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'Discovered' the Jumpmaster. Pairing with Boba?

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I've known it was in W8 as long as everyone else, but it's only after discussing options on the way home from a Store Champs today that it clicked as something I'd want to have.

 

I've got a Boba that I like very much. Predator* (doubling down on rerolls :) ), EU, Recon Spec and Inertial Dampeners. 50 points.

 

So which Jumpmaster to put with it? They've all got good things going on I think. Punishing One seems a must for me, especially if I'm only having two ships.

 

Any ideas?

 

 

 

* Wondered about replacing Recon Spec with Dengar, and then I could use another EPT? Not sure which one though.

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One idea.

 

100 points

 

Boba Fett (50)
Firespray-31 (39), Veteran Instincts (1), Seismic Charges (2), Dengar (3), Inertial Dampeners (1), Engine Upgrade (4)

Manaroo (50)
JumpMaster 5000 (27), Veteran Instincts (1), Extra Munitions (2), Proton Torpedoes (4), K4 Security Droid (3), Unhinged Astromech (1), Punishing One (12), Guidance Chips (0)

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Scout

+deadeye

+r4

+proton torp

+munitions

+boba

+gChips

[35]

Paired!

 

I've not used ordnance properly before. That would be quite different!

 

Isn't Boba a no go as he's already flying Slave 1?

As the clones are made from the Fetts, why not?

Irony aside, you can't. No Boba pilot and Boba crew in the same fleet, as with Luke, Darth etc. Would have to put sone other 1pt crew like Zuckuss, 4lom, or something entirely else

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Scout

+deadeye

+r4

+proton torp

+munitions

+boba

+gChips

[35]

Paired!

 

I've not used ordnance properly before. That would be quite different!

 

Isn't Boba a no go as he's already flying Slave 1?

 

 

Point being, skip P-Boba and go Crewba Fett on a u-boat instead... (does that scan?)

Edited by GreatMazinkaiser

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Boba with VI, Slave 1, Extra Munitions, Glitterstim, Tactician, Cluster Missiles, Guidance Chips - 50 points.

Dengar with Deadeye, R4 Agromech, Proton Torpedoes, Extra Munitions, Guidance Chips, Tactician, Feedback Array. 46 points.

96 points total.

Idea is that Boba with Clusters and Glitterstim and Boba's Scum ability at range 1 (or Tactician at range 2) with chips just F something up. Dengar follows up and finishes it off, and can also similarly double trigger Tactician.

Against a Soontir player, you autowin the initiative bid and can force him to move first, then can just Feedback Array him. You also have a bunch of stress mechanics to deal with him also.

Edited by ParaGoomba Slayer

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Pilot Boba with VI and Dengar Crew seems like it would be some ace-hunting goodness...

A little antisynergetic: What use is Dengar at Range 1 in this build?
It might be. I have not tried it yet, and I see your point. My thought is that it would be valuable at all three ranges, and for times when there aren't a ton of ships on the board. I find myself using hard twos a lot when flying Boba, which means missing out on K4's advantages. This lets you keep VI and lets you add an ability like Predator to him. Maybe it doesn't synergize the best at range 1, but it does seem like it does open some options. I'll let you know if I still like it after I've tried it a few times.

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Pilot Boba with VI and Dengar Crew seems like it would be some ace-hunting goodness...

A little antisynergetic: What use is Dengar at Range 1 in this build?

 

That was my knee-jerk reaction as well, but as I thought more about it, you're really only doubling up at range 1 for attack. Fett's ability is still useful on defense, so it's not completely nullified. I personally, would be hesitant to try it, but it doesn't look as bad as I thought it did at first glance.

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Boba Fett (39)

• Veteran Instincts (1)

• Engine Upgrade (4)

• Tactician (2)

• Glitterstim (2)

= 48 pts

Dengar (33)

• Veteran Instincts (1)

• K4 Security Droid (3)

• Punishing One (12)

• Unhinged Astromech (1)

• Glitterstim (2)

= 52 pts

Total = 100

Go fishin' dem aces, son!

