(Scum Nym): Havoc, Veteran Instincts,"Genius", Accuracy Corrector, Autoblaster Turret, Bomblet Generator, Cruise Missile, Guidance Chips, optional - Extra Munitions.
Ram a missile down their throats on the approach then use VI, bomb, and turret for unblockable damage. Dodge firing arcs with barrel roll. Throw Cad Bane on another ship.
I'd go for a Punisher-only title with an ability similar to Kestal, that lets you spend a target lock to (take your pick... add 1 more die to attack, reduce target agility by 1, cancel an evade e.g. Crack Shot, or whatever).
Eh, it's an example of a bad upgrade and a good upgrade. I wouldn't say it's power creep when one example was so far beneath the power curve to start with.
Adv homing missiles might be one of the worst costed upgrades in the game. I've been running a custom card cost league on vassal, and in it, they cost 1 point. A few players have attempted to make them work, and all the instances I am aware of have seen very poor results. Why they are only range 2 is beyond me. They could even be rolling 5 dice and be range 2-3, and I'm still not sure they would be worth the 3 points.
I battled at Oshkosh, WI's Flying Phoenix Games hobby store last Sunday (June 11th). We had a total of 34 players at the event for a full day of gaming. The new C-Roc upgrades game out and I thought I'd put them to the test. I have only flown Imperial lists at this point but did not like having to fly the same ships all the time (Defenders, Tie/SFs, etc). The C-Roc gave me the opportunity to fly a list without having to use a Jumpmaster 5000, Fenn Rau, or Mindlink that was more my style. So here is my list.
Jakku Gunrunner (Quadjumper)
-Hyperwave Comm Scanner
-Spacetug Tractor Array
-’Heavy Scyk” Interceptor
-Pulsed Ray Shield
-Heavy Laser Cannon
I had a 3 point imitative bid. You barely saw more than that and my goal was to go second. Where every my opponent put an asteroid, I started populating that area. This is where I'd fight so the Jakku Gunrunner would tug everything. I also can see where they deploy and then deploy on the other side of the rocks (Hyperwave com allowed the tug to deploy at PS 12 to help out).
Another point is that if my opponent moves and tokens up, even at PS 9, it gives Genesis Red the chance to steal their tokens while I target lock.
After cloaking with the Jakku, Cikatro VIzago would switch out the cloaking device with Scavenging Crane. Cant shoot, but with 4 agility with base two plus cloak (I got 6 once with range three and through debris) I would throw them onto rocks and drop a bomb. Bomb was more of a scare tactic. This little guy owned the games he was in. The phrases "We were discussing the merits of your tugboat" and "TUGBOAT" as well as "It is such a mind game ship" shows you the power of introducing ships to rocks. I also picked the three biggest rocks possible.
If I had to change something, I would give up Pulsed Ray Shields on the Syck and switch it out for Gyroscopic Targeting on the Lancer. I used that upgrade once, compared to everything else so many times. I also found myself having to decide switching arcs or focusing to live/kill my opponent. I think that would make Ketsu more survivable/hurt others.
Off to the games.
Contracted Scout (JumpMaster 5000) x2
-one had Boba Fett and another had Intelligence Agent
-Concord Dawn Protector Title
He deployed both boats on my left side (Boba's Jumpmaster along the board edge). Fenn Rau is in the middle. In all my games I deployed Ketsu on the opposite corner near the edge of the board, followed by Genesis Red next to her. The Jakku deploys in the middle to let me 'hunt in the asteroid field.
I move slow a first then quickly to the other the map directly ahead of me so I can intercept his JumpMasters. He had moved forward then slammed around quickly to that side of the board once he realized he had to come to me. The Jakku bullies Fenn Rau out of the asteroid field. When we met on right corner of the board, I got a free round of just Genesis Red vs. the Intelligence agent contracted scout. This two damage was helpful because I finished it 2 rounds later thanks to some tractor beams lowering it's agility.
