Convince me this won't work.

By Vorpal Sword, in X-Wing Squad Lists

Mandalorian Mercenary (35)
Attanni Mindlink (1)
K4 Security Droid (3)

Mandalorian Mercenary (35)
Attanni Mindlink (1)
K4 Security Droid (3)

Kaa'To Leeachos (15)
Attanni Mindlink (1)
Homing Missiles (5)
Guidance Chips (0)

Total: 99

View in Yet Another Squad Builder

On the non-alpha strike rounds Leachos takes a Focus action, the FS-31s take the Evade action, then Leachos nicks a focus for double focus?

On the non-alpha strike rounds Leachos takes a Focus action, the FS-31s take the Evade action, then Leachos nicks a focus for double focus?

That's the idea. You end up with two Mercs with focus/evade/TL, and Ka'ato with focus/focus. If you're looking for something that's going to survive a JumpMaster-style alpha strike, and two Firesprays with stacked actions seems like a good candidate. The missile might not do much, but it's at least a threat your opponent has to pay some attention to.

I'm probably missing something.

Mindlinks only grant stress and focus, and only to ships that don't already have one...

how do you get two Mercs with focus/evade/TL, and Kaa'To with two focuses?

I'm probably missing something.

Mindlinks only grant stress and focus, and only to ships that don't already have one...

how do you get two Mercs with focus/evade/TL, and Kaa'To with two focuses?

(1) Kaato goes first. He focuses, which gives Merc 1 and Merc 2 each a focus.

(2) Merc 1 executes a green maneuver, gets TL, and evades.

(3) Merc 2 does the same.

(4) At the start of the Combat phase, Kaato steals a focus token from one of the Mercs. Since that Merc no longer has a focus token, and someone with a Mindlink just got a focus token, that Merc gets a focus token.

(4) At the start of the Combat phase, Kaato steals a focus token from one of the Mercs. Since that Merc no longer has a focus token, and someone with a Mindlink just got a focus token, that Merc gets a focus token.

This was the bit of logic I was missing.

Yup. That's fine. Here's a similar version that I like better from when that card was spoiled:

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.

I think you need the Tacticians because the list needs SOMETHING to threaten Soontir with. It's also probably the best way for your PS5 ships to reliably find arcs and make unexpected blocks. Also Engine Upgrades on a Firespray are great, 'cause big ship boosting is pro.

EDIT: If you're really not feeling the Tacticians, make one of them Dengar (straight up better than a K4 droid) and the other one 4-L0M (so that one can restrict token usage on Imperial Aces. Might be able to get lucky vs. Soontir if he can't use his last focus token). That leaves you enough points to keep the engines.

K4 Droids with no engines leaves you with dials that have about 4 maneuvers (if you want to use that six points worth of upgrades). Dengar and 4-L0M with Engines means that you not only have access to the whole dial (huge), but also to all subsequent boost positions. Your options for final ship placement like, quadruple or something. Easier to out fly your opponent the more options you have at your disposal, yeah? Just my two cents.

Edited by CBMarkham

Ugh, you got me thinking about this again. Here's one I think might be a tad better:

Mandalorian Mercenary (35)
Attanni Mindlink (1)
Dengar (3)
Engine Upgrade (4)
Manaroo (27)
Attanni Mindlink (1)
Intelligence Agent (1)
Punishing One (12)
Kaa'To Leeachos (15)
Attanni Mindlink (1)
Total: 100
You've still got 2 large ships with Mindlink benefits from Kaato, the difference is that now one of them is a full turret, so there's less room for your opponents to hide in blind spots. There's both still above PS3, so the whole team can still fire before U-Boats. You'll also have the additional action economy of being able to pass focus token off from Manaroo at the start of combat to say, the Firespray, then have her gain it right back from the Mindlink.
Additionally, Manaroo with Intelligence agent is going to be an absolutely superb blocker who can setup shots for your Firespray. Again, if you think that you're pro enough on the blocks to nail them without the IA, you can swap that up with 4-L0M. The Firespray will get a free focus token and because of Dengar, has a soft target lock at all times. That means it can use its actions (and its full dial) to boost into position after Manaroo nails a clutch block and light up enemy aces.
The list is also a bit thematic, because as I understand it, Manaroo and Dengar were married, or something.

Ugh, you got me thinking about this again. Here's one I think might be a tad better:

Mandalorian Mercenary (35)

Attanni Mindlink (1)

Dengar (3)

Engine Upgrade (4)

Manaroo (27)

Attanni Mindlink (1)

Intelligence Agent (1)

Punishing One (12)

Kaa'To Leeachos (15)

Attanni Mindlink (1)

Total: 100

Ooh, that is nicer.

Again, if you think that you're pro enough on the blocks to nail them without the IA, you can swap that up with 4-L0M.

I'm definitely not. :rolleyes:

Edited by Vorpal Sword

Ooh, that is nicer.

Thanks, man. I spend all my time theorycrafting so I never actually go out and test this junk. You should do us both a favor and run it once or twice to see how it ACTUALLY flies.

The other thing about that list is the last few points in crew are super flexible. It can be 4-L0M in the Firespray and Dengar in the Jumpmaster, so that Manaroo can b-roll all day and still be double modified, where as the Firespray will have to take target locks but then can shut down excess tokens on Imperial Aces. It could also be Tactician in the Firespray (which is nice thanks to bonus arcs) and R4 Agromech on the Jumpmaster. Doing it that way means that Manaroo can almost be double modified, but if she ever takes a target lock that she didn't need to spend, she can hand that off to the Firespray on the following turn.

It can also just be K4 Droid and Unhinged on Manaroo, and then based on who has the better shot lined up, she can keep the lock for herself or hand it off, which gives a little more flexibility.

Lots of room for customization, there.

Convince me this won't work.

You're a terrible pilot.

...how'd I do? ;)