Trajectory Simulator + Bomblet Generator + Captain Jostero - Is This Not Terrifying?

By Boba Rick, in X-Wing

So, using Genius Nym or Sixxa rapidly closes the gap and flings a bomblet out the front, it blows up in the Activation Phase causing damage and Deadeye Jostero immediately fires a Harpoon which has a fair chance of killing something (or nearly) before the first exchange.

This sounds terrifying. Not even Hotshot Co-Pilot can prevent it. How would you deal with this?

Would Jostero ability tiger? Is bomb damage considered attack? "Once per round, after an enemy ship that is not defending against an attack suffers damage or critical damage, you may perform an attack against that ship." Please advise.

Bombs are not attacks and will therefor trigger jostero

The only non-attack (bombs arent an attack) that doesnt trigger Jostero is dealt a card, since its not damage or critical damage (as then shields would eat it).

Also, not really that big of a threat. Kfighters still suck, they have massive action starvation issues and are fragile.
Not to mention if they genius the bomblett they lose the bomblett. EM's let you do it twice with Genius but still, why bother?

5 minutes ago, Husum said:

Bombs are not attacks and will therefor trigger jostero

Exactly, PS4 Jostero would fire before any other ace in the game.

QUESTION: If the bomb damage hits Quickdraw - who shoots first? Jostero or Quickdraw?

Just now, Boba Rick said:

Exactly, PS4 Jostero would fire before any other ace in the game.

QUESTION: If the bomb damage hits Quickdraw - who shoots first? Jostero or Quickdraw?

initiative, both players have an effect that is conflicting so whoever has initiative wins.
Literally the only time thats not the case is decloaking, for ... some reason ...

Just now, Vineheart01 said:

initiative, both players have an effect that is conflicting so whoever has initiative wins.
Literally the only time thats not the case is decloaking, for ... some reason ...

Okay, what if Quickdraw shoots first and kills Jostero. Does simultaneous fire kick in to where Jostero can shoot before he's taken off the board?

i'd have to recheck the chart but i dont think the ship is actually removed until after the step where any retaliation shots occur.

i dont think he does anyway, so he still gets a shot.

16 minutes ago, Boba Rick said:

Okay, what if Quickdraw shoots first and kills Jostero. Does simultaneous fire kick in to where Jostero can shoot before he's taken off the board?

Their events triggered simultaneously so Jostero will still get his attack.

32 minutes ago, Vineheart01 said:

The only non-attack (bombs arent an attack) that doesnt trigger Jostero is dealt a card, since its not damage or critical damage (as then shields would eat it).

Also, not really that big of a threat. Kfighters still suck, they have massive action starvation issues and are fragile.
Not to mention if they genius the bomblett they lose the bomblett. EM's let you do it twice with Genius but still, why bother?

Well, K-Fighters do suck... but they are one of a select group of ships that can carry Harpoons and GC with a native 3 attack to trigger those crits, and that's something.

@Vineheart01Mrs. Rick and I have been playing a lot of X-Wing, and I really want to run this list against her but I think it will crush her list and one-sided games aren't that much fun. Do you think this is an even match or should I set her up with something else?

My list:

(100 points)

Viktor Hel (31) Kihraxz Fighter (25), Vaksai (0), Deadeye (1), Harpoon Missiles (4), Glitterstim (2), Guidance Chips (0), Hull Upgrade (3), Munitions Failsafe (1)

Captain Jostero (30) Kihraxz Fighter (24), Vaksai (0), Deadeye (1), Harpoon Missiles (4), Glitterstim (2), Guidance Chips (0), Hull Upgrade (3), Munitions Failsafe (1)

Sol Sixxa (39) Scurrg H-6 Bomber (28), Deadeye (1), Extra Munitions (2), Harpoon Missiles (4), Bomblet Generator (3), Havoc (0), Guidance Chips (0), Trajectory Simulator (1), “Genius” (0)

Her list:

(100 points)

Rho Squadron Veteran (32) x 2 Alpha-class Star Wing (21), Crack Shot (1), XG-1 Assault Configuration (1), Long Range Scanners (0), Heavy Laser Cannon (7), Linked Battery (2)

“Quickdraw” (36) Special Forces TIE (29), Veteran Instincts (1), Fire-Control System (2), Pattern Analyzer (2), Special Ops Training (0), Lightweight Frame (2)

She's played this a bunch of times and is getting pretty good at it, but I just think I'll melt one of those Rhos before it can shoot. What other list do you think would be a sold competitive matchup?

Edited by Boba Rick

to be frank, her list is one of the nastier lists with gunboats. I run 2 of those same gunboats, only with Deathrain but that doesnt affect how the gunboats behave.

That would boil down to how good of a player is she, not how crazy the list is. Becuase thats a mean list if used right.

Better to use a pair of seismics and em than bomblet for this.

