Jumpmaster5k, which pilot(s) makes the cut post points?

By Greedo_Sharpshooter, in X-Wing

Forget everything – I found it:

Nom Lumb (38)
Dengar (6)
Punishing One (5)
Ship total: 49

That's all. Maybe a mech or torps if you prefer it to the title, but the title's pretty economical for that extra die. 49 points leaves tons of room in your list for other stuff, but this is also a pretty potent threat. Leave him alone and he'll do tons of chip damage at you, but shoot at him and he does damage/token stripping, then shoots back at you guaranteed, often as not with 3 dice. Brutal.

Actually I see no way Nom Lumb is worth 3 points less than the contracted Scout. I'd pay almost as much for him as for Dengar, and certainly more than Manaroo or even Tel; his ability really shores up the JM5K's greatest weakness.

Edited by ClassicalMoser
1 minute ago, ClassicalMoser said:

Actually I see no way Nom Lumb is worth 3 points less than the contracted Scout. I'd pay almost as much for him as for Dengar, and certainly more than Manaroo or even Tel; his ability really shores up the JM5K's greatest weakness.

I wouldn't go that far, but he might be the only JM5K pilot worth the points.

51 minutes ago, ClassicalMoser said:

Forget everything – I found it:

Nom Lumb (38)
Dengar (6)
Punishing One (5)
Ship total: 49

That's all. Maybe a mech or torps if you prefer it to the title, but the title's pretty economical for that extra die. 49 points leaves tons of room in your list for other stuff, but this is also a pretty potent threat. Leave him alone and he'll do tons of chip damage at you, but shoot at him and he does damage/token stripping, then shoots back at you guaranteed, often as not with 3 dice. Brutal.

If the title applied at all arcs you might agree but the turning on the ship is weak so it's easy for the enemy to shoot you from outside your front arc thus negating the title.

I'd rather just take the autoblaster cannon.

Edited by eeen
3 minutes ago, eeen said:

If the title applied at all arcs you might agree but the turning on the ship is weak so it's easy for the enemy to shoot you from outside your front arc thus negating the title.

I'd rather just take the autoblaster cannon.

It's a 2-point difference for a much better effect (extra die not in bullseye, works at R3). Both are arc-locked, and realistically you'll always be shooting out your turret arc anyway, since you're guaranteed to have an enemy there. What does AB do that the title doesn't? I guess it allows you to choose a different target than the one that shot at you last? But how often will you need to? Especially when that target is probably tokenless?

You'll happen to have someone in your front arc often enough for the extra 2 points to more than pay for themselves. But I suppose it's all speculative till this stuff hits the table.

Edited by ClassicalMoser
Just now, ClassicalMoser said:

It's a 2-point difference for a much better effect (extra die not in bullseye, works at R3). Both are arc-locked, and realistically you'll always be shooting out your turret arc anyway. What does AB do that the title doesn't?

You'll happen to have someone in your front arc often enough for the extra 2 points to more than pay for themselves. But I suppose it's all speculative till this stuff hits the table.

Autoblaster means that you always have a front arc so if someone tried to make you split fire by moving your arc you still get a shot.

Also I intend to use Num as a blocker mostly so I think the range will be less of an issue and that the bullseye element is easier to pull off at those close ranges.

I'd just rather have a bigger arc than a stronger attack but that's probably just a play style issue.

I'm also in the Cannon > Punishing One camp, unless I want a droid. I like the flexibility of about 180 degrees of arc, and on Nom Lum, I kind of want the control and choice that a front-cannon offers.

However, I also think the difference is kinda small.

27 minutes ago, eeen said:

Autoblaster means that you always have a front arc so if someone tried to make you split fire by moving your arc you still get a shot.

Agreed, though either way it's only a 2-attack with maybe focus so not doing much damage in any case.

Point taken about Autoblasters + Blocker = easy bullseye, but then again it's a large base with a (somewhat, though generally overstated to be) poor dial, so you'll struggle with that in any case. The true value is in having a choice whom to target, which I think is what you were saying. That vs 3-dice outside bullseye and at R3 is kind of a tough call I guess, so makes sense. Interested to see how it plays out.

Don't put the title on Nom. I'd put on an ion cannon instead - gives him more arc coverage and still 3 red out the front. Dengar gunner is nice but also runs you the risk of having people not shoot nom - and like all jumpmasters, you want people to shoot him.

1 hour ago, gadwag said:

Don't put the title on Nom. I'd put on an ion cannon instead - gives him more arc coverage and still 3 red out the front. Dengar gunner is nice but also runs you the risk of having people not shoot nom - and like all jumpmasters, you want people to shoot him.

