Epixca 55 Posted March 27, 2017 Who here thinks Jabba is worth it? Bus is the only ship that can use him right now, besides Roc. Quote Share this post Link to post Share on other sites
Izikial 16 Posted March 27, 2017 I dont yet. In epic maybe, because value. But unless we get a shuttle/u wing we wont be able to get enough other stuff to make it trualy be worth it. Ilicit upgrades are realy meh and i dont realy think there worth stacking up on. Maybe a party buss shadow caster and the caster has buckets of glutter stim or something but then your spending 5 pts to get another 4 pts of stim. Its just not worth it Quote Share this post Link to post Share on other sites
RampancyTW 606 Posted March 27, 2017 I think a Jabba bus with some Z-95 Hot Shot Blaster carriers might see some play. PS1 version could yield 4 15-point 360 degree arcs plus a passable bus. 1 Epixca reacted to this Quote Share this post Link to post Share on other sites
thespaceinvader 17,568 Posted March 28, 2017 The list I came up with was using him to get two Hot Shots to protect Bossk's tail and replacing PTL with two Glitterstims in a Ketsu Bossk list. It felt like it might be OK, but probably still not as good as a most standard Ketsu Bossk. 1 Epixca reacted to this Quote Share this post Link to post Share on other sites
Phanto Fiend 26 Posted March 28, 2017 I think it'll definitely be worth it if you build around it. As others have mentioned the Z-95 mini swarm probably gets the most mileage out of it, or a YV/Shadowcaster build. It'll be situational but effective. I'm sure there's some combo with it lurking in the future that'll make Jabba really shine. Quote Share this post Link to post Share on other sites
DeathToJarJar 132 Posted March 28, 2017 I'm thinking either a Jumpmaster or Lancer with EMP device, and Moralo Eval to shoot the force out of whatever gets ioned two turns in a row. Still working on an exact list though. Quote Share this post Link to post Share on other sites
DeathToJarJar 132 Posted March 28, 2017 Or for something really stupid: Trandoshan Slaver (29) Jabba (5) Dengar (3) Inertial Dampeners (1) Anti-Pursuit Lasers (2) Contracted Scout (25) x2 Trick Shot (0) K4 Security Droid (3) Unhinged Astromech (1) Rigged Cargo Chute (1) Just throw a bunch of obstacles all over the place and have a couple of Jumps that don't really care about losing their actions. 3 ObiWonka, Moneyinvolved and D00kies reacted to this Quote Share this post Link to post Share on other sites
matt.sucharski 1,055 Posted March 28, 2017 Makes me wonder if Old Luke Skywalker will a) get into a starship in The Last Jedi and, if so, b) get his own 2 crew slot card. I think this new Jabba card is great. By that I mean it's strong, but situational. It allows some new interesting things, but doesn't change the game in such a way that I'd expect everyone would now be building Jabba lists or counter-Jabba lists. 1 Epixca reacted to this Quote Share this post Link to post Share on other sites
DeathToJarJar 132 Posted March 28, 2017 I'd personally think Mon Mothma would be a better rebel 2-slot crew. But Old Luke is a neat idea too. 1 BCvalor reacted to this Quote Share this post Link to post Share on other sites
Muppetfluffer 123 Posted March 28, 2017 That Zusomething trooptransport in wave 11 has 2crewslots. Wouldnt be surprised if the bomber gets a 2crew titeloption either. I belive Jabba will be stronk in the 3D Quarter this year 1 BCvalor reacted to this Quote Share this post Link to post Share on other sites
FisherSpassky 33 Posted March 29, 2017 (edited) Does the Kihraxz make a tremendous jousting platform? Nope. But I'm still very interested in the raw versatility offered here by Cikatro; you're essentially getting three free glitterstim on those Kihraxz, with the versatility to then situationally equip any illicit except for hotshot that might fit the moment. If nothing else, this is extreme jank. "Jankka The Hut" Trandoshan Slaver — YV-666 29 Jabba the Hutt 5 Cikatro Vizago 0 Ship Total: 34 Cartel Marauder — Kihraxz Fighter 20 Glitterstim 2 Ship Total: 22 Cartel Marauder — Kihraxz Fighter 20 Glitterstim 2 Ship Total: 22 Cartel Marauder — Kihraxz Fighter 20 Glitterstim 2 Ship Total: 22 Edited March 29, 2017 by FisherSpassky Quote Share this post Link to post Share on other sites
