Manaroo support tourny list

By Aleesha, in X-Wing Squad Lists

Hello to all long time reader first time poster here !

So i have a tournament coming soon and i really want to play the jumpmaster and i'm not that much of a fan of the triple U Boat.

I'm not that rich so i came up with an interesting idea of a squad :

Manaroo - Jumpmaster 5000 (27)

Adaptability (Decrease) -0

Proton torpedos -4

Extra Munitions -2

Anti Pursuit Laser -2

K4 Security Droid -3

Glitterstim -2

Unhinged Astromech -1

Black Sun Soldier - Z-95 Headhunter (12)

Concussion Missiles -4

Guidance Chips -0

Feedback Array -2

Black sun Soldier - Z-95 Headhunter (12)

Homing Missile -5

Guidance Chips -0

Feedback Array -2

Black Sun Soldier - Z-95 Headhunter (12)

Homing Missile -5

Guidance Chips -0

Feedback Array -2

So basically the point is to have Manaroo Block for the Z-95 to launch a nice Alpha Strike on the opponent. I put 2 Homing instead of Concussion because i won't be able to have focus+Target Lock for the 3 Z-95 on the first joust and that gives me the opportunity to reroll dice due to the fact that you do not spend the target lock for the Homing. The concussion will have his Focus + target lock tanks to Manaroo ability so he wll be able to launch his at his full potential.

I put Glitterstim on Manaroo for the first joust. Since he will give his focus to his partners he will need it to survive the potential wave of attacks on him and he may even be able to return fire at range 1 with a glitterstim active.

I put torpedoes on him because sometimes he will be left alone on the battlefield and he lack firepower to destroy some ships (like fat han with C3PO if he survived the first engagement) and that allows him to be really threatening with the K4 and his Green Manoeuver Dial

The feedback Arrays are here to finish a target low with certainty without having it on your firing arc (Interceptor and whatnot).

I also thought of puting glitterstim instead of feedback on the Z to have a more devastating Alpha Strike potentially.

Thank you for reading, Sorry for my potential bad english (French poster here) and i would really love your feedback on this.

I think its not a bad idea, although it is a relatively fragile list. I'm not sure it will win vs triple torpedo scouts, but at least you put the opponent into an interesting quandary with regards to initiative (if your opponent takes it, he gets to block, but gaurantees you will have TLs to fire your alpha strike, but if he gives up initiative, he gives Manaroo blocking power, but maybe defangs some of your alpha strike...)

poor manaroo is really overloaded

you're really going to want to specialize with her, which means no torpedoes as she's going to be blocking/supporting anyway (that's why you brought her in the first place, right?)

feedback array is an absolute must to get any sort of good use out of her or any bumpmaster. Havn't found APLs to be particularly necessary

finally, z-95s are probably not what you're looking for. Not only do they only get one good shot off (and then revert to crappy offense that isn't any better than manaroo's) but they can't even re-position. One of the coolest things to do with manaroo is to fly her with other torp scouts, because she lets them deadeye after red maneuvers, self-bumps, going over obstacles, after barrel-rolling etc.

you'll want something that shoots more dice more reliably than manaroo herself; especially something that runs Zuckuss (crew) because she almost completely removes the downside of using his incredibly powerful ability

Edited by ficklegreendice

Thank you for your feedbacks !

It is true that the Z-95 lacks some offense after the first strike its true i have an other build i thought of but i will describe it after.

I didn't realle think about zuckuss as a crew member (i have him but never really saw how to use him properly) i might have to think on that why not put a G-1A in the list that may be something to consider.

I thought of feedback array on Manaroo at first i switched to APL just to try it and that gave me some regular damage on the games i played but that might just be some luck from the dice (feedback is a no dice roll damage so that's a plus).

The other list i had thought of is this one :

Manaroo - Jumpmaster 5000 (27)

Adaptability (Increase) -0

K4 Security Droid -3

Unhinged Astromech -1

Tansarii Point Veteran - Interceptor M3A (17)

Heavy Scyk Interceptor -2

Mangler Canon -4

Tansarii Point Veteran - Interceptor M3A (17)

Heavy Scyk Interceptor -2

Mangler Canon -4

Kaa'to Leeachos - Z-95 Headhunter (15)

Opportunist -4

Concussion Missiles -4

Guidance Chips -0

The point is to have the missile on Kaa'to and take advantage of the blocking with Opportunist and the fact that he can take a focus/evade from his friends let manaroo gives all his tokens to a interceptor and just leech the focus token he needs for the missile.

