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ficklegreendice

The Jumpmaster, gloriously stupid or stupidly glorious?

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Put Bossk on Dengar. That could be good.

To be honest i dont think the Jumpmaster wants to get stressed, the green moves are pretty limiting (go left or go straight duh). Unless you have unhinged astro that is.

Your Unhinged Astromechs are bleeping loudly. Might want to let them out of the binder and see what they have to say.

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hell, I'm buying 3

 

no idea how good 3 will be (I think double torp boat with 1 point crews, such as 4-lom or Int agent or Boba etc, + two feedback soldiers or even crackshot + stims Cobra may be more efficient than just 3 torp boats w/1 4-lom) but I'm sure as well gonna field em

 

 

the torp boat is promising from a purely dice stand-point, plus it has a PWT (with r4) to fall back on. They'll disintegrate TLTs and should be able to challenge aces with 4-dice (no range 3 bonus) and wide arcs.

 

Crackswarm may give you fits, however.

Edited by ficklegreendice

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hell, I'm buying 3

 

no idea how good 3 will be (I think double torp boat with 1 point crews, such as 4-lom or Int agent or Boba etc, + two feedback soldiers or even crackshot + stims Cobra may be more efficient than just 3 torp boats w/1 4-lom) but I'm sure as well gonna field em

 

 

the torp boat is promising from a purely dice stand-point, plus it has a PWT (with r4) to fall back on. They'll disintegrate TLTs and should be able to challenge aces with 4-dice (no range 3 bonus) and wide arcs.

 

Crackswarm may give you fits, however.

There are a lot of things that will cause them problems. Many of them are coming out in this wave.

 

Tractor Beams will drop their agility for ensuing attacks in the round and turn you into a K-Wing.

 

Crackshot and Juke will make those already low defense dice do even less for you.

 

Tracer Missiles will give target locks to missile swarms, who will have no trouble punching damage through against two defense dice and no evade tokens.

 

Guidance Chips will also make ordnance easier to land.

 

Standard stress mechanics will limit their movement and dice mods.

 

Many of these can be mitigated by simply not putting too many points into it, but that's the trap you're going to face with this ship.

Edited by PhantomFO

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I like Dengar and Manaroo in the same build

 

Dengar +Predator+R5-P8+K4+Adv.Proton torps+Extra munisions+GC=50

Manaroo+PTL+Punishing 1+Unhinged+RS+EU=50

 

 

Dengar can use BR to get within R1 in someones face and if he did a green he has TL, Manaroo PTL's for TL+2 Focus, then gives them to Dengar anywhere on the board, Dengar can now shoot 1 adv torp which should get 5 hits and dare his opponent to shoot and get another 5 hits plus 1 from R5-P8 :)

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I like Dengar and Manaroo in the same build

 

Dengar +Predator+R5-P8+K4+Adv.Proton torps+Extra munisions+GC=50

Manaroo+PTL+Punishing 1+Unhinged+RS+EU=50

 

 

Dengar can use BR to get within R1 in someones face and if he did a green he has TL, Manaroo PTL's for TL+2 Focus, then gives them to Dengar anywhere on the board, Dengar can now shoot 1 adv torp which should get 5 hits and dare his opponent to shoot and get another 5 hits plus 1 from R5-P8 :)

Remember that if Manaroo passes a Target Lock to Dengar, he will lose one he already has unless he has a Weapons Specialist on board.

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hell, I'm buying 3

 

no idea how good 3 will be (I think double torp boat with 1 point crews, such as 4-lom or Int agent or Boba etc, + two feedback soldiers or even crackshot + stims Cobra may be more efficient than just 3 torp boats w/1 4-lom) but I'm sure as well gonna field em

 

 

the torp boat is promising from a purely dice stand-point, plus it has a PWT (with r4) to fall back on. They'll disintegrate TLTs and should be able to challenge aces with 4-dice (no range 3 bonus) and wide arcs.

 

Crackswarm may give you fits, however.

There are a lot of things that will cause them problems. Many of them are coming out in this wave.

 

Tractor Beams will drop their agility for ensuing attacks in the round and turn you into a K-Wing.

 

Crackshot and Juke will make those already low defense dice do even less for you.

 

Tracer Missiles will give target locks to missile swarms, who will have no trouble punching damage through against two defense dice and no evade tokens.

 

Guidance Chips will also make ordnance easier to land.