3 minutes ago, Vineheart01 said:

to be frank, her list is one of the nastier lists with gunboats. I run 2 of those same gunboats, only with Deathrain but that doesnt affect how the gunboats behave.

That would boil down to how good of a player is she, not how crazy the list is. Becuase thats a mean list if used right.

Yeah, I played it against her and beat her, then she fell in love with the list and took it away from me because I only have three GUNBOATs. I keep trying to beat her with different things and keep falling short. I even ran a Vessery, Quickdraw, Harpoon GUNBOAT against her and it fell flat.

So, if she allows me to get an alpha strike on her, I think she's toast and loses a GUNBOAT for sure. Does that make what's left a fair fight or do you think it's over from there? Best case for her would be to avoid the alpha - what would be your advice for that?

Just now, thespaceinvader said:

Better to use a pair of seismics and em than bomblet for this.

Yup, that would always trigger Jostero and you could do it 4 times.

6 minutes ago, Boba Rick said:

Yeah, I played it against her and beat her, then she fell in love with the list and took it away from me because I only have three GUNBOATs. I keep trying to beat her with different things and keep falling short. I even ran a Vessery, Quickdraw, Harpoon GUNBOAT against her and it fell flat.

So, if she allows me to get an alpha strike on her, I think she's toast and loses a GUNBOAT for sure. Does that make what's left a fair fight or do you think it's over from there? Best case for her would be to avoid the alpha - what would be your advice for that?

Oh no not by a longshot, its still game on at that point - again, depending on how good of a player she is.

Lets say you pop Quickdraw in 1 turn, thus only suffering 1 retaliate attack. You still have 2 fully powered HLC gunboat mosquitoes to deal with, and seriously a pair of them running hit-and-run strats on you is super painful and difficult to deal with.
If you pop one of the Gunboats, you just allowed Quickdraw to get in optimal positioning without losing her shields and now you're paranoid about hitting her. Not to mention 1 gunboat can still deal a ton of damage, it just generally wont do enough to get through regen or pop a turret user before it goes down.

Thats the strength of 2Gunboats +something else lists (theres literally like 7 things that slot in there perfectly and work wonders). Taking out 1 ship quickly does NOT mean you won, they usually have the tools to break you anyway if theyre smart enough with them.
She'd have an uphill battle but definitely not out for the count. I've lost track how many times someone popped my Deathrain by round2 of combat and i still won because my gunboats just utterly ravaged them with hit-and-run strats

Edited by Vineheart01
2 minutes ago, Vineheart01 said:

Oh no not by a longshot, its still game on at that point - again, depending on how good of a player she is.

Lets say you pop Quickdraw in 1 turn, thus only suffering 1 retaliate attack. You still have 2 fully powered HLC gunboat mosquitoes to deal with, and seriously a pair of them running hit-and-run strats on you is super painful and difficult to deal with.
If you pop one of the Gunboats, you just allowed Quickdraw to get in optimal positioning without losing her shields and now you're paranoid about hitting her. Not to mention 1 gunboat can still deal a ton of damage, it just generally wont do enough to get through regen or pop a turret user before it goes down.

Thats the strength of 2Gunboats +something else lists (theres literally like 7 things that slot in there perfectly and work wonders). Taking out 1 ship quickly does NOT mean you won, they usually have the tools to break you anyway if theyre smart enough with them.

Good to know.

Can you give me some basic HLC GUNBOAT principles? Like when to run and when to stick around?

3 hours ago, Boba Rick said:

So, using Genius Nym or Sixxa rapidly closes the gap and flings a bomblet out the front, it blows up in the Activation Phase causing damage and Deadeye Jostero immediately fires a Harpoon which has a fair chance of killing something (or nearly) before the first exchange.

This sounds terrifying. Not even Hotshot Co-Pilot can prevent it. How would you deal with this?

Bomblet with Cad Bane?? That's the only way I see reliably getting that damage. 2 dmg?

Harpoon shot is 4 only. And can be evaded.

Max 6 damage, and part of that can be evaded, and the other part is largely luck. So lets say you have more like 4.5-5 avg dmg. ...What exactly has only that little hp and can't defend itself vs a harpoon... And is worth using this gimmick and a Kaisdbfkjdsn for? Soontir? That's about it.

Thats more of a judgement call than anything else. Biggest question to ask yourself if you should disengage or slow-roll towards the target hoping for another HLC shot: can he possibly reach R1 of me?

LB's work on the main gun so 1 reroll + focus a Gunboat can still do pretty good damage in R1, but so can your opponent so its a bad idea to ever be that close. If you think he can reach R1 of you after you do a 1fwd/1bank, get out of there. Theres also a degree of mindgaming but thats pretty difficult unless you know your opponent very well (look like you're going to disengage and instead slowroll while your opponent flips around to try and catch you..oops..). A 3+3 is enough to whiz by your opponent so he cant hit you unless he kturned no matter the distance, just gotta be mindful of other ships. I like to snake between rocks, 3bank left into a 3bank right is pretty difficult to follow if there was a rock i slipped past.

