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Quadjumper King

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Everything posted by Quadjumper King

  1. Quadjumper King


    Almost definitely in the hyperspace format, he’s very good there. I the extended format I think he’s still very viable but admittedly less dominant.
  2. Dengar has the ability to block and is a point horde if he’s fat enough? The JM5K could certainly use a price reduction or maybe a reshuffling of upgrades, it doesn’t have a whole lot of advantages
  3. Quadjumper King


    From what I’ve seen the general counter to traj-sim for a swarm player is to fly a swarm in which the synergy is ma8ntained loosely. This can be seen in captain jonus as his ability works at ranges 0-2 and isn’t completely necessary to be utilised by each shipment achieve turn in the bomber swarm. Another example would be the Sloane swarms, positioning the Sloane shuttle in a somewhat middling board position in an ability that works at ranges 1-3 allows her to basically generate a synergy over a huge portion of the board and thus means the formation can be flown away from range one. Swarms have generally seen great success in 2.0 specifically with the bombers, Sloane and Space-tugs, all of which don’t require formation flying. This also helps against aces as they can easily dodge the single conjoined arc of a formation and thus fanned arcs can be a more effective means of catching them. My advice would be to go for a swarm that doesn’t need a formation but can fly as one in the right matchup (learn several deployments) Something that can do both since their synergy is based of the enemy being damaged would be the Seyn, Del and Gideon Tie pilots, add in some named or generic buddies and that could be a workable group. Best of luck to you bud.
  4. I was thinking it will make the ship that overlaps it roll dice and tar a maximum of one damage while all other dice force the pilot to spend charge tokens from upgrade cards. i think this partially due to lack of an “ion bomb” or munitions that deals solely condition damage and it works thematically as R2 would have to fight them off or they could eat into your missile storage. It would be a nice counter to munitions and not too harsh seeing as reload is more common now, however there would be matches where it’s useless, or it could also apply to force charges as the Jedi use the force to rid themselves of the droids.
  5. Without having a copy of either list to look at, my advice would be that, as the Drea player going second, set yourself up on an edge but with an easy line with which to joust the TAP’s that we’re set up first. If the TAP’s goal is to move first and block, then using the rule of 11 in a simple joust can help to counteract that to a degree. Also, since its more or less obvious from the get-go that Whisper doesn’t want to be head on in the joust, you can predict that they’ll be placed as far from the formation as possible and therefore can give yourself some distance between them, elongating her flank. but the core of my advice is just to play on the most basic principles of X-Wing combat, joust part of their list with all of yours. This is much much easier said than done, but in an ideal world, with whisper taking longer to flank and with the TAP’s gunning it forward and moving to gunk up the space-lanes, you should be able to straight joust the TAP’s with the entire imperial list to decent effect. the main issues I imagine would be that whisper is an excellent flanker and can cover the board very fast or that the TAP’s kite and let whisper have at the Drea swarm since they can turn out pretty easily and boost with mods. the best way I imagine to facilitate this “all on part” engagement would be to move slowly from your corner and drag whisper through the rocks while using the rule of 11 to engage the enemy at range 2 or 3 with th entirety of the list. A more box-like formation may be better to focus firepower but does leave you liable to be gunned up on the next round by the TAPs.
  6. I don’t think it’s a coincidence that the turret ship that’s most widely accepted as having the most promise is both one of the cheapest and has access to a reposition at initiative six.
  7. Their effectively one point cheaper in 1.0 terms as their old cost of 18 base would be 36 rather than 34, in relative terms the striker stayed at the same price point as in 1.0 (17 to 34 as a direct transition) despite the fact that the one extra hull is less valuable than the one extra agility. I think the issue is that the overall ace experience has had a downgrade, more emphasis on manouverabilty than token stacking. While the defence and offence compared to 1.0 Soontir has been nerfed into the ground, it fills the same role in relative terms as a proper ace along the same line that basically everything that was stupid good has been nerfed. however, even saying that, you can’t really dispute that the base chassis has received a significant buff. Baked in royal guard title and mini PTL all for one point cheaper in 1.0 terms is pretty clearly a good thing. The named aces may have been weakened, but I still feel that they’re good in terms relative to the weakness of 2.0 compared to 1.0 and as such are about equally as effective. While that is subjective, the chassis promotion is objective, as for the Awing there is a similar story, inbuilt refit and mini ptl while keeping the missile slot and being cheap is good for the chassis, however less talents of value and no I5 or 6 restricts the named pilots. i try to just divorce my 1.0 perspective of ships from their current position in 2.0, think less of buffs and nerfs but relative power to their peers like strikers and stolen Tie fighters. I find that it helps to give me a clearer picture of the current game state. May your dice always roll natties - QJK
  8. Oni Wan (crew), One charge non reccuring: If you concede half points on this ship, reduce the difficulty of your hard turns ”we’re still flying half a ship”
  9. Obligatory Quadjumper. gotta defend my people
  10. Just as a point of interest, perhaps we should use a base ratio metric where large ships count for four small bases and so forth as a means of measuring a health to base real estate ratio. That way we can see about how much the average base holds in terms of individual hit point and then get a better idea of what sort of damage a list should be able to do in order to be viable. though with the medium base, different archetypes and the fact that large ships don’t fly like a four base formation it may not be super legitimate as a form of measurement. it just seems that ship count almost always requires a sort of asterisk due to the fact that 5 barrage bombers are very different in terms of five ships to say five Quadjumpers or A-Wings. Or the fact that 2 ship imperial aces are substantially different in hit points and manouverability to a fat turret and a closing escort ship. It’s probably not worth much but there’s my hat in the ring, just a suggestion to see if we can formulate the most useful metric possible for 2.0
  11. You are absolutely right, I forgot other Z-95s opposed to Blount and the generic existed there for a second, in my mind I saw Blount even though the YASB 2 link was there. Not a big fan of his action economy though, the red action doesn’t seem all that useful but it is a method to get double mods on torps.
