Kaa'To the Mastermind (Scum)

By Grayfax, in X-Wing Squad Lists

At first I didn't like Attani Mindlink, but soon realized that it won't compound the stress problem when given a stress token, only get one if there isn't one. It also allows me to get evade and focus tokens to ships that I really like but never get to fly. After filling them in, then I looked for where to spend the last 16 points and found Kaa'To to be a decent enough Mastermind to fit the bill. In the whole Black Sun way (like Xizor) Kaa'To Leeachos doesn't care if he steals from his own people and they do his bidding (but he is not bound by them).

Kaa'To the Mastermind

Kaa'To Leeachos (15)
Crack Shot (1)
Black Sun Ace (23)
Attanni Mindlink (1)
Black Sun Ace (23)
Attanni Mindlink (1)
Tansarii Point Veteran (17)
Attanni Mindlink (1)
Tansarii Point Veteran (17)
Attanni Mindlink (1)
Total: 100
This gives each of the Kihraxz and the Scyk's a Focus and Evade token going in and as long as some of them are free they can keep adding them each round. Kaa'To is still gonna die, cause he really doesn't look ahead far enough, but he's gonna at least make a shot or two count and he certainly won't be the one focus fired every round. Not to mention that everything is PS 5, which, while not great, gives fantastic opportunities to move situationally and get the best chance at doing what needs to be done.

Attanni mindlink only gives out Focus and Stress tokens. No sharing of evade tokens, unfortunately.

Your list is certainly not bad, but if it were me, I'd drop Kaa'to for cannons on those scyks.

2 blacksun aces w/ mindlink = 24 x 2

2 TPVs w/ mindlink, title, ion cannons & hull upgrades = 26 x 2

100

That looks a whole lot more dangerous to me...

fly over 1 debris, or get stress botted once and the list falls.

I dont mind two ships with AML, but beyond that and you're dooming it (unless its action independent) to be actionless permanently.

I've also been thinking about Mastermind Kaa'to...

Mandalorian Mercenary (35)
Attanni Mindlink (1)
Tactician (2)
Engine Upgrade (4)
Mandalorian Mercenary (35)
Attanni Mindlink (1)
Tactician (2)
Engine Upgrade (4)
Kaa'To Leeachos (15)
Attanni Mindlink (1)
Total: 100
Keep him in the back a tad while the Mandalorian's get to work. He can focus, the bounty hunters can evade, boost or target lock, as needed. The stress hurts them less, since they can fire out their rear arcs, and having 2x dual arc tacticians on the field can really help keep your opponents maneuvers in check, or setup bumps.

Attanni mindlink only gives out Focus and Stress tokens. No sharing of evade tokens, unfortunately.

Your list is certainly not bad, but if it were me, I'd drop Kaa'to for cannons on those scyks.

2 blacksun aces w/ mindlink = 24 x 2

2 TPVs w/ mindlink, title, ion cannons & hull upgrades = 26 x 2

100

That looks a whole lot more dangerous to me...

Well... that destroys the whole list for me... I should have looked it back up again. Mostly I want an Evade on my Kihraxz Fighters. Without that, I'm not flying either one... unless I'm just flying my Marauderxz (5 Kihraxz). I guess my main thing against a lot of the Scyk stuff is that once you invest in extra firepower you don't fly it defensively and it dies. With this I was close to having it and still a bit of firepower in the first run with the Kihraxz. Also having focus and evade on them makes them usable. Not so without.

Edited by Grayfax

I might try it out without a mastermind... dropping the Kihraxz Fighters (for 5 Scyk's - Tensarii Point Veterans), equipping two of them with Proton Rockets. Now it's a whole different thing and I'm not as enthused to play it... cause 2 dice attacks take forever to do damage.

I've also been thinking about Mastermind Kaa'to...

Mandalorian Mercenary (35)
Attanni Mindlink (1)
Tactician (2)
Engine Upgrade (4)
Mandalorian Mercenary (35)
Attanni Mindlink (1)
Tactician (2)
Engine Upgrade (4)
Kaa'To Leeachos (15)
Attanni Mindlink (1)
Total: 100
Keep him in the back a tad while the Mandalorian's get to work. He can focus, the bounty hunters can evade, boost or target lock, as needed. The stress hurts them less, since they can fire out their rear arcs, and having 2x dual arc tacticians on the field can really help keep your opponents maneuvers in check, or setup bumps.

Never been a big fan of EU on Mercs, though that does give me an idea for triple action Firesprays.