Gunboats live and die by disengaging tactics. As a result, typically if someone doesnt see the gunboat as that amazing its probably because they are flying them like a jouster, not a hit-and-run maniac.

2 minutes ago, Vineheart01 said:

Thats more of a judgement call than anything else. Biggest question to ask yourself if you should disengage or slow-roll towards the target hoping for another HLC shot: can he possibly reach R1 of me?

LB's work on the main gun so 1 reroll + focus a Gunboat can still do pretty good damage in R1, but so can your opponent so its a bad idea to ever be that close. If you think he can reach R1 of you after you do a 1fwd/1bank, get out of there. Theres also a degree of mindgaming but thats pretty difficult unless you know your opponent very well (look like you're going to disengage and instead slowroll while your opponent flips around to try and catch you..oops..). A 3+3 is enough to whiz by your opponent so he cant hit you unless he kturned no matter the distance, just gotta be mindful of other ships. I like to snake between rocks, 3bank left into a 3bank right is pretty difficult to follow if there was a rock i slipped past.

Gunboats live and die by disengaging tactics. As a result, typically if someone doesnt see the gunboat as that amazing its probably because they are flying them like a jouster, not a hit-and-run maniac.

Great advice, thanks.

She mentioned she might want to try something else - what do you think would be a solid matchup against this?

30 minutes ago, Blail Blerg said:

Bomblet with Cad Bane?? That's the only way I see reliably getting that damage. 2 dmg?

You could run Cad Bane on a 3rd ship, but he needs Havoc/Genius to be able to fling the bomb after moving at a target that has already activated to make this "unavoidable".

If you don't run Genius, and someone flies right into a range 1 bubble range 5 in front of your Traj Sim carrying Scurrg that hasn't activated yet, they deserve what's coming.

Edited by kris40k
1 hour ago, Boba Rick said:

Yeah, I played it against her and beat her, then she fell in love with the list and took it away from me because I only have three GUNBOATs. I keep trying to beat her with different things and keep falling short. I even ran a Vessery, Quickdraw, Harpoon GUNBOAT against her and it fell flat.

So, if she allows me to get an alpha strike on her, I think she's toast and loses a GUNBOAT for sure. Does that make what's left a fair fight or do you think it's over from there? Best case for her would be to avoid the alpha - what would be your advice for that?

If she jousts, she can pretty easily kill sol and have QD and gunboat or 2 gunboats vs your two k fighters with no ordinance.

45 minutes ago, Vineheart01 said:

Thats more of a judgement call than anything else. Biggest question to ask yourself if you should disengage or slow-roll towards the target hoping for another HLC shot: can he possibly reach R1 of me?

LB's work on the main gun so 1 reroll + focus a Gunboat can still do pretty good damage in R1, but so can your opponent so its a bad idea to ever be that close. If you think he can reach R1 of you after you do a 1fwd/1bank, get out of there. Theres also a degree of mindgaming but thats pretty difficult unless you know your opponent very well (look like you're going to disengage and instead slowroll while your opponent flips around to try and catch you..oops..). A 3+3 is enough to whiz by your opponent so he cant hit you unless he kturned no matter the distance, just gotta be mindful of other ships. I like to snake between rocks, 3bank left into a 3bank right is pretty difficult to follow if there was a rock i slipped past.

Gunboats live and die by disengaging tactics. As a result, typically if someone doesnt see the gunboat as that amazing its probably because they are flying them like a jouster, not a hit-and-run maniac.

I've had some success running 1 gunboat in to block w/ a focus and the slow rolling the 2nd for the extra hlc shot. opponent can focus fire at range 2/3 with a focus for defense, or split fire.

11 hours ago, Boba Rick said:

Great advice, thanks.

She mentioned she might want to try something else - what do you think would be a solid matchup against this?

Well, gunboats are tough, massively dangerous inside their arc, good at hitting elusive targets with a heavily modified 4-dice attack, and - as @Vineheart01 noted - dependent on clever hit-and-run plays to survive an extended fight. I suspect they really won't like a control-heavy list of ion and stress tokens. A squad of Ion Cannon/Flight Assist BTL-A4 Warthogs might be an interesting matchup (and as an aside, they'll often be surprisingly effective against Quickdraw - remember that 2-dice primary attacks don't have to deal with Lightweight Frame).

I scrolled past much of it, but did we consider the fact jostoero can also take scavenger crane and do it again? (If he doesn't get blown off the board 1st)

16 hours ago, Boba Rick said:

So, using Genius Nym or Sixxa rapidly closes the gap and flings a bomblet out the front, it blows up in the Activation Phase causing damage and Deadeye Jostero immediately fires a Harpoon which has a fair chance of killing something (or nearly) before the first exchange.

This sounds terrifying. Not even Hotshot Co-Pilot can prevent it. How would you deal with this?

Not get hit by the bomb? This is fine.