whats ur strategy vs quadjumpers?

By Greedo_Sharpshooter, in X-Wing

16 hours ago, Boom Owl said:

Dont be range 1

Dont be near rocks

Dont forget they have sloops

Dont forget they can reverse

Dont be just far enough away that next turn they have room to do quadjumper things.

Stress them

Stay out of arc

Against Boba decide if your gonna destroy Boba or Not Boba first. If your gonna go after Boba make sure you know if you can do it quick. If your gonna go after Not Boba first decide if your goal is to half points Boba and what you need to survive long enough to run to time. Dont let Boba bait you, turn away from combat, and then set Not Boba up for uncontested shots or Jumper things.

So basically, don't bother playing the game...fun

9 minutes ago, MasterShake2 said:

      

So basically, don't bother playing the game...fun

No no its definitely a game. You think about where the Jumpers are or can be, hint its definitely not everywhere. Basically you want an initial round of combat where they are R2-3 ( they will Evade and stress if not R1 to tractor ). Goal is to place your ship for that round such that next round its hard for them to do a blue and tractor at R1 ( they only have 2 blues so its manageable ). Easy enough to ps kill or find ways to disengage after that.

Edited by Boom Owl
11 hours ago, millertime059 said:

so that they can’t 4 straight to tractor.

🤨 3 straight.

Maneuver quadrijet

Can be a 4 or a 5 if the one tractoring you got tractor boosted by a bud (4 = tug buddy boost + 2 straight, 5 = tug buddy boost + 3 straight) , though then the tug is rolling 1 green base. Your opponent setting up for that should be pretty obvious though and you can prep accordingly.

1 hour ago, Boom Owl said:

No no its definitely a game. You think about where the Jumpers are or can be, hint its definitely not everywhere. Basically you want an initial round of combat where they are R2-3 ( they will Evade and stress if not R1 to tractor ). Goal is to place your ship for that round such that next round its hard for them to do a blue and tractor at R1 ( they only have 2 blues so its manageable ). Easy enough to ps kill or find ways to disengage after that.

A) It was sarcasm

B) If I have to follow a 5 step flow chart to not lose a game to a ship only 5pts more than the absolute cheapest, something is very wrong. Hence, the real winning strategy is just to not bother with Extended until January...or just not bother with Extended.

Edited by MasterShake2
3 hours ago, MasterShake2 said:

A) It was sarcasm

B) If I have to follow a 5 step flow chart to not lose a game to a ship only 5pts more than the absolute cheapest, something is very wrong. Hence, the real winning strategy is just to not bother with Extended until January...or just not bother with Extended.

It's not like you automatically explode if hit by a tractor beam. It's annoying, sure, but if they don't have a follow up, then that's all it'll be. If there is a plan, it's one that you can anticipate and disrupt.

4 minutes ago, Okapi said:

It's not like you automatically explode if hit by a tractor beam. It's annoying, sure, but if they don't have a follow up, then that's all it'll be. If there is a plan, it's one that you can anticipate and disrupt.

pro tip. do not approach gunrunners along the edge of the map - they cannot tractor you directly off the map but they WILL tractor you into a position where you WILL fly off the map!!!

Edited by Da_Brown_Bomber
1 hour ago, Okapi said:

It's not like you automatically explode if hit by a tractor beam. It's annoying, sure, but if they don't have a follow up, then that's all it'll be. If there is a plan, it's one that you can anticipate and disrupt.

Eh, I'm not going to belabor the point of Quads too much, but they're 1 of about 4-5 reasons why I'm not playing extended right now. Extended just isn't fun.

Unless you have a Star Viper, not sure how that could really be the case unless you goofed.

40 minutes ago, Da_Brown_Bomber said:

pro tip. do not approach gunrunners along the edge of the map - they cannot tractor you directly off the map but they WILL tractor you into a position where you WILL fly off the map!!!

like if you are at a 45 degree angle to the board edge? A hard turn 100% stays on board, no matter what. So plan accordingly. Don’t dial a move towards the board edge if getting barrel rolled would put you off the map.

Like, seriously, if you are at risk of being tractored, assume you will be and plan accordingly. If you wind up getting tractored in such a way as your maneuver puts you off the board, you most likely screwed up.

There are plausible situations where maybe you’re stressed and the only hard moves you could do are red, or a second ship is blocking your reentry point so you can’t complete your move then, we’ll, your opponent probably outplayed you somewhere along the way.