DeathstarII 1,164 Posted March 29, 2017 3 hours ago, FisherSpassky said: Does the Kihraxz make a tremendous jousting platform? Nope. But I'm still very interested in the raw versatility offered here by Cikatro; you're essentially getting three free glitterstim on those Kihraxz, with the versatility to then situationally equip any illicit except for hotshot that might fit the moment. If nothing else, this is extreme jank. "Jankka The Hut" Trandoshan Slaver — YV-666 29 Jabba the Hutt 5 Cikatro Vizago 0 Ship Total: 34 Cartel Marauder — Kihraxz Fighter 20 Glitterstim 2 Ship Total: 22 Cartel Marauder — Kihraxz Fighter 20 Glitterstim 2 Ship Total: 22 Cartel Marauder — Kihraxz Fighter 20 Glitterstim 2 Ship Total: 22 Why cikarto? You have no illicit equipped to the slaver 1 FisherSpassky reacted to this Quote Share this post Link to post Share on other sites
FisherSpassky 33 Posted March 29, 2017 Oh, that's because I'm an idiot and was extending Cikarto's ability to the whole squad, because Jabba's does. NOTHING TO SEE HERE. Quote Share this post Link to post Share on other sites
wurms 5,313 Posted March 29, 2017 Kath Scarlet (Scum) (38)Expertise (4)Dengar (3)"Hot Shot" Blaster (3)Engine Upgrade (4) Bossk (35)Expertise (4)Jabba the Hutt (5)Inspiring Recruit (1)"Hot Shot" Blaster (3) Total: 100 View in Yet Another Squad Builder No blind spots for either ship, which are the ship's weakness. Meh, not bad. Kinda like it. 6pts worth of extra Illicit for 5pts of crew. Kinda evens out and shores up some weak spots on the ships. 1 Epixca reacted to this Quote Share this post Link to post Share on other sites
Archangelspiv 2,099 Posted March 29, 2017 I believe FFG will already have Waves 12 and 13 on the drawing board, which may bode well for future Scum crew carriers if Jabba is anything to go by. I am guessing we may see one or two more 2+ crew slot big ships coming to the Scum space near you. Quote Share this post Link to post Share on other sites
thespaceinvader 17,568 Posted March 29, 2017 4 minutes ago, Archangelspiv said: I believe FFG will already have Waves 12 and 13 on the drawing board, which may bode well for future Scum crew carriers if Jabba is anything to go by. I am guessing we may see one or two more 2+ crew slot big ships coming to the Scum space near you. 12 is probably close to finalising*, 13 will be on the drawing board. *the exception being material from TLJ which they might not have yet 1 Archangelspiv reacted to this Quote Share this post Link to post Share on other sites
wurms 5,313 Posted March 29, 2017 3 hours ago, Archangelspiv said: I believe FFG will already have Waves 12 and 13 on the drawing board, which may bode well for future Scum crew carriers if Jabba is anything to go by. I am guessing we may see one or two more 2+ crew slot big ships coming to the Scum space near you. All I know is FFG will be walking a very thin line with any cheap Scum ship that has 2 crew. Dengar + Zuckuss, Zuckuss + Inspiring recruit. K4 + Zuckuss on missile carriers. An Auzituck Gunship for Scum would be too good. 1 Archangelspiv reacted to this Quote Share this post Link to post Share on other sites
Epixca 55 Posted March 29, 2017 19 hours ago, Muppetfluffer said: That Zusomething trooptransport in wave 11 has 2crewslots. Wouldnt be surprised if the bomber gets a 2crew titeloption either. I belive Jabba will be stronk in the 3D Quarter this year It doesn't get two crew, I'm very sad. "( Quote Share this post Link to post Share on other sites
RoboTheSonyKid 7 Posted March 29, 2017 (edited) Ain't No Party Like Hutt Party (100) Trandoshan Slaver (43) - YV-666 Concussion Missiles (4), Dengar (3), Jabba the Hutt (5), Scavenger Crane (2), Guidance Chips (0) N'Dru Suhlak (25) - Z-95 Headhunter Lone Wolf (2), Cluster Missiles (4), Scavenger Crane (2), Guidance Chips (0) Talonbane Cobra (32) - Kihraxz Glitterstim (2), Vectored Thrusters (2) Edited April 2, 2017 by RoboTheSonyKid 1 TheHumanHydra reacted to this Quote Share this post Link to post Share on other sites
D00kies 48 Posted March 30, 2017 (edited) Jabba's pretty weird. Aside from the Lancer, to get value out of him you gotta fly like 3 other weak ships for taking up those two needed crew slots and each of those other ships can die in 1 round so the reuse of an Illicit is well, less valuable Edited March 30, 2017 by D00kies Quote Share this post Link to post Share on other sites
TheHumanHydra 665 Posted March 31, 2017 (edited) Here's a bizarre idea (along the same lines as Robo's with the ordnance): Guri (30)Fearlessness (1)Advanced Proton Torpedoes (6)Sensor Jammer (4)Scavenger Crane (2)Autothrusters (2)Virago (1) Bossk (35)Veteran Instincts (1)"Mangler" Cannon (4)Dengar (3)Jabba the Hutt (5)Burnout SLAM (1)Engine Upgrade (4) Total: 99 View in Yet Another Squad Builder Guri tries to stay in Range 1 and deal five or six hits every attack, while Bossk glides around, Slamming away from enemies that get behind him. Or something. Edited March 31, 2017 by TheHumanHydra Quote Share this post Link to post Share on other sites