  12. My mans Blanks is cooking up some squads? lets peep this out: For the sake of convenience we will address the wedge list as 1 and the Norra list as 2. list one has some interesting things going for it, regen wedge coupled with two perfectly decent filler ships and an ordnance support. However, I feel that it almost immediately breaks down from that point. Elusive regen wedge is really your only end game ship here and even then he is exceedingly... meh. The torpedo doesn’t fit particularly well with chopper and even though he can leverage his I6 to use it, but that point is moot thanks to Dutch, or rather, it seems to work agains Dutch as he most likely can’t lock before he moves if he needs to leverage his I6 for the torpedo. Basically I’m suggesting that he isn’t your greatest platform for the torpedo, especially when it doesn’t significantly help chopper. In terms of regen, you have better options too than chopper, disengaging is super viable and much better than action/charge consumption is most cases and not necessarily more expensive when we add in the missile. dutch has repair, ion turret and torpedoes, but I feel that a bombing Norra is much better for both survivability and damage as she can blue move with r4 to reload and bomb each turn while being tough to actually take down. More or less, list 1 has a mediocre at best end game ship, with inbuilt redundancy for target locks (occasionally good for double mods) and a poor regen. His support from Dutch is limited to mediocre control and a torpedo and while the A and Z-95 are good fillers, they don’t really want to fly straight at the enemy so much as ordnance does, especially if there’s a loose formation for the -2 agility, double mod combo. Basically each ship loses some of its value in formation but that can be mitigated with flying. My main gripe here is wasted/redundant points and potential that could be better spent for both raw efficiency and control. list 2: similar to before, it’s an end game(-ish) ship in Norra and a support along with two filler style ships. We have a similar double torpedo salvo but again not much else. Horton isn’t really leveraging his ability with only torps and Norra is better as a bomber at close quarters though she isn’t completely terrible here. Our fillers are decent and cheap, Ten is interesting and a nice filler/main but doesn’t synergies to well in that he is a slow-ish jousting craft with no one else who really wants to joust apart from the oddly placed torps. it has most of the same issues as list one. all that being said, despite my harsh critiques, neither list is terrible. They just need some refining and to be less janky/redundant while better leveraging what makes each ship good. without introducing too much new stuff, here would be my addendum. Norra Wexley (Y-Wing) — Y-Wing 43 Dorsal Turret 4 R4 Astromech 2 Proton Bombs 5 Ship Total: 54 Ten Numb — B-Wing 50 Debris Gambit 2 Ship Total: 52 Wedge Antilles — X-Wing 52 R2 Astromech 6 Servomotor S-Foils 0 Ship Total: 58 Airen Cracken — Z-95 Headhunter 36 Ship Total: 36 Norra can get close and bomb forever while also having a turret for strafing in order to get close and to use before she needs to reload. cracken is cracken, the cheapest 3 die attack rebels have, a great filler. wedge is cheap and somewhat expendable, the list won’t fall apart without him and he can hit and run with regen after the initial engagement. ten does Ten things and self stresses. Again, it’s only how I would use the pieces you offered, these ships don’t suit my play style but I hope that at the very least a raw efficiency boost and a cool use of norra are some food for thought. Best of luck, may your dice always roll natties.
