JumpMaster and Kimogila

By eljms, in X-Wing Squad Lists

In a continued effort to play all my ships, I gave this a try.

JumpMaster 5000 - •Dengar - 76
•Dengar - Vengeful Corellian (56)
Swarm Tactics (5)
Contraband Cybernetics (3)
Punishing One (8)
•Greedo (1)
R3 Astromech (3)

Kihraxz Fighter - •Captain Jostero - 42
•Captain Jostero - Aggressive Opportunist (42)

M12-L Kimogila Fighter - •Torani Kulda - 56
•Torani Kulda - Rodian Freelancer (48)
Snap Shot (8)

Escape Craft - •L3-37 - 26
•L3-37 - Droid Revolutionary (26)

Total: 200/200

View in the X-Wing Squad Builder

The JumpMaster and the Kimogila were the ships I wanted to include as I hadn't flown either in a long time. It was fun. Very much depended on getting Torani bullseyes lined up. Any thoughts on how to do a JumpMaster and Kimogila better?

I would go with the proton torpedoes for Dengar to increase damage and Han Solo as gunner for efficiency. Torani synergizes rather well with Cluster Missiles - so maybe:

Dengar (56)
Han Solo (Scum) (12)
Proton Torpedoes (13)
Punishing One (8)

Ship total: 89 Half Points: 45 Threshold: 5

Torani Kulda (48)
Cluster Missiles (5)
R3 Astromech (3)
Hull Upgrade (3)

Ship total: 59 Half Points: 30 Threshold: 5

Graz (46)
Outmaneuver (6)

Ship total: 52 Half Points: 26 Threshold: 3

1 hour ago, Singulativ said:

I would go with the proton torpedoes for Dengar to increase damage and Han Solo as gunner for efficiency

I'd love to have the points for proton torps. Having L3 in the list is surprisingly helpful though. Sometimes it's as simple as passing Dengar a focus but it's worth noting that both the JM and the Kimo have barrel rolls available. Coordinating the barrel roll at I2 has given me some cool options for surprising an opponent. I'd be a bit nervous about constantly stressing Dengar - the dial's tricky enough as it is.

3 minutes ago, eljms said:

I'd love to have the points for proton torps. Having L3 in the list is surprisingly helpful though. Sometimes it's as simple as passing Dengar a focus but it's worth noting that both the JM and the Kimo have barrel rolls available. Coordinating the barrel roll at I2 has given me some cool options for surprising an opponent. I'd be a bit nervous about constantly stressing Dengar - the dial's tricky enough as it is.

I wouldn't constantly stress Dengar, you only have 2 shots with the torps anyway and in consecutives rounds he might still have his lock.

I rolled very slow with Dengar when I played him and tried to keep a distance while the other ship started brawling to mitigate the bad dial a bit and it worked quite well.

The thing which is nice about the above list is the raw numbers. Being a 4 ship list with a coordinate bot and a pair of 3-red buddies (who can sometimes combo for a bonus attack) seems nice. If I changed anything, it might be cutting Swarm Tactics and Greedo for Expert Handling. Large-base Barrel Rolls can be amazing, but Jumps hate stress. Other than that, maybe scrap L3-37 (sorry, Fleabag!) and trade Jostero for someone like Talonbane Cobra--a higher init ship who probably hits harder.

//

There was a Gold Squadron League Night episode with a Dengar like two weeks ago.

The Dengar kit was Expert Handling, Punishing One, Hotshot Gunner, R2 Astromech, Contraband Cybernetics. I'd probably only consider ExpH and P-One to be vital, but the other upgrades seem nice. Hotshot Gunner means that even if Dengar has to twist his arc, his guns aren't necessarily useless.

I have a different use for the jumpmaster. I bring you: Jankmaster!

Contracted Scout (44)
4-LOM (2)
Feedback Array (4)
Static Discharge Vanes (8)

Ship total: 58 Half Points: 29 Threshold: 5

Torani Kulda (48)
Swarm Tactics (3)
Cluster Missiles (5)
R5-TK (0)
Munitions Failsafe (1)

Ship total: 57 Half Points: 29 Threshold: 5

Captain Jostero (42)
Proton Rockets (7)
Hull Upgrade (5)

Ship total: 54 Half Points: 27 Threshold: 4

Captain Seevor (30)
Crack Shot (1)

Ship total: 31 Half Points: 16 Threshold: 2


Total: 200

Alternatively you can slim it down to the basics and fit Torkil.

Contracted Scout (44)
Feedback Array (4)

Ship total: 48 Half Points: 24 Threshold: 5

Torani Kulda (48)
Cluster Missiles (5)
R5-TK (0)
Munitions Failsafe (1)

Ship total: 54 Half Points: 27 Threshold: 5

Captain Jostero (42)
Ship total: 42 Half Points: 21 Threshold: 3

Torkil Mux (37)
Moldy Crow (18)

Ship total: 55 Half Points: 28 Threshold: 3


Total: 199