Amidst all of the exciting new cards spoiled, Attanni Mindlink seems to be getting a strong “meh” from a lot of people. And that’s not too surprising – it’s an interesting card with a pretty significant drawback. It’s certainly not a card that you can just splash into any squad with a couple of points and EPT slots open. But I think with the right pilots, and some careful planning, it can be a really powerful card for its price.
To get everyone up to speed, Attanni Mindlink is a 1-point, Scum only, Elite upgrade that reads, “Each time you are assigned a focus or stress token, each other friendly ship with Attanni Mindlink must also be assigned the same type of token if it does not already have one.” So, it lets you multiply the effect of a focus action by the number of ships you have AM equipped to, but it also spreads stress across your squad like a virus.
Managing the stress will definitely be the trickiest part of using AM in a squad. The single biggest limitation it puts on you is this: you cannot perform a red maneuver with more than one Mindlinked ship per round. As soon as the first K-turn is complete, all of your AM ships have a stress, so you’ll have to hand your dial to your opponent if you plotted a second one.
This leads in to my first suggestion for flying an AM squad: Don’t fly in formation. Bring your ships in on different approach vectors, and try to stagger their ranges to the enemy. This will help you to avoid situations where one ship gets to K-turn, and the rest have to show their backs to the enemy for a turn or three.
But the stress-sharing aspect of AM might not be as debilitating as you think. First, keep in mind that there’s a cap – you only receive the token if you don’t already have one. R3-A2 won’t be double-stressing your entire squad in one fell swoop. Second, the positive effect of AM means that only one of your ships needs to clear stress for the rest to get a focus token. The rest have all of their white maneuvers open to them.
Which brings me to my second suggestion: If possible, try to make all of your Mindlinked ships the same PS. This will help a lot with managing stress, as it lets you optimize the order of activation each round. If you have a red maneuver planned, you’ll want to do white maneuvers first (so they get their actions in before getting stressed), then the red, then finish with greens (so they end the turn unstressed). Scum has a lot of EPT-carrying options at PS5 – both generics and unique pilots with powerful abilities, such as Guri and Palob.
Enough theory, let’s look at a few squads:
Manaroo (27)
Attanni Mindlink (1)
Dengar (3)
Punishing One (12)
Kath Scarlet (Scum) (38)
Attanni Mindlink (1)
Outlaw Tech (2)
Engine Upgrade (4)
Binayre Pirate (12)
Total: 100
View in Yet Another Squad Builder
Appropriately enough, AM works very well with Manaroo. Team her up with a heavy hitter like Kath, and she can load her ally up with tokens, without leaving herself vulnerable. Here's how it works:
1. Manaroo activates, takes a focus action
1b. Kath's AM triggers, Kath receives a focus token
2. Kath activates, takes a target lock
3. Start of combat, Manaroo passes her focus to Kath
3b. Manaroo's AM triggers, Manaroo receives a focus token
At the end of that process, Manaroo has a focus, and Kath has two focus tokens and a target lock. Add in Dengar's rerolls and a Pirate blocker, and you've got a pretty threatening offense. For good measure, Kath's Outlaw Tech ensures that even if she has to K-turn, she'll still have her focus, focus, TL stack - just have Manaroo take a TL for her.
Guri (30)
Attanni Mindlink (1)
Fire-Control System (2)
Autothrusters (2)
Virago (1)
Palob Godalhi (20)
Attanni Mindlink (1)
Blaster Turret (4)
Dengar (3)
Kavil (24)
Attanni Mindlink (1)
Twin Laser Turret (6)
Unhinged Astromech (1)
Engine Upgrade (4)
Total: 100
View in Yet Another Squad Builder
This squad doesn't much care what you try to do to prevent it - stress them out, block them, it doesn't matter - every ship here will be getting a focus token every turn, often two. Even better, their attacks will often be double-modified. If you're down to one ship in the late game, all three are self-sufficient enough to do well without the help of AM.
Tansarii Point Veteran (17)
Attanni Mindlink (1)
"Mangler" Cannon (4)
Hull Upgrade (3)
"Heavy Scyk" Interceptor (Cannon) (2)
Tansarii Point Veteran (17)
Attanni Mindlink (1)
"Mangler" Cannon (4)
Hull Upgrade (3)
"Heavy Scyk" Interceptor (Cannon) (2)
Tansarii Point Veteran (17)
Attanni Mindlink (1)
Ion Cannon (3)
"Heavy Scyk" Interceptor (Cannon) (2)
Tansarii Point Veteran (17)
Attanni Mindlink (1)
Ion Cannon (3)
"Heavy Scyk" Interceptor (Cannon) (2)
Total: 100
View in Yet Another Squad Builder
Okay, look. I know that AM probably isn't going to propel the Scyk into the competitive tier. But it does help in one of the areas that the Scyk lagged - action economy. One Scyk can take a focus, and the rest are free to use their action for anything else in the Scyk's actually-pretty-good action bar. Factor in your opponent's targeting priority when you decide which ship should take a focus for the rest. Managing K-turns is still an issue, but keep in mind that it isn't a bad idea to have a ship disengage for a turn or two and feed their comrades focus tokens, rather than immediately K-turn.
So those are my (wholly untested) thoughts on this quirky little upgrade. I'm looking forward to putting them into practice when the Jumpmaster arrives.