P.S.: You can lose 'stim on one of them for init bid

P.S.2: Not my ideal pairing, as Super Dengar is impossible without crippling Boba. You can try standard Tel Trevura for 51 pts also.

Edited by K Genesis

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Pilot Boba with VI and Dengar Crew seems like it would be some ace-hunting goodness...

A little antisynergetic: What use is Dengar at Range 1 in this build?

 

 Also, remember Boba re-rolls 1 die, Dengar can re-roll 1 or 2 of the other dice freeing the action for evade or....

I've been working on a Boba/Dengar firespray for myself.  Thematically it's very cool, not sure how it would do in competition (not that I'm all that competitive with my other builds).

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Pilot Boba with VI and Dengar Crew seems like it would be some ace-hunting goodness...

A little antisynergetic: What use is Dengar at Range 1 in this build?

 

 Also, remember Boba re-rolls 1 die, Dengar can re-roll 1 or 2 of the other dice freeing the action for evade or....

I've been working on a Boba/Dengar firespray for myself.  Thematically it's very cool, not sure how it would do in competition (not that I'm all that competitive with my other builds).

 

Boba re-rolls 1 die PER ENEMY at Range 1.

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I've got a Boba that I like very much. Predator* (doubling down on rerolls :) ), EU, Recon Spec and Inertial Dampeners. 50 points.

If you like the tasty re-rolls that much, why not forever aLoneWolf?

Dengar will still master-jump along the edge, and Boba loves diving headlong into the close combat

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Pilot Boba with VI and Dengar Crew seems like it would be some ace-hunting goodness...

A little antisynergetic: What use is Dengar at Range 1 in this build?

 

 Also, remember Boba re-rolls 1 die, Dengar can re-roll 1 or 2 of the other dice freeing the action for evade or....

I've been working on a Boba/Dengar firespray for myself.  Thematically it's very cool, not sure how it would do in competition (not that I'm all that competitive with my other builds).

 

Boba re-rolls 1 die PER ENEMY at Range 1.

 

ok....  So soontir (or any ace) is alone at range 1 in arc.  Taking an evade for his action, Boba rolls his 4 dice: hit, focus, blank, blank.  His ability allows him to re-roll 1 die (a blank), Dengar would then allow him to re-roll the focus and the other blank making for a pseudo target lock.  Since this is a made up scenario I'm going to say the end result is hit, crit, crit, crit.  thanks to Boba/Dengar.  Of course Soontir's green dice blank out and he goes poof (could happen!?!).

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I'm pondering this Dengar/Boba pairing - PS 9 and 10 respectively, with good manoeuvrability and decent dice modification for both.  Engine Upgrade on Boba seems like it would make getting into and staying at Range 1 somewhat easier.

 

Dengar (33)
Push the Limit (3)
K4 Security Droid (3)
Unhinged Astromech (1)
Engine Upgrade (4)
Punishing One (12)
 
Boba Fett (Scum) (39)
Veteran Instincts (1)
Engine Upgrade (4)
 
Total: 100
 
 
 
Another option is to drop VI to Adaptability on Boba for a 1 point crew - 4-LOM seems potentially good, and an Intelligence Agent could be useful to help with PS 10 and 11 aces like VI Poe and Vader (although it's a bit corner case at that point).  The main benefit is it gives you matching PS with Dengar for a bit of extra flexibility.
Edited by Jarval

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Im gonna try this pair soon. could be fun to fly Boba with Tractor Beam and tactician :)

100 points

Dengar (51)

JumpMaster 5000 (33), Wired (1), Recon Specialist (3), Unhinged Astromech (1), Inertial Dampeners (1), Punishing One (12)

Boba Fett (49)

Firespray-31 (39), Veteran Instincts (1), Tractor beam (1), Tactician (2), Glitterstim (2), Engine Upgrade (4)

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