The shining moment was when I moved forward with the Jakku to tractor beam Fenn. Fenn had bumped the other Jumpmaster the previous round running away from him. My thought was if I tractor beam him left then he would bump moving right, in an attempt to attack me, not allowing him to move (I had the other jumpmaster boxed in). Instead, he went to do a talon roll, got stuck with no modifications and a stress. A Ketsu and a Heavy Laser Cannon killed him in one volley. The other Jumpmaster died soon after that. I gave up half of my points from Ketsu due to one torpedo.
Jakku was mean to Fenn the whole game telling him where to go and where he couldn't go.
1-0 100-22 Total MOV: 178
Syndicate Thug (Y-Wing) x2
-Twin Laser Turret
Asajj Ventress (Lancer)
-Shadow Caster Title
-2 upgrade cards that I cannot remember totaling 8 points (did not take a picture, sadly)
This gentleman and my first round opponent were from the Fox Valley Cartel. Both wonderfully nice people. They seem like a good group to be with.
He deployed his Y-wings in the middle and Asajj on the left side. I deployed on the right as I did before. Lots of tight asteroids in the middle with one range two from the top left corner (very important).
I decided to go hard left with everything into the asteroids then moved up the left side of the board. He when to the left side of the board with his Y-Wings ad had Asajj move towards them to get behind them.
When I met up with them, I took down his first Y-wing in three rounds of combat (thanks to the tug boat lowering agility on that final round). In that same round I did 4 damage to the other Y-Wing. What helped was that very important asteroid in the top left corner. Asajj landed on it and could not fire. That gave me enough time to kill the Y-wing and keep Ketsu alive.
I chased his other Y-wing for points and could not keep up with him due to my positioning.....except with the Jakku! He had made it to my side of the board. In hopes he did a hard 3, I tractor beamed him forward so he may run off the map. He did exactly that. Ketsu got to do one round of fire on Asajj before dying. The Heavy Laser Genesis Red took Asajj down to one wound. She was forced to focus or evade to stay alive giving Genesis Red survivability. Asajj was chased into a corner by both of my remaining ships. Had she not died to Genesis Red, a seismic charge deployed in the only path from not running off the board would of stripped her last wound.
2-0 100-44 MOV 334
Kanan Jarrus (Ghost)
-Twin Laser Turret
Zeb (Attack Shuttle)
-Auto Blaster Turret
This was my one loss of the day. I new that this would be tough since he could one shot my Syck and have enough fire power to ignore/take down my Jakku if he rolled decently. I should not of changed my tactics, but I ended up deploying right in front of him to take him out. Looking back, I know I wanted to take out Biggs quickly, but I do not know why I played into his strengths on purpose by charging him. The Syck died the turn before I bombed Biggs off the board. The Jakku was useless because I could only bomb once, his agility was zero, and it was not fast enough to get in front to bump. I also had a bad dice roll resulting him dying in one shot. Ketsu died but not before getting half the points on the ghost. This fine gentleman, and overall a pleasant person to be around, went 5-0. He was first seed in the cut but lost right away to the eight seed.
2-1 Loss 52-100 MOV: 382
Colonel Vessery (Tie Defender)
-Twin-Ion Engine MK. II
-Special Ops Training Title
Quick Draw (Tie/SF)
-A score to settle
-Fire Control System
-Special Ops Training Title
I felt I had a strong standing against this list because his ships could be tossed with tractor beam. However, he had a lot of fire power. He deployed on the left side of the board. He placed his ships, from left to right, Vessery, Quickdraw, and Backdraft in the middle-ish. I deployed in my normal order but on the right hand side. We met in the middle of the tight asteroid pack in the center of the board. It did not go well for him. He ended up bumping Quickdraw allowing me to strip her shields. Jakku tractor beaming her allowed me to remove her from the board with a heavy laser cannon. The Jakku and the rest of my fleet pursued Backdraft to my left side deployment zone. He died thanks to Jakku re-positioning him where I wanted and lowering the agility. Ketsu was dropped to one hull because of the initial combat and pursuing Backdraft. I ended up saving her by running her to my right side of the board, shooting as I went. Vessery chased after her. However, he was then in a tough spot. Does he focus allowing Genesis Red to have a focus/target lock with a heavy laser cannon. Or, does he Target lock Ketsu and then only have 2 agility with no modifications, other than an evade token, thanks to the Jakku. It was a tough spot to be in.