  13. I believe th real issue with the chassis stems from the upgrades it can take. There aren’t all that many outstanding crew (other than aforementioned regen and my man/droid 000) and in terms of turrets the two we have are quite whelming, not under or over, just whelming. Average. its a platform that has nothing it really wants to take aside from bomblet. And I pretty much agree that it’s an ace-style ship as is. But I think the nerfing isn’t what holds it back as much as just a lack of options, though i wish it did have access to the gunner slot in some form, not that I want to face a line of double tap Skurrgs. Due to this lack of decent upgrades, it suffers from similar issues to most rebel/scum support ships, with crew that support themselves only, hence lending to ace style play. At least, that’s how I see it, it’s an ace less so by choice than lack of options.
  14. Yeah, your pretty much right. I’ve seen a triple generics list that jousts but the chassis with all its options does seem to favour ace style play.
  15. I agree, it can’t perform as well in those areas. But rebels have similar problems with lacklustre support options. I believe the Skurrg to be a more versatile chassis nonetheless though because those are still options that it has available. In terms of being an ordnance carrier though, the punisher is the best heavy bomber for the fact that it has a gunner slot, reload and missile/torp slots. That’s pretty clear. my point is that the Skurrg can’t compete in that regards and as such has a different use. It isn’t the ship it used to be and isn’t t a scum punisher or a scum K-wing. It’s something else.
  16. I think it’s the crew slot that is hurting the rebel faction, the support class ships lack great options to leverage the idea of a support class vessel outside of a few fringe cases (Jyn on Kyle Katarn) while other crew are closer to combat retrofits (Han as action economy and Saw as a doom shuttle conversion). The U-Wing, Wookie gunship and Ghost would really like better support options as they aren’t really centrepiece ships in and of themselves (though the ghost could be). Other synergistic options like selfless are somewhat lacklustre as damage spreading doesn’t seemed to be favoured in this admittedly yet to fully shape meta. I think the rebels have mostly fine chassis’, with a few being overcosted somewhat, but really lack proper support options as a large number of their ships are designated support vessels as they were in 1.0
  17. At that point, you can do better for a torpedo/cybernetics carrier in the form of the kimogila, it has the same health of nine (one less shield to hull), though it is a downgrade in agility. it is a medium base and as such will be easier to use in formation for an opening salvo, while also having saturation salvo for more damage (though that may be swapped with a regen astromech for survivability) and has reload capabilities. Cartel Executioner — M12-L Kimogila Fighter 44 Saturation Salvo 6 Proton Torpedoes 9 Contraband Cybernetics 5 Ship Total: 64 Cartel Executioner — M12-L Kimogila Fighter 44 Saturation Salvo 6 Proton Torpedoes 9 Contraband Cybernetics 5 Ship Total: 64 Cartel Executioner — M12-L Kimogila Fighter 44 Saturation Salvo 6 Proton Torpedoes 9 Contraband Cybernetics 5 Ship Total: 64 You have a higher damage output for your two turns of shooting (one if you use saturation) and a higher initiative to use it with plus points to spare. Also the bullseye “dead to rights” increases damage further. the scout isn’t really that great of a weapon platform in contrast. I underatand this was most likely posted as a joke but I think the jumpmaster fills a different role to the torpboat it was in 1.0 and that this is a good chance to show how it works differently.
  18. Just to throw my hat into the ring, I don’t think that all three factions should essentially have the same tools with different skins. That defeats the purpose of faction identities. Yes they can all have a heavy bomber option (double bomb slots) but they should play different fundementally and fill that niche in different ways. Let’s start with the punisher (36 points) it already exists as a premium option to its younger brother the tie bomber, giving access to more of the same tricks. It’s a scaled up version of a proven concept. However, what it offers the empire is a medium base platform from which one can utilise bomblet generator and leverage the double bomb slots while protecting it with a decent health. However, unlike the K and Skurrg, it has a two dice Primary and focuses primarily on munitions. It’s a heavy bomber like they are, but it’s one that focuses entirely on ordnance. Then we have the K-Wing (40points) it exists as a downgrade to other butterfly arc turret ships, giving that same turret style play mechanic on a cheaper and weaker chassis. Already it’s fundementally different from the punisher, which as I stated above exists as a premium. Like the other heavy bombers, it has access to the double bomb slot. However, while it too is largely ordnance focussed, it provides the crew slot, meaning that it can serve as a support class ship. On top of that, it fills a unique niche with SLAM, giving it a unique movement style in revel faction and allowing tpit to disengage far more effectively than its other heavy bomber counterparts. Unlike the others on this list, it has a turret, slam and unlike the punisher it has a crew slot. It fits the Rebel faction identity in that it is a heavy bomber that cannot compete with the punisher on price or efficiency, but can do so through synergy in the crew slot and disengaging with SLAM for that classic rebel longevity and teamwork. last but not least, we have the Skurrg (46 