks out a positive result on your opponent's roll.

Still not earthshaking, but potentially more useful - Juke/Sensor Jammer by itself does nothing on a shot where your opponent has a token; what makes it useful is continuing to apply the Juke/Jammer effects after your opponent runs out of tokens.

Consider it equivalent to a TIE shuttle swarm carrying many Tacticians and Hotshot Copilots....

I‘d go a similar route:

First Order Madness (97)

•"Quickdraw" (38) - TIE/SF Fighter
Juke (2), Fire Control System (2), Comm Relay (3), Special Ops Training (0), Lightweight Frame (2)

•"Omega Leader" (26) - TIE/FO Fighter
Juke (2), Comm Relay (3)

•"Backdraft" (33) - TIE/SF Fighter
Veteran Instincts (1), Fire Control System (2), Hyperwave Comm Scanner (1), Special Ops Training (0), Lightweight Frame (2)

The reasoning being that I rather have OL with juke/comm than Backdraft. There are 3 points to play around - maybe Expertise on Backdraft, or Predator or even Outmaneuver

2 minutes ago, GreenDragoon said:

There are 3 points to play around - maybe Expertise on Backdraft, or Predator or even Outmaneuver

Veteran instincts is a good call, because it means he and quickdraw can chop and change movement order, and beating out the PS8 bombers (like Miranda) is good.

Predator is pointless because Fire Control should give you continuous locks. Expertise is okay but a TIE/sf wants to be able to use its red moves. Outmaneuver......I guess?

Personally, with 3 spare points I'd strap some cruise missiles on Quickdraw. Juke this....

4 minutes ago, Magnus Grendel said:

Predator is pointless because Fire Control should give you continuous locks.

Duh, of course! I completely missed that.

But you‘re right, Cruise looks like the better choice, also to keep VI.

There‘s also the option to change one FCS to Sensorjammer