Cerve 661 Posted March 31, 2017 YV-666: · Bossk (35) Attanni Mindlink (1) Tactical Jammer (1) Jabba (5) · Dengar (3) "Hot Shot" Blaster (3) Kihraxz Fighter: · Talonbane Cobra (28) Attanni Mindlink (1) Stygium Particle Accelerator (2) · Cloaking Device (2) Z-95 Headhunter: · Kaa'to Leeachos (15) Attanni Mindlink (1) XX-23 S-Thread Tracers (1) Guidance Chips (0) Glitterstim (2) -- TOTAL ------- 100p. -- Quote Share this post Link to post Share on other sites
thespaceinvader 17,568 Posted March 31, 2017 3 hours ago, TheHumanHydra said: Here's a bizarre idea (along the same lines as Robo's with the ordnance): Guri (30)Fearlessness (1)Advanced Proton Torpedoes (6)Sensor Jammer (4)Scavenger Crane (2)Autothrusters (2)Virago (1) Bossk (35)Veteran Instincts (1)"Mangler" Cannon (4)Dengar (3)Jabba the Hutt (5)Burnout SLAM (1)Engine Upgrade (4) Total: 99 View in Yet Another Squad Builder Guri tries to stay in Range 1 and deal five or six hits every attack, while Bossk glides around, Slamming away from enemies that get behind him. Or something. I hadn't really thought of enhancing bossk's turing-around ability with Burnout SLAM. I'm not sure why. But it's a very good thought. I'm not sure it's worth the Scavenger Crane though My other thought with Jabba the other day way to combine him with Emon with ASLAM and Burnout to give two turns of exceptionally-mobile Conner Nets. But I suspect he's still too expensive for that to work. Quote Share this post Link to post Share on other sites
player2148077 6 Posted June 13, 2017 (edited) What about this build? Both Marksmanship and Mangler uses Bossk's crit ability, Dengar gives one or two re-rolls, with Jabba I could burnout slam in two different turns if I needed to reposition, Ion Projector keeps opponents, especially aces, from positioning too close in my path and then Jabba allows Hot Shot to be used twice on each pirate without worrying about arc and two of the pirates have munitions failsafe which would allow the HSB card to stay around until they each hit twice. Thoughts? Bossk (53) Marksmanship "Mangler" Cannon Jabba the Hutt Dengar Burnout Slam Ion Projector Binayre Pirate #1 (16) “Hot Shot” Blaster Munitions Failsafe 15 points Binayre Pirate #2 (16) “Hot Shot” Blaster Munitions Failsafe 16 points Binayre Pirate #3 (15) “Hot Shot” Blaster Total: 100 Edited June 13, 2017 by player2148077 misspell 1 Danomight reacted to this Quote Share this post Link to post Share on other sites
Danomight 103 Posted June 14, 2017 (edited) 16 hours ago, player2148077 said: What about this build? Both Marksmanship and Mangler uses Bossk's crit ability, Dengar gives one or two re-rolls, with Jabba I could burnout slam in two different turns if I needed to reposition, Ion Projector keeps opponents, especially aces, from positioning too close in my path and then Jabba allows Hot Shot to be used twice on each pirate without worrying about arc and two of the pirates have munitions failsafe which would allow the HSB card to stay around until they each hit twice. Thoughts? Bossk (53) Marksmanship "Mangler" Cannon Jabba the Hutt Dengar Burnout Slam Ion Projector Binayre Pirate #1 (16) “Hot Shot” Blaster Munitions Failsafe 15 points Binayre Pirate #2 (16) “Hot Shot” Blaster Munitions Failsafe 16 points Binayre Pirate #3 (15) “Hot Shot” Blaster Total: 100 Welcome! Marksmanship is one of the most maligned EPTs in the game because it requires an action to activate. You'll be bumping a lot in the cumbersome YV666 so getting that action will be problematic. Also, Marksmanship and Mangler are redundant as crit generators for Bossk imo - Mangler by itself gets the job done nicely. You could go: Bossk with a 1 point EPT of choice (Crackshot or Fearlessness probably), Mangler, Dengar, Jabba, Ion Projector (not sure I'm sold on that mod tho especially vs large base ships), and Glitterstim, then 3x Pirates with Hot Shot and Munitions Failsafe for an even 100. Likely not competitive still because Bossk is usually paired with another high damage, high PS wingman like Dengar or Ketsu to take ships off the board quickly before he burns down - but it could be fun still! I don't think Jabba is top tier competitive in 100 point standard matches with the cards we have now, but I can see him being monstrous in epic due to the sheer value of added illicit uses he can bring in. I've been trying to make Jabba work on a slaver in a low pilot skill list with Mux and some Zs but I just can't get the points to work out nicely. Maybe something like: Slaver: Jabba, Dengar, Heavy Laser Cannon, Burnout Slam Mux: Autoblaster Turret, Glitterstim 2x Pirate: Hotshot Blaster, Munitions Failsafe Edited June 14, 2017 by Danomight Quote Share this post Link to post Share on other sites