The Mangler cannon on the Scyk helps you deliver some hits at a relatavely safe distance without giving them one more dice to dodge.

It is still really fragile but i love the idea of putting the Scyk in here (it is really underplayed so that can be kind of a surprise to use them)

What do you think of that ?

I've been tinkering with Manaroo support also, but with a partner that can more fully utilize the tokens she passes. I'm calling it Mindlink to Manaroo:

Boba Fett (Scum) (39)
Veteran Instincts (1)
Tractor Beam (1)
Dengar (3)
Glitterstim (2)
Engine Upgrade (4)
Manaroo (27)
Lone Wolf (2)
Recon Specialist (3)
R5-P8 (3)
Glitterstim (2)
Punishing One (12)
Total: 99
Boba Fett essentially has permanent target lock, with both his ability and Dengar. He'll be able to reroll all he needs to. The list defensive rerolls for both ships as well, which are really going to help them tank up, considering that Manaroo can pass focus tokens to whichever ship is taking the abuse, and this token passing can be supplemented by Glitterstim, when in need. This frees up Boba Fett to do take some Evade actions or some PS10 boosts, and still get full modifications.
Manaroo will have to rely on Lone Wolf + Recon Spec + Pain Droid to handle the fragile Imperial Aces who might otherwise be difficult to force damage through on. She'll be durable enough to last a few rounds and thus get a bit of mileage out of the pain droid.
If you prefer, you can swap Dengar for Tactician or 4L0M, Pain Droid for R4 Agromech to occasionally pass target locks to Boba, then spend the 2 extra points on something fun. Maybe a bomb on Boba or some anti-pursuit lasers on Manaroo.

Two thoughts on the second list.

If you want the TPV'S so survive long, you need them evading every turn and mindlinked with a third ship for a focus. Manaroo is good for fixing single action-starved aces like Talonbane, but it cannot support more than one ship. I would put Guri w/mindlink and AT in that spot as she always has focus tokens floating about, and the PS 5 will allow you to manage any red maneuvers across all three ships. Palob will be a better value if you need the points, but he will be a juicy target and is not as survivable as Guri.

For the points you are sinking into Laatos, just go with N'Dru w/clusters, glitterstem, and chips. If you have the points left over, add predator.

Edited by balindamood

Thanks again for all the good tips and ideas to evolve my build !

I will consider N'dru with cluster (cluster because his ability works with it i imagine ?) and potentially the starviper too why not but it might be costly in points

I was scanning through the potential ships that the scums offers and i thought of that

Manaroo - Jumpmaster 5000 (27)

Intimidation (2)

K4 Security Droid (3)

Unhinged Astromech (1)

Feedback Array (2)

Tactical Jammer (1)

Black Sun Ace - Kihraxz Fighter (23)

Predator (3)

Concussion Missile (4)

Glitterstim (2)

Guidance Chips (0)

Black Sun Ace - Kihraxz Fighter (23)

Predator (3)

Concussion Missile (4)

Glitterstim (2)

Guidance Chips (0)

I have less Ships to play with but i trade for mor durability and a potential great Alpha Strike with Glitterstim Predator and the Chips

I can as well help the Kihraxz sustain heavy fire fom the first joust by adding the dice due to the tactical jammer and intimidation allow me to strip the blocked ship naked for the first strike.

I have done some math (very unscientific math) and played with both Scyks and Kihrazx. A Mangler Scyk with mindlink that focuses and evades at 24 points is more durable, and potentially does more damage, than a base Kihrazx with mindlink at the same 24 point cost.

I think you have too much bling on Maneroo, and are throwing too many points at the Kihraxz.

If you are the determined to run Maneroo, I would suggest running Guri with AT and a cheap EPT and either Talonbane w/engine or Xizor with AT and VI. You can fill in the remaining 8 points or so with whatever upgrades you want.

Edited by balindamood