3-1 100-22 MOV: 560
I would like to point out that, like all my other opponents, this guy was an outstanding gentleman. The day was getting long and he made a mistake or two as we went. However, he was a very happy person and ultimately wished me luck in the top cut. Shout out to him. I'll keep his name a secret for privacy.
Dark Curse (Tie Fighter)
Maarek Stele (Tie Defender)
Rexler Brath (Tie Defender)
-Twin Ion Engine MK. II
This list made me nervous. If I can tractor onto rocks, I am fine. If I can't, I have to do some fancy maneuvering and pray to the dice gods. Also, Ion may be the bane of this list if I can't get Jakku or the Syck where I want them.
He deployed on the left side. From left to right, I believe he had Dark Curse, Rexlar Brath, and Maarek Stele. I deployed in my normal order but on the right side. Now, it is important to note that I said, "I believe" because I spent most of this game shell shocked. I set up the Jakku just right so even if he took an Ion, I could tractor beam a Tie Defender onto a rock and potentially have him fly through two rocks. BUT THE JAKKU DIED! I blanked out or did not roll enough. The hard counter to the Jakku apparently are two well positioned Tie/D Defenders and bad green dice. I do not remember much of the game because of it. Maarek Stele died soon after. Ketsu died taking out Maarek Stele. It was down to a full health Dark Curse and Genesis Red who focused for defense. I forgot how frustrating Dark Curse can be when red dice don't come through. Between a mix of K-turns, and one round of me trying to get some distance, we had a grueling slug match. He pulled a head stripping a shield and a hull. I got a lucky range one critical resulting in double damage. Without that, Dark curse would of lived through the next round's single heavy laser cannon shot.
4-1 100-66 MOV: 704
I made it to the top 8 as the 3rd seed!
My last opponent made the 6th seed....meaning REMATCH!
His list again:
Dark Curse (Tie Fighter)
Maarek Stele (Tie Defender)
Rexler Brath (Tie Defender)
-Twin Ion Engine MK. II
The board almost looked exactly the same. Same set up. However, this time, the Jakku was angry. Very angry. We battled near the left board edge closer to his corner. Jakku ensured someone ran onto or landed on a rock almost every round of combat. I believe Maarek Stele died first, followed by Rexler Brath, and then Dark Curse. I do not remember most of the details because both of our games were very intense and were very similar in both of us being surprised. I think what got him this game were two things; bad dice and his last two rounds of games. He had an opponent in round 4 that kept making mistakes, asking for redues, etc. I played next to him and I felt frustrated for him. Then he had me in game 5 where it looked like he had it. In our top 8 he made a few early mistakes making it impossible to recover quickly. He maintained composure even though you could tell he was battling himself. I would say the highlight of the game was the end where we were joking and having a good time. He did a very good job keeping the frustration to himself and not affecting the game. I would battle any person any day with that level of patience.
I do not believe I game up anything. Possibly half of Ketsu.
THE ULTIMATE SHOWDOWN WITH A FRIEND!
This friend one of mine was my groomsmen and I was his best man in his. We have been playing in tournaments in various games since we were in 16 years. However, this was the first time we fought in a cut.