 

Standard stress mechanics will limit their movement and dice mods.

 

Many of these can be mitigated by simply not putting too many points into it, but that's the trap you're going to face with this ship.

 

 

not really worried about t-beams due to ordnance obliterating defenders

 

in fact, most problems can be mitigated by just blowing them up

crackswarms the only massive problem due to PS 4 spam; ditto talas if z spam occurs

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I like Dengar and Manaroo in the same build

 

Dengar +Predator+R5-P8+K4+Adv.Proton torps+Extra munisions+GC=50

Manaroo+PTL+Punishing 1+Unhinged+RS+EU=50

 

 

Dengar can use BR to get within R1 in someones face and if he did a green he has TL, Manaroo PTL's for TL+2 Focus, then gives them to Dengar anywhere on the board, Dengar can now shoot 1 adv torp which should get 5 hits and dare his opponent to shoot and get another 5 hits plus 1 from R5-P8 :)

Remember that if Manaroo passes a Target Lock to Dengar, he will lose one he already has unless he has a Weapons Specialist on board.

 

 

Woulnd't you pick which TL you wanted to keep?

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I like Dengar and Manaroo in the same build

 

Dengar +Predator+R5-P8+K4+Adv.Proton torps+Extra munisions+GC=50

Manaroo+PTL+Punishing 1+Unhinged+RS+EU=50

 

 

Dengar can use BR to get within R1 in someones face and if he did a green he has TL, Manaroo PTL's for TL+2 Focus, then gives them to Dengar anywhere on the board, Dengar can now shoot 1 adv torp which should get 5 hits and dare his opponent to shoot and get another 5 hits plus 1 from R5-P8 :)

Remember that if Manaroo passes a Target Lock to Dengar, he will lose one he already has unless he has a Weapons Specialist on board.

 

you right, ****. back to the drawing board. i guess taking out R5-P8 and putting an Agromech

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one more, very minor combo

 

Take the Torpedo Boat variation, sub Plasmas for Protons; add Boba

 

if you're worried about high PS versus jumpmasters, you could run a variant of

 

Scout (25)

*deadeye

*plasmas

*munitions

*r4

*chips

*4-lom

[34]

 

Scout (25)

*deadeye

*protons

*munitions

*r4

*chips

*Boba

[35]

 

Scout (25)

*intimidation

*feedback array/APL

*intelligence agent

[31]

 

 

 

if you're boring and don't like blocking, the 31 point Scout could be replaced with glitterCrack Cobra

Edited by ficklegreendice

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I like Dengar and Manaroo in the same build

 

Dengar +Predator+R5-P8+K4+Adv.Proton torps+Extra munisions+GC=50

Manaroo+PTL+Punishing 1+Unhinged+RS+EU=50

 

 

Dengar can use BR to get within R1 in someones face and if he did a green he has TL, Manaroo PTL's for TL+2 Focus, then gives them to Dengar anywhere on the board, Dengar can now shoot 1 adv torp which should get 5 hits and dare his opponent to shoot and get another 5 hits plus 1 from R5-P8 :)

Remember that if Manaroo passes a Target Lock to Dengar, he will lose one he already has unless he has a Weapons Specialist on board.

 

 

Woulnd't you pick which TL you wanted to keep?

 

 

Manaroo passes all tokens

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I like Dengar and Manaroo in the same build

 

Dengar +Predator+R5-P8+K4+Adv.Proton torps+Extra munisions+GC=50

Manaroo+PTL+Punishing 1+Unhinged+RS+EU=50

 

 

Dengar can use BR to get within R1 in someones face and if he did a green he has TL, Manaroo PTL's for TL+2 Focus, then gives them to Dengar anywhere on the board, Dengar can now shoot 1 adv torp which should get 5 hits and dare his opponent to shoot and get another 5 hits plus 1 from R5-P8 :)

Remember that if Manaroo passes a Target Lock to Dengar, he will lose one he already has unless he has a Weapons Specialist on board.

 

 

Woulnd't you pick which TL you wanted to keep?

 

 

Manaroo passes all tokens

 

I mean on the target she passes the TLs to.  You pass the TL token to Dengar, now he has 2 blue TL tokens so you picks one to discard.

