Tens of thousands of dollars lost Wave 5
4 minutes ago, Darth Meanie said:It's just a flesh wound. . .come here you big sissy!!
Poe chose the risk the 4 die. The attack came up all crits, Poe rolled blanks with 2 shields left and Heroic'd into blanks.
Edited by Hiemfire3 hours ago, Hiemfire said:Poe chose the risk the 4 die. The attack came up all crits, Poe rolled blanks with 2 shields left and Heroic'd into blanks.
Two direct hits to Hull.
Game over to a Z95.
10 hours ago, Force Majeure said:I disagree. Meet the new Scum Meta:
Contracted Scout (44)
Adv. Proton Torpedoes (6)Contracted Scout (44)
Adv. Proton Torpedoes (6)Contracted Scout (44)
Adv. Proton Torpedoes (6)Contracted Scout (44)
Adv. Proton Torpedoes (6)
Total: 200View in Yet Another Squad Builder 2.0
180° arc (Torp+turret to the side) behind 36 Health.
BOOOOOOHHHHHHAAAAAAAAAAAAAAHHHHAAAAAAAAHHHAAAAAAHHAAAAAAAAAAAAAAA!!!!!!!!!!!!!!!!!!!!!!!!!
18 hours ago, Cloaker said:Blockers with deadman switch is slightly amusing.
Their wave 5 release are obviously the reason Contraband Cybernetics is available in HS. But that's not enough. What REALLY broke it wasn't even the dial or the slots---it was the lack of a primary forward arc weapon. The careful depowering of Inertial Dampeners and Feedback Array in 2.0 also robbed it of dirty tricks.
The answers, if there are any beside new cards, are in the Lore, as usual; https://starwars.fandom.com/wiki/Punishing_One/Legends
"The JumpMaster 5000, a crescent shaped transport, was the base of the ship, chosen for its ease of maintenance and simple customization."
Add 1 modification slot. All modifications cost -1 points less.
"Dengar modified the Punishing One to use a cutting-edge engine bay and armed the ship with a mini-ion cannon and proton torpedo launcher. He also modified a quad-blaster cannon to operate using an R2-series astromech droid built into the ship as a gunner.
"Dengar also equipped his ship with a series of sensor beacons"
Punishing One Title
Add 1 cannon slot.
Add 1 sensor slot. There's nothing scouts can do that Blue Squadron B-Wings don't do as well, if not better.
If you compare it to the Kimogila (as a Scum to Scum comparison), its pretty sad as well. Both have 9 hp (2 shield/7 hull Kimogila, 3/6 JM), and their generic is pointed at very nearly the same with the Kimogila at 43 and the JM at 44. However, the Kimogila has arguably the better dial, has a better base attack, and gets an ship ability that is useful, even if not the best or easiest to pull off. The only real advantage the Jumpmaster has is the extra Agi, but balance that with the advantage of having a medium base over a large base in terms of maneuverability and target size, and the Kimogila is clearly a better ship that can pretty much do everything a Jumpmaster can (heavy fighter/torpedo boat) without requiring an 8 point title to just get a 3 dice attack.
Edited by IkkaEdit- stupid mobile double-post....
Edited by Ikka1 hour ago, Ikka said:If you compare it to the Kimogila (as a Scum to Scum comparison), its pretty sad as well. Both have 9 hp (2 shield/7 hull Kimogila, 3/6 JM), 2 Agility, and their generic is pointed at very nearly the same with the Kimogila at 43 and the JM at 44. However, the Kimogila has arguably the better dial, has a better base attack, and gets an ship ability that is useful, even if not the best or easiest to pull off. Add in the advantage of having a medium base over a large base, and the Kimogila is clearly a better ship that can pretty much do everything a Jumpmaster can (heavy fighter/torpedo boat) without requiring an 8 point title to just get a 3 dice attack.
Kimos only have one agility. Which makes them very sad when they die in a fireball. Also me. Are they better than Jumpmasters? Yes? Does that mean they're not sad puppies? No.
Also if I start losing with Jumpmasters can I just put that cute puppy on the table? I'll just tell everyone his name is Nashtah.
14 minutes ago, Dr Moneypants said:Kimos only have one agility. Which makes them very sad when they die in a fireball. Also me. Are they better than Jumpmasters? Yes? Does that mean they're not sad puppies? No.
Also if I start losing with Jumpmasters can I just put that cute puppy on the table? I'll just tell everyone his name is Nashtah.