Boba Fett (FireSpray-31)
-Slave 1 Title
Dengar (JumpMaster 5000)
-K4 Security Droid
We had asteroids tightly packed in the middle with a large lane going from my center to the center of the left side of the board. There was a rock range two of my bottom left corner and top left corner. That last one was key. He deployed his forces hiding in between that rock and the board edge. I deployed the Jakku directly in front of him and the other two to use that lane. The goal was to use that rock to block his movement so that I can flank his ships. My friend moved forward one and I slammed forward. I slammed forward again using Boba to stop Dengar from pointing at Genesis Red and Ketsu. I removed Boba's Shields and took no damage on Jakku. Jakku lowered Boba's agility next turn and bumped his squad. Boba died that round. Dengar was in a good position to torpedo a ship next round if I did not bump him. Unfortunately, the Jakku was in a position where moving forward would stop him from bumping. I suddenly remembered "Wait...This thing can go backwards!." I went back banking to the right causing Dengar to bump. Ketsu cleared everything, heading around the rock towards his board edge, and adjusted his arc taking out the rest of Dengar's shields in exchange for some hull hits. Genesis Red chose not to fire being at range one of Dengar. Final round, Jakku dropped a bomb on Dengar and flew off. Genesis Red K-turned and Ketsu banked around with only 2 HP left and now in arc of Dengar but threw a rock. Dengar missed with his primary then proceeded to blank out to 3 heavy laser cannon hits from Genesis Red. He was down to one wound. I shot with Ketsu and killed him thanks to another round of cold dice. Ketsu died for her sins.
I got great positioning right away and took advantage of it. I believe I may of had the game even with the cold dice due to that Heavy Laser Cannon and Jakku's tractor beam lowering Dengar's agility. However, cold dice were cold.
ITS THE FINAL ROUND!
So wait...I made it to the finals with a Quadjumper and a Syck? This is...SYCK!
If you were surprised about that, here is my opponent's list:
Darth Vader (Tie Advanced)
-Advanced Targeting Computer
Rexler Brath (Tie Defender)
-Twin Ion Engine Mk. II
Duchess (Tie Striker)
-Light Weight Frame
If you think having this list in the finals in impressive, let me make you more impressed. This list was the 8th seed that took out the 1st seed Kanan Jarrus/Biggs and took out the World Champion List Dengar/ Tel Trevura in the quarter finals.
We had tight pack rocks with a lane going from one side to another. He deployed on my right with Vader at the center-ish of the board. I deployed my normal order but on the left side of the board. So much happened in this game I have to give you highlights. More importantly, I have to give separate highlights for the Jakku. Here are the highlights:
-Ketsu threaded that side to side lane the whole game dealing damage and 5K when necessary.
-Rexlar one shot Genesis Red from full health due to a direct hit crit
-A couple of crits knocked Ketsu to 2 HP
Now, the Jakku has gotten a name for itself by this point. When we had deployed, my opponent had said, "So, this is the ship I have heard of so much." Throughout the game, he told me how much of a mind game it was. I had great positioning with it every round forcing him to heavily think where I would place one of his ships. This mind game got to in him the end with Vader. Jakku's Highlights:
-Dropped a bomb on Rexlar and Duchess
-During the same bombing, gave Duchess a tractor beam token which resulted in her dying from a combined fire of Genesis Red and Ketsu
-forced two rounds of my opponent to not fire with all three of his ships due to bumping, the threat of Duchess being bombed, or tractor beams onto rocks
-Rexlar died being tractor beamed in such a way that he flew through a rock
-Threw ships onto 6 rocks causing a total of 4 damage.
-Killed Varder with a bomb.
The final round saw a full health Quadjumper and a 2 hull Ketsu staring down a 3 hull Vader. In those mind games the Jakku was dishing, Vader had 4K through and asteroid (took no damage). I proceeded to drop a bomb, move forward and tractor beamed Vader back onto a rock for one damage. He banked one through the rock again for one more damage and died to the seismic charge.
Jakku's damage that round: 6 rocks = 4 damage
2 bombs = 3 damage.
My last opponent was my favorite match of the day. Both of our goals were to get Agent Kallus. So we ended up joking the entire time, made a laugh of everything (Genesis Red dying so quick). For such a long day, it felt like we were playing our first rounds. He was also a good sport about being tractor beamed all over the place. I know I would be frustrated by the end of the day and that would wear on me. I look forward to battling you again some day!
Agreed! It was my favorite little gimicky ship for the scum, but the new upgrades made it more useful for me.
I also am namely an imperial player. I often fly rediculous lists in tournaments that I practice relentlessly. However, I needed a break from using Tie S/Fs, decimators, or mass tie fighters with lambdas.