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1) One other, incredibly silly loadout is the S.S **** Soontir

 

Scout (25)

Intimidation (2)

Intelligence Agent (1)

R5-p8 (3)

Feedback (2)

Anti-pursuit laser (2)

[35]

 

 

 

2) Current "Fat PWT" build:

 

Dengar (33) (Super Dengar)

*p1 (12)

*PTL (3)

*Unhinged (1)

*k4 (3)

*EU (4)

[56]

1) That is hilarious. Definitely keeping that in mind for the next 35-point furball I run into!

2) NotBadObama.jpg

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as far as PWTs go, the dial is about on par I'd say. They're all largely consequence free.

 

the asymmetry is weird. The left side can do whatever the hell it wants, but the right sengor's combined with left greens will pull you back into the fight like a jouster (if you elect to shed stress, anyway)

 

 

stat-wise, I'd say it's fair. the Fringer was probably overcosted to start as the first generic PWT (that didn't completely suck ass...poor ORS). Comparing the Scout to the K, nearly identical stats with none of the drawbacks of having a large base, it seems more than reasonable.

 

don't think anyone's going to be taking any tournies with four of them in tow. Not enough dice

 

Just a prediction but the Ship is going to be like the TIE Defenders. However the PWT can make up for it but the rather awkward dial is going to make flying it just as difficult. Most people don't know how to fly or other players know how to exploit the dial and thus making the Jumpmaster unpopular.

 

Edited by Marinealver

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as far as PWTs go, the dial is about on par I'd say. They're all largely consequence free.

 

the asymmetry is weird. The left side can do whatever the hell it wants, but the right sengor's combined with left greens will pull you back into the fight like a jouster (if you elect to shed stress, anyway)

 

 

stat-wise, I'd say it's fair. the Fringer was probably overcosted to start as the first generic PWT (that didn't completely suck ass...poor ORS). Comparing the Scout to the K, nearly identical stats with none of the drawbacks of having a large base, it seems more than reasonable.

 

don't think anyone's going to be taking any tournies with four of them in tow. Not enough dice

 

Just a prediction but the Ship is going to be like the TIE Defenders. However the PWT can make up for it but the rather awkward dial is going to make flying it just as difficult. Most people don't know how to fly or other players know how to exploit the dial and thus making the Jumpmaster unpopular.

 

https://www.youtube.com/watch?v=bztY0SOV9zg

 

It's not an ambi-turner, but the dial isn't completely horrible, either. You're going to struggle if you get hit with external stress sources, but the JM5K only has two ways to natively stress itself: a 4K and the right sloop. You can left sloop all day long if you want to, and the combined white/green forward movement options are identical to the Falcon.

 

Give this thing PTL, an Engine Upgrade and an Unhinged Astromech, and you can easily arc-dodge as well as Dash Rendar while pulling off some really crazy stuff with the S-Loop.

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Just a prediction but the Ship is going to be like the TIE Defenders. However the PWT can make up for it but the rather awkward dial is going to make flying it just as difficult. Most people don't know how to fly or other players know how to exploit the dial and thus making the Jumpmaster unpopular.

 

Good, because I like the Defender's dial. 

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So....dengar is ....brown.

Has strips of wiping paper stuck all around him....and...flys in a toilet seat.

OK.

Huh.

And

The ship spins in circles.

It's the flushmaster 5000

Everything about this character is a scat joke.

Even the payback fluff...

The millennium falcon was based on a hamburger, slave one got its shape from a lamp post.

It's like the design philosophy at Lucas film is " close your eyes, count to five.open your eyes...draw spaceship based on first thing you see"

Whoever did dengar happened to be in a bathroom at the time.

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The idea of 2 Slooping repeatedly between 2 or 3 difficult to navigate rocks WITH a Primary Weapon Turret IS pretty hilarious.

Currently no other ship can do something like that, meaning this ship may be harder to predict than we realize. Decimators, for example, are always stuck on a forward path, so you can pick a point along that path and pounce.

2 Sloop + Boost (with engine upgrade) means that Jumpmaster could end up farther down the FWD path, or just almost back where it started.

TBH, this is probably the best dial of any PWT ship.

The difficulty of this ship will be making up ground with that expensive Jumpmaster 5000 title. That is a big cost for 1 red. 9 HP and 2 AGI is not all that much. 45 pt 9 hp 2 Agi Dengar sure seems more likely to die fast than 46 pt 13 hp 1 Agi Falcon. I think finding ways to add defense will be key, like extra tokens, or a good regen bot build.

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