starting to get attanni mindlink to work

By starrius, in X-Wing Squad Lists

so last week was one of the first time I got to try my new Attanni Mindlink Build

Up until now I've been running Dengar with Guri as a mindlink set and been having limited success.

so I decided to try

Kavil (36)

Engine upgrade

Veteran insticts

TLT

Unhinged astro mech

N'dru Suhlak (28)

Engine upgrade

Attani mindlink

Homing Missiles

Inertial Dampeners

Palob Godalhi (32)

Enginer upgrde

Attani Mindlink

Ion Cannon Turret

Greedo

Cloaking Device

the first couple of games seemed to go very well

Greedo was very hit and miss in one game he dished out 3 direct hits with his ion damage. but then he was also taken out because of characters like Ten numb.

So the last game I made a minor change and also gave Kavil Attani mindlink. This seemed to have a huge difference and I was really happy with the build. Walking away from this I have now decided to make a few changes to see if it works better

Kavil (36)

Engine upgrade

Attani Mindlink

TLT

Unhinged astro mech

N'dru Suhlak (28)

Engine upgrade

Attani mindlink

Homing Missiles

Inertial Dampeners

Palob Godalhi (34)

Enginer upgrde

Moldy Crow

Attani Mindlink

Ion Cannon Turret

Inertial Dampeners

Still giving me a 2 point initiave bid

the only other thing i'm considering is switching N'dru suhluk for kaa'to Leeachos but not sure yet

I'd probably stick with N'Dru - With Attani Mindlink you shouldn't have a problem getting focus tokens where you want them, so Kaa'to's ability isn't much cop - and I'm not sure what else you'd do with the points.

If you don't want to use Greedo (I understand it's risky) then may I suggest Intelligence Agent?

You've got three ships all with the ability to boost, but all at fairly low PS - intel agent may tip the scales a lot.

Here is my issue with N'dru and Mindlink. Cluster missiles is an auto include on him. However, if you burn your free focus on the first shot, you do not have it on the second. If you pop glitterstem, for one extra point, to get focus on both, you stress everybody. He is marginally useless after he fires his missile, but I question if it is worth reducing the effectiveness of the one trick for marginally improving his performance there after.

I would drop inertial dampeners. You don't want to be stressing all of your ships and you can do fine without them.

N'dru is not the greatest candidate for mindlink. He tends to die fast and mindlink works best when you can keep your ships alive as long as possible.

I would suggest this in his place:

Tansarri Pt. Vet w/ mindlink, title, HLC & hull = 30

The fact that you can either sit on TL + focus for heavy firepower or evade + focus to tank through incoming fire means that its a pretty versatile ship, and given the fact that your opponent wants to kill your two turrets first, he can actually get some solid hurt in for you.

I agree. That action economy will really help the Scyk do some damage and stay alive. The 4 dice attack should give your opponent something to think about, too.

As a minor think from playing this build 've found even when fully stressing out everyone I've still found it effective because only one ship needs to do a green to get a focus for everyone and have been able to run a ship without removing stress for 3 turns to no detriment.

I'm starting to believe that's one of the strongest part of Attanni Mindlink is that you can if you need to be stressed and still allow for focus plus with the ability to steal a focus which isn't an action it can either force players to not focus and have played people who were spending more time doing barrel rolls when not really needed to stop me stealing the token.

I played a very entertaining Mindlink list at an escalation tournament this weekend. This was the 150 point list:

Prince Xizor (31)

Attanni Mindlink (1)

Virago (1)

Autothrusters (2)

Sensor Jammer (4)

Palob Godalhi (20)

Attanni Mindlink (1)

Blaster Turret (4)

4-LOM (1)

Cloaking Device (2)

Moldy Crow (3)

Manaroo (27)

Attanni Mindlink (1)

K4 Security Droid (3)

R4 Agromech (2)

Anti-Pursuit Lasers (2)

Contracted Scout (25)

Attanni Mindlink (1)

"Gonk" (2)

R5-P8 (3)

Punishing One (12)

Anti-Pursuit Lasers (2)

The first two rounds Xizor thought that since his minions were going to take the hits for him, he wouldn't have to try to dodge.

On the third round though, I brought in Manaroo, and she was generating all kinds of fun tokens for the group. Once I got Palob in the fourth, it started to get ridiculous. The cloaking device let him warp around the board to great effect. In all the games there was only one turn in my third game where I wasn't able to take a focus with any ship.