Space tugs may be annoying, but they are far from the most obnoxious thing scum have. Palob is far worse IMO. Flying a Phantom when 3 of tugs/ Palob/4-lom/ Boba is against you? It can be obnoxiously tricky. But not impossible. My local meta is very scum heavy, and I tend to fly agile and fragile Imps. Phantoms, Strikers, Interceptors and their like. These are particularly susceptible to he strongest scum ships, but I still maintain a winning record against them. Just… know what they can do and plan accordingly.

One thing I've been doing that helps mitigate their strengths: Bring debris fields, place as many of their asteroids in one of their corners as possible and deploy on other side of the map. Then refuse to fly near the asteroids. When you're planning your moves, make sure your ending position is not possible to be fractured onto an obstacle next round. Not always possible, but usually possible.

Do not allow the enemy to bring his strength to bear, something something Sun Tzu.

Edited by Matt Antilles

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30 minutes ago, Magnus Grendel said:

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That works nicely, and isn't hyper focused on just Quads either. It is great for shutting down anyone that benefits from obstacles. :)

I'm just waiting for the new points update in January. I prefer not to play into a known NPE game component. In the meantime, hooray for Hyperspace! It's my preferred format anyway.

1 hour ago, Hiemfire said:

That works nicely, and isn't hyper focused on just Quads either. It is great for shutting down anyone that benefits from obstacles. :)

This. I loved TIE/sk anyway, and the fact that if have some points spare I can throw on a couple of tactical seismic charges without needing 30-ish points for a dedicated bomber (that couldn't keep up with the swarm anyway) is great.

Outrider? Mining TIEs? Lando's Falcon? Blackout? Enough ships really interact with obstacles now that the option of some aggressive landscape gardening is a really good thing, even aside from the seismic's function as a very flexible damage dealer.

I think the game could benefit with some more helicopters in the game for other factions.

Heck I was hoping the Empire would get their firepower 3 ship that can move backwards and have some secondary weapons like the ones in the background.

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11 hours ago, MasterShake2 said:

Eh, I'm not going to belabor the point of Quads too much, but they're 1 of about 4-5 reasons why I'm not playing extended right now. Extended just isn't fun.

Silly super-dial-creeped supernatural point fortress Kylo is going to be so much more non-NPE fun.

30 minutes ago, Managarmr said:

Silly super-dial-creeped supernatural point fortress Kylo is going to be so much more non-NPE fun.

Kylo actually decreeped his dial. In 1.0, his 3-banks were blue.

8 hours ago, Marinealver said:

I think the game could benefit with some more helicopters in the game for other factions.

Heck I was hoping the Empire would get their firepower 3 ship that can move backwards and have some secondary weapons like the ones in the background.

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Move Backwards?

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http://starwars.wikia.com/wiki/LAAT/le_gunship

1 hour ago, Hiemfire said:

It looks like something that can move backwards. Just because it was based off the republic gunship doesn't mean it has to have a dial that would be expected of the gunship. Besides, it does call it a republic police helicopter. So that right there is confirmation that it can do some interesting moves to include reverse maneuvers.

Im lucky that my buddy has not thought to buy any of his own yet and is working on just buying the scum ships I had picked up.

Seems like the small debris idea is a good one. combine that with seismic charges to get rid of the big asteroids and make your list one that does well in wide open spaces. Might be a thing thats viable against anyone and help the more so against quads. After that, a matter of tactics.

On 12/24/2018 at 12:23 AM, Da_Brown_Bomber said:

yep, getn in bhind them seems like a good plan. if there r two of them focus fire on one early on b4 they regroup in formation.

Just keep in mind they may be carrying bombs.

On 12/24/2018 at 1:15 PM, MasterShake2 said:

So basically, don't bother playing the game...fun

Well, preventing the opponent from playing at all or having any fun is sort of the goal of the Scum faction.

On 12/25/2018 at 2:54 AM, ForceSensitive said:

I'm just waiting for the new points update in January. I prefer not to play into a known NPE game component. In the meantime, hooray for Hyperspace! It's my preferred format anyway.

Same here. I went on hiatus a while ago, and I'm waiting for the points update to see if I want to come back in January or wait for the prequel factions.

I just ignore them until I’ve killed the actual threats in the list.