Linked Suns [Scum]

By Raven19528, in X-Wing Squad Lists

So I put together this list trying to maximize Mindlink. I already have experience with Mindlink from a fun Scyk Squad build I have, but was wondering if this would have teeth.

Black Sun Ace — Kihraxz Fighter 23

Attanni Mindlink 1

Ship Total: 24

Black Sun Ace — Kihraxz Fighter 23

Attanni Mindlink 1

Ship Total: 24

Black Sun Ace — Kihraxz Fighter 23

Attanni Mindlink 1

Ship Total: 24

Palob Godalhi — HWK-290 20

Attanni Mindlink 1

Dorsal Turret 3

Cloaking Device 2

Gonk 2

Ship Total: 28

The idea is that Palob Cloaks and flies into the enemy, grabbing focus and using Gonk to store up some shields. The Suns then are able to fly in and lay some hurt with three guns each and able to take target locks whenever possible to maximize damage output. Once the cloak dies, Palob can use Dorsal Turret to try plinking away at things while Gonk regens however many shields it can.

Am I trying too hard to make Mindlink work? Is the TalonBane, Manaroo setup the only viable competitive use of it? I'd like to think there has to be another way, but I just can't seem to find that sweet spot.

I like it. At the very least, it's worth trying out.

Problem for mind link (imo) is that every ship it would be really helpful on, needs to k-turn. If you can go through an entire game with a fixed arc fighter (that isn't an arc dodger) without having to k-turn once, you're a better pilot than I. Problem is when one of them needs to k, all of them suffer for it. Makes movement very predictable. I imagine that scouts would be alright with it (turrets and white sloop) but they really really like deadeye.

Problem for mind link (imo) is that every ship it would be really helpful on, needs to k-turn. If you can go through an entire game with a fixed arc fighter (that isn't an arc dodger) without having to k-turn once, you're a better pilot than I. Problem is when one of them needs to k, all of them suffer for it. Makes movement very predictable. I imagine that scouts would be alright with it (turrets and white sloop) but they really really like deadeye.

True, but the trick I found with the Scyklink list is WRG, or white, red, green. The list should be flown kind of modified swarm, with each ship covering a different arc. When one needs to K-turn, you push the white maneuvers first to get their actions, then the red, then the greens to clear stress same turn and still get their actions. With everyone having the same PS, you can effectively use this in almost any situation. So if one of the ships K-turns, but the others clear the stress the same turn, now they aren't as predictable. It requires some forethought, but can certainly be played around.

The biggest issue with this that I see, is that your opponent just won't take focus for you to steal. Which means palob will have to focus to make the mindlink work as you've intended, thus making Gonk useless...

The biggest issue with this that I see, is that your opponent just won't take focus for you to steal. Which means palob will have to focus to make the mindlink work as you've intended, thus making Gonk useless...

And therefore limiting his play options. The best abilities are ones that change the game even when they aren't used. If I can change how another player plays just by having an ability available to me, I think that goes a long way toward victory. Besides, he can only steal one, and because my Sun's only options available are focus and target lock, I don't give up that much if one turn one of my guys only gets a focus and doesn't get a TL.