points) as the most expensive bomber, we see an increase in health, dial manouverability and attack dice. It doesn’t really have a relation in the Scum faction being neither a cheaper turret platform or a more expensive weapon platform. The hwk could be a point of comparison as could the Y-Wing, however one of those is a support ship and the other is a secondary weapon carrier. The Skurrg, as such, is unique rather than being a premium or a cheaper alternative with added tricks. It has the double bomb slot, but it can also joust better than the others without ordnance. It can also take a turret upgrade unlike the others and as such can fill the role of a control ship. It has a crew similar to the rebel K but doesn’t fly like a support ship lingering outside of battle or disengaging. This is what the Skurrg does that is unique. It can pre-move reposition, regen and utilise synergy with the crew slot. It fits the scum faction identity, in that it is extremely versatile and, while being a heavy bomber, it can fill any number of secondary roles from a support ship, to a control piece, to a regen end to mid game cruiser. It doesn’t act the same as the other heavy bombers, who in turn don’t act like each other. this completely disregards the named pilots, this solely assesses the chassis and upgrade options of each ship in their generic forms. The named pilots lean the Skurrg more heavily towards bombing just as redline leans the punisher towards ordnance and Esege leans towards being a support. they do different things while filling the same role. That is faction identity. The same class of ship that flys fundementally differently in unique ways that suit their faction. there’s not a whole lot of value in saying that it is a worse ordnance carrier, it can’t take ordnance, it doesn’t fill that role. It takes bombs like they do and can do so arguably better than others as the K can’t take trajectory simulator and the punisher can’t joust on its primary attack and both have less health. In terms of being specifically a bomber, it is most likely the best of the heavy bomber class for those reasons. It can’t beat the others in ordnance but it doesn’t have to. the point of comparison is valid, but arguing that it is worse in every comceivable way is not. i hope this is of some help, good luck out there
  19. Hey everyone, I’ve been out of the game for a while now, haven’t touched a dial since 2.0 was announced a couple months ago. Anywho, with its release imminent on the horizon, I’m looking to get back into the game. With that said, I tried my hand at some listbuilding with the YASB 2.0 squad builder. hence I have a question that’s most likely already been discussed, Could this work for a pre-move double reposition that is stress free on a blue move (assuming you link for that cheeky focus token)? edit: I think it’s possible to double token stack by performing a barrel roll before you reveal your dial and linking into a focus for a stress, clearing it with a blue and then performing an evade as a regular action using only Supernatural reflexes as it doesn’t say it directly stops your regular action. Does that check out? Grand Inquisitor — TIE Advanced Prototype58 Supernatural Reflexes12 Advanced Sensors8 Ship Total: 78
  20. I always saw the khiraxz as having an Inquisitor dial, but a little worse. As for the comparison to the X I have to mostly agree with you. The X is "Hunter" sort of ship, it has enough repositioning on high PS ships to hold its own in a 1v1 without being obliterated, but not enough to do the classic soontir/Inquisitor arc dodging shenanigans. The regeneration is solid, but not Miranda or Poe solid due to the limitations of the chassis (no autothrusters/turret/ordnance) and it doesn't really want to take a missile to the face with only 2 shields and 2 focus modded agility. It can joust, be a filler or be an endgame ship, but isn't great at any of them. the K fighter alternatively can fill a lot of roles, but this comes from listbuilding rather than flying and tactics. Fundamentally they are different ships that both act as sort of "jack of all trade" style fighters and as such some overlap is expected. looking forward to the X fix and I've always loved myself some Khiraxz
  21. It'd have to have the updated T-65 with moving wings and all that new jazz. Probably some good ol tie fighters, maybe with a title that helps formations (the resistance bomber formation title would be killer on ties) Maybe some Scum cardboard to convert the Tie and X or just a new ship that was parks for all three factions. i just want the three factions to have more representation and for the ships to be evenly matched
  22. I'd probably design a wave that looks like shite, but release it along with an errata that makes it crazy OP and broken, all so I could later reference the forums as poor judges of power to justify any future complaints. Game design 101, cover your A.S.S
  23. Your not wrong, but if even a ship as simple as that counts as card bloat, with its title and all, then perhaps we are being a bit picky about how we define our bloat. I thought we meant crazy combos and combo stacking, but if titles count then the bloat is considerably worse
  24. The striker is a good example of a fun ship without card bloat and it uses the basic building blocks of the game. Regular manoeuvres, Standard Arc, Decent pricing. its that pre-move that is really interesting. But would that be considered card bloat as it adds mechanics, even if the mechanics are basic?
  25. Give Saw and Cassian engine upgrades and pretend their a brobots, problem solved The Uwing is going to be super Janky but hopefully it sees some solid play
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