Board Thread:General Discussion/@comment-30277232-20170604123921/@comment-454133-20170604202553

What are some example builds they use? I imagine the triple jumpmasters are Contracted Scout with Attanni Mindlink + R4 Agromech + Plasma Torpedoes + Extra Munitions + Guidance Chips, right? But what about the 2 jumpmaster fleets, is it Dengar + Manaroo? Or something else?

U-Boats can't take Deadeye anymore, so stripping their locks can drive them crazy. For example, Ello Asty with Black One + R2-D2 etc could deny a lot of intended torp shots, and some jumpmasters could die with full munitions loads unfired. R4-D6 and IA can soak a couple of torpedo shots, then avoid their arcs with your fleet as best you can (granted this is hard). Do what you can to focus-fire one U-Boat to death, then repeat on the next. Also rush from outside range three into range 1 territory, so you cause bump chains with one ship, or you are sitting pretty inside their munitions' donuts, able to unload on them at full power.

Unfortunately (or fortunately?), my local meta doesn't do U-Boats anymore, though Dengar is popular still. Lately it's been Dengar + Bossk that's all the rage, though I don't think I've fought it yet. For Dengaroo fleets, often Dengar needs to die first. He's the greatest threat with the title, and Manaroo is kinda lost without him. This means dealing 9 damage as fast as possible despite his 2 agility, ideally in one round, but you won't always pull that off. You'll take a lot of heat.

This doesn't always work because Jumpmasters are offensively mobile (that dial is so retardedly generous), but you can place asteroids so that they're harder for a large ship to navigate, and lead him into an area that restricts his movement. Ideally, bump him near an asteroid to deny him a full round of attacks & counterattacks. But he might not fall for that, or he might do better in the asteroid field that you do.

Any Attanni Mindlink fleet is also not happy to take stress at inopportune times, as it shuts down the rest of the fleet's joust opportunties. Though Jumpmasters have that white segnor's loop. Again, for the cost, their dial is outright offensive. But an Asajj + Latts might do well anyway, as it restricts his options at the very least, and lowers the helpfulness of Mindlink (possibly turning it into a liability).

Boba Fett (Crew) might ruin a life, if you kill the Jumpmaster title or mindlink.

Also TIE/D TIE Defenders with Ion Cannon or Tractor Beam could soften up a jumpmaster nicely. Tractor beam increases the damage of the rest of your team, and 2 ion tokens lead to debilitating, predictable moves next round. But I've not flown TIE/D against jumpmasters, so this may be entirely theoretical. :(  Once you burn through shields, crits can be bad, so a TIE Advanced may be in order.

I hope that gives you some ideas! Sorry, it's been a while since I fought Jumpmasters; they mostly fell out of style after the great nerf hit them, and now Dengar is all that shows up. Random chance has led me to not fight him for a while (I've been wrecked by a lot of rebel regen and asajj fleets though).