As far as Mindlink goes, the more ships the better. You want to have more options to generate a focus if you need to. I would try to make 4 ship lists if possible. Also ships like Guri and Palob, who have ways of generating focus in the combat phase are excellent.

Edited by Phelan Boots

As a minor think from playing this build 've found even when fully stressing out everyone I've still found it effective because only one ship needs to do a green to get a focus for everyone and have been able to run a ship without removing stress for 3 turns to no detriment.

I'm starting to believe that's one of the strongest part of Attanni Mindlink is that you can if you need to be stressed and still allow for focus plus with the ability to steal a focus which isn't an action it can either force players to not focus and have played people who were spending more time doing barrel rolls when not really needed to stop me stealing the token.

While its true that Mindlink can work well for just the reason you describe, that is not the ideal scenario for your mindlink ships. The fact is, you are basically paying 1 point per ship to get almost the same benefit as Push the Limit (which costs 2 points more per ship AND stresses your ship every time you use it). To me, this is what makes Mindlink such a good deal.

But its the double action potential that really makes Mindlink shine, imo. So sure, you CAN leave your ships stressed (or even multi-stressed) and still get by as long as there is one ship in the link that can take focus, and that's okay (its not really an advantage or disadvantage, because it can be situationally good or bad). But those same ships will be significantly more powerful when they are stacking focus PLUS another action.

As far as Mindlink goes, the more ships the better. You want to have more options to generate a focus if you need to. I would try to make 4 ship lists if possible. Also ships like Guri and Palob, who have ways of generating focus in the combat phase are excellent.

It depends. If you have turrets, then sure, the more the merrier, since red moves are not as essential for effective positioning. But forward arc jousting ships need red moves at some point. And while red moves aren't totally debilitating to a mindlinked force, you are still limited to ONE red move per turn. This can become unwieldy and a true disadvantage with more than 2, maybe 3 jousting ships. Realistically though, in 100 point matches, you can't fit more than 4 mindlinked ships. And at least one of them (if not 2) should be turrets to make it work better.

I'm running a 3 ship list and one ship is a turret which I find easy to keep unstressed for the focus action if needed. not while both ships will need to do red manoeuvres to keep jousting I agree but I think you can work around this depending on your list. i'm running 2 turrets but also one of the turrets I'm running is a ion turret so that helps as well for my jouster

I've run a 4 ship mind link and I found the way to play it is to make sure your ships come in at different angles, focus down one or 2 of your opponents ships then break off and come back around, leave red maneuvers for the times they are really needed to get a shot in but I found even then it wouldn't kill the link

I have experimented with Mindlink a little as well, I really like the possibilties it has. This is the most current iteration of my list:

Gand Findsman: title, TB, FCS, Mindlink

Palob Godalhi: TLT, Mindlink

TPV: title, Manlger Cannon, Mindlink

Kaa'to Leeachos: Guidance Chips, Mindlink, Concussion Missile

They are all PS5 so I can activate them in any order which allows for flexibility when I need one ship to do a red maneuver. This list has the potential of 9 actions per turn: Palob Focuses(1), everyone gets a Focus(4), Kaa'to takes a TL(5), TPV takes an action(6), Findsman takes an action(7), start of combat Palob steals a token(8), and finally Kaa'to takes a Focus from an ally assigning it to himself which Mindlinks another focus back to the ally(9).

I have ran it twice and went 1-1. In the second match I didn't quite understand what my opponents list was doing until it was too late and even then it came down to the wire, if we had a re-match I am sure I could take it down.

I've found that mindlink builds with Manaroo work out very well, mostly because of the action economy with combination with his pilot ability. When you give your focus/TL to someone you instantly get a focus back because of mindlink. So if Manaroo goes first and he focuses and gets a K4 TL, then another ship focuses, manaroo can give his focus/TL to the second ship and you wind up having manaroo with a focus and ship 2 with a TL and 3 focuses. (very useful when getting focus fired... pun intended)

I have experimented with Mindlink a little as well, I really like the possibilties it has. This is the most current iteration of my list:

Gand Findsman: title, TB, FCS, Mindlink

Palob Godalhi: TLT, Mindlink

TPV: title, Manlger Cannon, Mindlink

Kaa'to Leeachos: Guidance Chips, Mindlink, Concussion Missile

They are all PS5 so I can activate them in any order which allows for flexibility when I need one ship to do a red maneuver. This list has the potential of 9 actions per turn: Palob Focuses(1), everyone gets a Focus(4), Kaa'to takes a TL(5), TPV takes an action(6), Findsman takes an action(7), start of combat Palob steals a token(8), and finally Kaa'to takes a Focus from an ally assigning it to himself which Mindlinks another focus back to the ally(9).