2X Mando Merc - Attanni Mindlink, K4

Kaato - Attanni Mindlink

You have 6 points leftover for whatever upgrades, and until they kill Kaato, your Firesprays can Evade, get a TL from K4, and get a focus from Kaato, who can then steal one to have 2 and give one right back to the Merc he stole it from. Extra actions for everyone! What to do with the last 6pts though. Proximity Mines? Ion Cannons? Countermeasures?

2X Mando Merc - Attanni Mindlink, K4

Kaato - Attanni Mindlink

You have 6 points leftover for whatever upgrades, and until they kill Kaato, your Firesprays can Evade, get a TL from K4, and get a focus from Kaato, who can then steal one to have 2 and give one right back to the Merc he stole it from. Extra actions for everyone! What to do with the last 6pts though. Proximity Mines? Ion Cannons? Countermeasures?

This has some great potential...

I would go ion cannons, personally. One of the 'problems' for Mindlink is the fact that only 1 ship can k-turn at a time. But with firesprays, you can ionize something, leapfrog over it with your firesprays and still shoot it up through back arcs. It can't turn around so no shots.

The evade + focus + TL will make those Mercs accurate as hell and tough to take down...

That little trick with Kaa'to stealing a focus only to give one back is clever! ;)

Attanni mindlink only gives out Focus and Stress tokens. No sharing of evade tokens, unfortunately.

Your list is certainly not bad, but if it were me, I'd drop Kaa'to for cannons on those scyks.

2 blacksun aces w/ mindlink = 24 x 2

2 TPVs w/ mindlink, title, ion cannons & hull upgrades = 26 x 2

100

That looks a whole lot more dangerous to me...

Well... that destroys the whole list for me... I should have looked it back up again. Mostly I want an Evade on my Kihraxz Fighters. Without that, I'm not flying either one... unless I'm just flying my Marauderxz (5 Kihraxz). I guess my main thing against a lot of the Scyk stuff is that once you invest in extra firepower you don't fly it defensively and it dies. With this I was close to having it and still a bit of firepower in the first run with the Kihraxz. Also having focus and evade on them makes them usable. Not so without.

I dunno about that.

You pay 4 points to get double actions on 3 ships. Seems like a pretty good deal to me. In the first turn of shooting, you have 3 ships with TL + focus. Scyks in the back with ions. 2 Khiraxz shoot first, (one with TL + focus) to strip some tokens. Those ions are gonna hit pretty much anything. Now either 1 big ship or 2 little ships are ioned. You might not have done much damage at this point, but now your opponent is at your mercy. You know where the ioned ships are going so you either move out of arc or bump into them so they can't shoot. Bumping is not a big deal, because with mindlink, all of your ships will have a focus. Next turn with range 1 shots from most of your ships (some with TL + Focus), your opponent is taking something off the table, no ifs, no buts.

Controlling movement to limit your opponent's firepower is its own form of defense. I know this because I've been flying a lot of ion ships lately (Deltas w/ TIE/D title and also for rebels, a pair of ion b-wings alongside 2 T-70s).

I think your adaptation is fine, and to be honest, getting evade and focus for a single point each along with the StressWave would be a bit cheap, and I'm not sure I would pay 2 points per ship for that function. I am also not a fan of the Scyk Titles... I think they make an expensive ship unwieldy and fragile and a points sink trap that makes you want to use your dice offensively when this ship needs both a focus and evade defensively.

Ugh, K4s in Firesprays. Green moves primarily with no engines...such a lack of maneuverability is damaging to my very soul!

Still, if you insist on free accuracy, is there any reason you shouldn't at least start from this point?

Mandalorian Mercenary (35)
Attanni Mindlink (1)
Dengar (3)
Flechette Torpedoes (2)
Long-Range Scanners (0)
Slave I (0)
Mandalorian Mercenary (35)
Attanni Mindlink (1)
K4 Security Droid (3)
Kaa'To Leeachos (15)
Attanni Mindlink (1)
Total: 96
I KNOW! The lack of symmetry hurts me as well. Still, I'm of the opinion that Dengar is a better pick than the K4, and not only that, but you can use it in conjunction with Slave I and the Long Range Scanners on turn 1 (since you weren't engines anyway) and prime a free Flechette Torpedo. Keep it locked and loaded on any ship with PtL (Soontir!) to give them a danger zone to worry about, at least. If you hate that plan, it can always be Plasma Torpos for 1 point more for that alpha strike. Then you've got a target lock on the pre-combat turn, Dengar and focus to modify, and you were probably still able to take an evade besides.
Or, you do as above, and with your remaining 4 points you drop an Ion Cannon into the buddy ship to give a smaller baser a bad day. I dunno, I just love to have some little control element in the back pocket, but that's me.