Took this list to yet another SC in my area and one mistake on my part knocked me out of the top 4 on the 4th game.
3-1, really fun list to play. That Jakku is the devil. Also I went Pattern Analyzer and it worked really well.
Game 1 against Vessery, Ryad and Omega Leader - mostly the usual kit except Stealth Device on Vessery oddly enough, so I left him alone. 62-23. Half of Ketsu lost but thats it.
Game 2 against Stele (Tie/D Ion, Crackshot), Ryad (Tie/D Ion, VI), Pure Sabacc (title, VI) - player with not many games under his belt, but still gave me trouble haha, MoV hurt me a lot all day Ketsu was untouched but I lost the other 2 ships, 100-52
Game 3 against Asajj & Boba (tooled up with too many things to remember) - made some minor mistakes for my Arc but never missed a shot, just missed 1 or 2 opportunities to add an extra Tractor Beam with Ketsu. It was a brutal game for both sides and it ended up with a full health Jakku having just finished off Boba who finished Ketsu, against Asajj on 1 hull. A wrong move on his part, expecting me to do a backward maneuver to not bump him saw him end up in range 1 of my bomb without any boost or barrel roll to save him, after he had just put me down to 2 hull from one attack at range 1. GG Jakku brings victory with a bomb! (which he got back after killing boba )
Game 4 against dash (rey, lone wolf, hlc title), 2x TLT Ywings - a really really stupid mistake on my part saw everything I'd worked toward in that game come undone with 1 bump, not letting me shoot on Dash with Ketsu (I bumped myself!) and letting Dash run free with 2 hulls and killing my Scyk who had just put him down to that few hulls left... and the TLTs cleaned the rest while he escaped until Kestu died and then the Jakku was alone ]: I had this game easy and lost it just as easily as I could've won it. Rip!
Gonna try it at another SC this tuesday :3 Much fun.
I think it's an interesting little tool. It sort of said..." Look what the future of table top gaming could look like."
I know there's been games that use apps before but something like this could be groundbreaking down the road.
I am imagining a game where you use an augmented reality type app, set your phone behind the miniature and using the screen to figure line of site...cover...range...all that jazz and do it in a clever stylised way.
Make it have fluffy looking diagrams and stuff like in the Terminator movies where they are showing what the Terminator sees.
Or in a game like x wing with vehicles it could have a functioning heads up display.
Ive been building a revamped version of a game that's no longer in production but I'm updating it to use laser pointers on the models to do line of sight.a couple terrain pieces that billow steam from dry ice makes the lasers visible and looks like a smoke battlefield of the future.
Something like this camera app is next level stuff.
I'm all.sorts of enthusiastic about this sort of technology for games.
But....I'm old. And my old brain still cherishes the days of filling in hundreds of dots on a batteletch record sheet.i wouldn't want the fiddly camera fun to overtake the analog tabletop experience. Just....maybe make it cooler.
I'd say upsilon as a command and control ship (kind of like an awacs in the US military)
Phantom for infiltration/recon, for obvious reasons. There's nothing in the game that can represent drone aircraft, so at least this would represent f-117s and other multipurpose stealth platforms.
A gozanti loaded with bombers (for a heavy directed strike) or interceptors (for anti-fighter operations) could conceivably be part of the team. Kind of a helo bringing fire support to a specops team. One of those bombers could actually be a tie shuttle with additional support personnel (tactician, recon, etc)
Finally, tie aggressor might be an interesting alternate fire support ship, and kylo's tie (likely to be released alongside ep8) would probably bring the bleeding edge technology flavor of special operations.
I've won two 24+ people store tournaments with a Quadjumper in my list. They are excellent against small base ships as the tractor beam has its greatest effect. Against large base ships they become a slightly overcosted filler ship.
Jakku Gunrunner with Spacetug Tractor Array is all you need. Adding a single upgrade can be worthwhile. Intel Agent, Tactician, and Pattern Analyzer are the three best choices.