Hrm. One of the lowkey strengths of 1e Dengar is that, when you didn't have a great shot, it was often best to just... not shoot at all? If an opponent declines to attack, or performs a really low-value attack, rather than to risk taking damage, that can be a win in the damage race.

I mean, I still think some sort of cannon is really handy on Nom. It allows him to have a target an opponent can't disrupt, but also that you can just ignore your turret placement. You don't have to dial and plan to shoot someone with the side the turret is currently on, you don't have to take a stress to rotate. Dial to use the cannon, and maybe you'll get a nicer shot with the turret, but you've still got a plan.

6 hours ago, theBitterFig said:

Hrm. One of the lowkey strengths of 1e Dengar is that, when you didn't have a great shot, it was often best to just... not shoot at all? If an opponent declines to attack, or performs a really low-value attack, rather than to risk taking damage, that can be a win in the damage race.

I mean, I still think some sort of cannon is really handy on Nom. It allows him to have a target an opponent can't disrupt, but also that you can just ignore your turret placement. You don't have to dial and plan to shoot someone with the side the turret is currently on, you don't have to take a stress to rotate. Dial to use the cannon, and maybe you'll get a nicer shot with the turret, but you've still got a plan.

Yes, 2 arcs are better than 1. Jump with Cannon is simmilar to Shadowcaster. 1 less health, worse dial, better slots, Cannon attack instead of 3 primary, but Shadowcaster title was really good before nerfs. Still you can have Ion Nom for 44 points and cheapest Lancer is 56.

Nom with Dengar, Autoblasters, and BT1 gunner seems like more value than Dengar and Title. BT1 may not trigger often, but the threat of it alone makes it worth considering for only a couple of points.

3 hours ago, NakedDex said:

Nom with Dengar, Autoblasters, and BT1 gunner seems like more value than Dengar and Title. BT1 may not trigger often, but the threat of it alone makes it worth considering for only a couple of points.

I think ur right about BT1 gunner. Linked actions are pretty rampant and BT1 says "I'll Hurt you if you link that action" which is pretty nice buff when they do or just a good deterrent.

Edited by Greedo_Sharpshooter

Feedback Array almost seems stapled to me. Ideally FA wants a few things:

• High-health ship (to get the most uses/fewest losses)

• Large base (for maximum multi-blocking and minimum ionization)

• Decent-enough dial (to get into blocking positions)

• Low-offense (to keep cost down and minimize disarm opportunity cost)

• Barrel roll (to optimize blocks for sense, informant etc.)

• Low Cost/health ratio (because you're self-destructing and don't want to give up many points for it)

• Low initiative to move first for blocking

The Jumpmaster checks every box here, especially Nom Lumb and maybe the Contracted Scout. Nom Lumb with FA seems like steal-level filler at 41 points. That's the same as an I2 generic B-Wing! Dengar just makes it more annoying and keeps it around longer for even more health-trading or else does even more auto-damage/token-stripping. 47 is still very cheap and leaves room for two quite decent aces. A super-ace with two of these or one and 3 fillers could even make a list archetype.

Examples:

Nom Lumb (38)
Dengar (6)
Feedback Array (3)

Contracted Scout (41)
Feedback Array (3)

Cartel Marauder (38)

Fenn Rau (68)
Fearless (3)

Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZsZ200Z400XWWW80W94WWY118XWWWW94WWY124XWWWWY97X121W&sn=Unnamed Squadron&obs=

Nom Lumb (38)
Dengar (6)
Feedback Array (3)

Contracted Scout (41)
Feedback Array (3)

Guri (64)
Outmaneuver (6)
Advanced Sensors (10)
Shield Upgrade (8)
Virago (8)
Afterburners (6)

Total: 193

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZsZ200Z400XWWW80W94WWY118XWWWW94WWY147X126W111WW165W163W105&sn=Unnamed Squadron&obs=

Edited by ClassicalMoser

Back in the old 1e days, I used to run a pair of these with Feedback Array. Can confirm, it's a bloody great choice. I adore that upgrade.

Dengar (53)
Expert Handling (4)
Proton Torpedoes (13)
Ion Cannon (6)
Qi'ra (2)
Contraband Cybernetics (2)
Electronic Baffle (2)

Ship total: 82 Half Points: 41 Threshold: 5

Nom Lumb (38)
Ion Cannon (6)
Punishing One (5)

Ship total: 49 Half Points: 25 Threshold: 5

Fenn Rau (68)
Crack Shot (1)

Ship total: 69 Half Points: 35 Threshold: 2


Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZsZ200Z115X120W136W11W55WW92W106WY400XW11WWWWW159WY97X116W&sn=Unnamed Squadron&obs=

This would be interesting. Title on nom gives him extra offense in close. Baffle, ex handling and qi'ra all make dengar more maneuverable and a dangerous threat with repositioning options on and around obstacles at engagement.