I have ran it twice and went 1-1. In the second match I didn't quite understand what my opponents list was doing until it was too late and even then it came down to the wire, if we had a re-match I am sure I could take it down.

That list looks quite cool, how do you find Palob without the Moldy crow title and have you tried cluster missiles on kaa'to as getting the double focus would help both shots?

I also quite like n'dru with concussion missiles with mind link and guidance chips, ler him fly on the wing and get a 5 shot missile with focus that you can turn 2 blanks to hits.

FWIW, I won an escalation tournament last weekend with Tel Trevura and 4 mangler Scyks...all mindlinked. I lost two ships the entire day.

Mindlink is a very good thing.

FWIW, I won an escalation tournament last weekend with Tel Trevura and 4 mangler Scyks...all mindlinked. I lost two ships the entire day.

Mindlink is a very good thing.

That sounds like a very interesting variant for Escalation...would you mind breaking down the 60/90/120/150 point versions of the list?

60 point: Tel w/Gonk, ML, and Hull plus 1 TPV w/ML, title, and Mangler. I actually lost this game by having the TPV in front of a torpedo scout and a G-1A with nothing but an evade token. I intended to pull Tel in front and pass the focus to help turtle-up, but clipped a rock. These were the only two ships I lost.

90 points, added a second TPV outfitted like the first and Tel got the painbot and FBA.

120 points, added another TPV and two stealth devices

At 150 points, added a fourth TPV and two more stealth devices.

I am planning to put up a battle report once the tournement gets uploaded to Listjuggler. I need to confirm two of my opponent's squads.

Edited by balindamood

Nice, thanks!

I would suggest this in his place:

Tansarri Pt. Vet w/ mindlink, title, HLC & hull = 30

The fact that you can either sit on TL + focus for heavy firepower or evade + focus to tank through incoming fire means that its a pretty versatile ship, and given the fact that your opponent wants to kill your two turrets first, he can actually get some solid hurt in for you.

Was it you that had the list that was a Bumpmaster and a lot of Tansarri Point Vets w/ mindlink? That's a really cool list idea.

Contracted Scout w/ AM and anti-pursuit lasers

4 x Tansarri Vet w/ AM

I'd really like to try that sometime! Oh, I need a 4th Scyk.

I would suggest this in his place:

Tansarri Pt. Vet w/ mindlink, title, HLC & hull = 30

The fact that you can either sit on TL + focus for heavy firepower or evade + focus to tank through incoming fire means that its a pretty versatile ship, and given the fact that your opponent wants to kill your two turrets first, he can actually get some solid hurt in for you.

Was it you that had the list that was a Bumpmaster and a lot of Tansarri Point Vets w/ mindlink? That's a really cool list idea.

Contracted Scout w/ AM and anti-pursuit lasers

4 x Tansarri Vet w/ AM

I'd really like to try that sometime! Oh, I need a 4th Scyk.

Not me, no.

I actually don't think 4 Scyks w/ mindlink would work well. 2 sure, yeah, no prob! 3 is pushing things, and 4 I feel goes over the line. And what I mean by that is the need to k-turn----you can only perform one red move per turn with a mindlink force----no matter how you approach, limiting 4 jousting ships to only one being able to k-turn at a time is just too much of a disadvantage...

having played a few games last night I am now making a few minor mods

Kavil (37)

Engine upgrade

Attani Mindlink

Blaster Turret

Plasma Torpedoes

Unhinged astro mech

N'dru Suhlak (29)

Engine upgrade

Attani mindlink

Homing Missiles

glittertims

Palob Godalhi (32)

Enginer upgrde

Attani Mindlink

Ion Cannon Turret

Gonk

After a few games moldy crow didn't really do anything useful infact over the course of 3 games I only used the focuses from moldy crow a maximum of 3 times per game.

while Kavil with TLT was good the Damage output needed increasing. I can happy keep it TLT but going to try a slightly more damaging one for use against ghosts.

Gonk is my wild card atm.

I've been finding that alob is either the one to focus or is actually just not using his actions efficiaently. so if I can store up some shields on Gonk in the first few turns he will then have that little bit of extra survivability

Overall i'm very happy with this build and I hope that this modification could help it vs the really big health ships