Let's talk Jumpmaster

By Skitch_, in X-Wing

On 4/19/2019 at 10:04 AM, NakedDex said:

I think if it ended up being solid again for almost any reason that wasn't mass blockers or torpedoes, people could find it palatable. Literally anything based around either/both of those, though... eesh...

Can't you use the Falcon for a mass blocker list already?

Manaroo is useless in 2.0. They still restricted her to range 1 while ships like dutch and katarn are range 3. Add to that there are easy access cheap coordinating ships (range 2) like the escape shuttle and there isnt any reason to really take her. She only passes green tokens, not even locks anymore.

3 hours ago, Matanui3 said:

Can't you use the Falcon for a mass blocker list already?

Hard 1s and barrel rolls make the Scout a much better blocker. The YT1300 is a better overall ship that's sort of wasted in that role unless you're really planning around it, and even then it's an easier dodge.

1 hour ago, wurms said:

Manaroo is useless in 2.0. They still restricted her to range 1 while ships like dutch and katarn are range 3. Add to that there are easy access cheap coordinating ships (range 2) like the escape shuttle and there isnt any reason to really take her. She only passes green tokens, not even locks anymore.

yes, the range 1 restriction hurts. Manaroo could be a decent support ship but as you say, escape craft performs this roll better, is way cheaper.

Manaroo is a kind of expensive co-ordinate with some advantages and drawbacks. Advantages mainly being that you can double down on focus tokens for a ship that may have already taken that action, and that she can pass tokens to a bumped ship. Drawbacks are mainly in the cost; both points and opportunity. To make her ability worthwhile you need to stick a token stacker like Perceptive Co-pilot in there, which only makes her more expensive. She's also going to be regularly without tokens for herself because it's likely something you're going to build around. The range is also pretty tragic for an already restricted ability (green tokens only now, so no target lock passing, and no evade potential).

Been reading this and pretty much come to the same conclusion as anyone else. What is one reason I should use the JM5K? It has a initiative 6 pilot. Outside of that, ugh. So, I tried it with a BroBots list. Not flown, just theory craft here.

New Squadron

(66) IG-88C [Aggressor Assault Fighter]
(5) Ion Cannon
(0) Jamming Beam
(1) IG-2000
(3) Elusive
Points: 75

(65) IG-88B [Aggressor Assault Fighter]
(5) Ion Cannon
(0) Jamming Beam
(1) IG-2000
(3) Elusive
Points: 74

(46) Contracted Scout [JumpMaster 5000]
(4) IG-88D
Points: 50

Total points: 199

4LOM is still a better option. An HWK is a better option.

Nerf Jumpmaster!!!!!11111oneoneeleven