Ah, you're right, don't know what I was thinking. Edit'd. Still, I'll take the Kimogila over the Jumpmaster any day.
20 hours ago, Kieransi said:Yes we all know that scum actually only has one iconic ship in the movies but we're not allowed to talk about that fact
I don't know that I'd call the Quadjumper "iconic", per say.
17 hours ago, Cloaker said:but... what about people who play more than one faction? I think there's at least, like, 9.
There are only 7 factions currently, actually. Both of us who play multi-faction know this.
22 hours ago, Force Majeure said:4 Contracted Scouts with whatever combination of upgrades is fairly formidable.
Maybe its a 2 die primary, but they will not die easily. Clog lanes. Block ships. You got this.
22 hours ago, PhantomFO said:There's nothing it a can do that the YT-1300 can't do better.
In that same line:
Just use 4x Freighter Captain instead.
Better dial, 2 more hitpoints each, and double turrets.
And still have points left to slap DMS and/or Electronic baffles on the lot.
Granted, lower Ini and less agility, so maybe on par.
18 hours ago, Cloaker said:but... what about people who play more than one faction? I think there's at least, like, 9.
I think Rebels got banned from play, or at least that's what their players sound like.
1 hour ago, JJ48 said:I don't know that I'd call the Quadjumper "iconic", per say.
There are only 7 factions currently, actually. Both of us who play multi-faction know this.
the witty insinuation was that there are 9 people who play more than one.... ah, never mind 😁
On 9/13/2019 at 7:47 PM, Force Majeure said:I disagree. Meet the new Scum Meta:
Contracted Scout (44)
Adv. Proton Torpedoes (6)Contracted Scout (44)
Adv. Proton Torpedoes (6)Contracted Scout (44)
Adv. Proton Torpedoes (6)Contracted Scout (44)
Adv. Proton Torpedoes (6)
Total: 200View in Yet Another Squad Builder 2.0
180° arc (Torp+turret to the side) behind 36 Health.
On that note, give the JM5000 the sensors slot, so it can fly with "Passive Sensors" that will bring the TrippleUboats back, BUT with: A significantly worse dial, No white barrel-roll, No R4-aggromech, No turret and the present mobile-firing-arc have a red rotate action - it might just be perfect....
Somthing like this will be possible:
Contracted Scout (44)
Proton Torpedoes (13)
Informant (5)
Contraband Cybernetics (3)
Passive Sensors(3)
Contracted Scout (44)
Proton Torpedoes (13)
Cikatro Vizago (1)
Contraband Cybernetics (3)
Passive Sensors(3)
Contracted Scout (44)
Proton Torpedoes (13)
0-0-0 (5)
Contraband Cybernetics (3)
Passive Sensors(3)
200pt
The JumpMaster is such a controversial ship! you're damned if you fix it, and you're damned if you don't! As difficult as it may be, maybe we need to forget about the 1.0 jumpmaster, and embrace the new 2.0, which will be not as good anyway, regardless fo whatever upgrades you give it.
14 hours ago, Sciencius said:On that note, give the JM5000 the sensors slot, so it can fly with "Passive Sensors" that will bring the TrippleUboats back, BUT with: A significantly worse dial, No white barrel-roll, No R4-aggromech, No turret and the present mobile-firing-arc have a red rotate action - it might just be perfect....
Somthing like this will be possible:
Contracted Scout (44)
Proton Torpedoes (13)
Informant (5)
Contraband Cybernetics (3)
Passive Sensors(3)
Contracted Scout (44)
Proton Torpedoes (13)
Cikatro Vizago (1)
Contraband Cybernetics (3)
Passive Sensors(3)
Contracted Scout (44)
Proton Torpedoes (13)
0-0-0 (5)
Contraband Cybernetics (3)
Passive Sensors(3)200pt
🤨 Is the point of Cik in this list that you can, if within range 0-1 of the other friendly ship during the End Phase, swap a spent ContrCyb for a fresh one, or is it just counting to 200? Not seeing much utility there.
On 9/15/2019 at 10:56 PM, Hiemfire said:
Precisely, Cikatro: to swap the used cybernetics to give a little more flexibility depending on use and situation - but I must confess, I did not give the choice of Informant, Cikatro, or 0-0-0 that much thought, there might be much better options. Informant: to get an idea of where the enemy fleet or priority target is going for those Torps. 0-0-0: is just a good crew when bumping, which 3 jumpmasters are also good at and eventually will end up in.
Edited by Sciencius