After playing it a few times, I honestly think that 4x Contracted Scouts with Autoblasters and APTs is a solid squad for hyperspace. It's got 36 health behind 2 greens, multiple firing arcs, great spike damage. There's so much jumpmaster on the board that avoiding blocks is all but impossible, and someone is going to get APT'd when it happens.

12 minutes ago, player3503606 said:

There's so much jumpmaster on the board that avoiding blocks is all but impossible

I see this as the great asset of the Jump; it's the cheapest large base in the game, it's decently agile, and it can maneuver quite well when it doesn't get blocked. You don't even have to spam them to get excellent value out of their blocking potential.

I do feel like Feedback Array is a must to get the best value out of the blocks though. Maybe I have an illicit bias.

Tried this on fly casual and going to give it a go at games night.

Dengar

Autoblasters, Greedo, Trick Shot, Contraband add a mod to taste (shield upgrade seems good)

As noted by someone earlier just fly around turning left like the old Shadow Caster. Can get lucky with trick shot going off or auto blasters with greedo is great if you can catch a ship that doesn’t have you in arc. Oh I dream of the day I catch Soontir and roll to double crit and a hit and flip to a third with Greedo for an auto kill 🤪 🤪 .

i tried it with a few different wing mates - most small medium bases seem Ok.

7 hours ago, NakedDex said:

Nom with Dengar , Autoblasters, and BT1 gunner seems like more value than Dengar and Title. BT1 may not trigger often, but the threat of it alone makes it worth considering for only a couple of points.

I'll be that guy... but that's two gunners.

Edited by theBitterFig
2 hours ago, Hugeman said:

Oh I dream of the day I catch Soontir and roll to double crit and a hit

This is why autoblasters are bad - no soontir player worth their salt will get caught out of arc in a bullseye, especially that of a jumpmaster. If you could catch soontir in bullseye that easily he wouldn't be a problem in the first place

39 minutes ago, gadwag said:

This is why autoblasters are bad - no soontir player worth their salt will get caught out of arc in a bullseye, especially that of a jumpmaster. If you could catch soontir in bullseye that easily he wouldn't be a problem in the first place

I did say I “dream” of the day. And you wouldn’t need the bullseye if it was range 1 😎 .

But better targets like a Fang or an A wing could get caught particularly with the jump having the Barrel roll available.

7 hours ago, theBitterFig said:

I'll be that guy... but that's two gunners.

Yup, that's a derp. I'm so used to stapling Dengar to Nom already I'm just auto typing. What I meant was 000, not Dengar. If you're running Nom as a blocker, it's a way to either get a free mod, or get the stress on an opponent to trigger BT1. I reckon it would be a smidgen more useful than the title on him.

Quintessential jank. 😉

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)
Ship total: 42 Half Points: 21 Threshold: 3

G4R-GOR V/M (28)
Jamming Beam (0)

Ship total: 28 Half Points: 14 Threshold: 2

Nom Lumb (38)
Jamming Beam (0)
Feedback Array (3)

Ship total: 41 Half Points: 21 Threshold: 5

Captain Seevor (30)
Crack Shot (1)

Ship total: 31 Half Points: 16 Threshold: 2


Total: 199

7 hours ago, NakedDex said:

Yup, that's a derp. I'm so used to stapling Dengar to Nom already I'm just auto typing. What I meant was 000, not Dengar. If you're running Nom as a blocker, it's a way to either get a free mod, or get the stress on an opponent to trigger BT1. I reckon it would be a smidgen more useful than the title on him.

Does seem like a fun build.

17 hours ago, ClassicalMoser said:

I see this as the great asset of the Jump; it's the cheapest large base in the game, it's decently agile, and it can maneuver quite well when it doesn't get blocked. You don't even have to spam them to get excellent value out of their blocking potential.

I do feel like Feedback Array is a must to get the best value out of the blocks though. Maybe I have an illicit bias.

Back in first edition, I used a jump with Intel agent and feedback array in many, many of my lists. The ability to look at a dial, dial in that one-turn, and roll to whereever they were going to go was primo. I don't know how many aces, mostly Fenn Rau, that I blocked into oblivion.

The dial, and lack of intel agent, make that a lot harder now. I feel like every time I use a single jump these days, it's moderately useless after the initial scrum. It just can't stay in the fight the way it used to.