Wave 9 Manaces

By Aurelio23, in X-Wing Squad Lists

Since the Wave 9 reveal, I've been puzzling over potential builds, and I've come up with something that seems like it could be a lot of fun:



http://geordanr.github.io/xwing/?f=Scum%20and%20Villainy&d=v4!s!173:176,-1,-1,122,118,-1:-1:19:;212:18,-1:43:15:;125:176,135,173,128:-1:-1:&sn=Unnamed%20Squadron



Manaces (98)



Manaroo (27): Attani Mindlink (1), K4 Security Droid (3), Unhinged Astromech (1), Ion Projector (2)



Fenn Rau (28): Push the Limit (3), Concord Dawn Protector (1), Autothrusters (2)



Palog Godalhi (20): Attani Mindlink (1), Twin Laser Turret (6), 4-Lom (1), Glitterstim (2)



The theme here is action manipulation. Manaroo and Attani Mindlink allow Fenn and Palob to go into almost every combat phase with target locks and at least one focus token each. Fenn in particular should be able to use both PTL actions to reposition while gaining both focus and target lock. Palob screws up enemy actions and deals consistent damage, Manaroo flies all over the place and messes with enemy formations, and Fenn provides the upfront muscle. There's a lot of synergy on paper and the squad shouldn't necessarily fall apart if any one of the pieces is taken out, even Manaroo.



The problem here is that I've never flown any of the above ships. I don't have much experience with the acute asymmetry that characterizes many S&V lists (JM 15k notwithstanding), so maybe I'm missing something huge. I might be putting too many points into Palob, who'll likely go down quickly. Of course, I'll likely replace him with another Fang Fighter once more pilots are revealed (I love me my interceptors). Manaroo's built like a half-assed Bumpmaster: her PS is too high to move before most generics, I'm using K4 Security Droid instead of Intelligence Agent for the sake of action economy, and I'm leaving out Feedback Array to make sure that she can execute green maneuvers every turn.



Okay, it sounds like I'm trying to talk myself out of this list, but my point is that I could use some outside opinions. Maybe there's a better way to kit Manaroo. Maybe there's a better third ship than Palob (I'm pretty set on Manaroo + Fenn + something). Thoughts and advice from you experienced S&V pilots would be greatly appreciated.



Edit: Typed out the list


Edited by Aurelio23

Manaroo, Palob + someone else all using attaini mindlink is a thing. Some people use Guri, which Fenn maybe a natural replacement for Guri, some use TalonBane cobra. I'm weird, I'm flying two Tensarri point vet M3As.

You need attaini on all three ships. The shenanigans fall apart with two ships. Three ships guarantee everyone gets at least one Focus. You won't need predator on Fenn. With the mindlink, Manaroo can send both her tl and focus to Fenn, which would generate another focus for Manaroo. Without Fenn also being mindlinked, Manaroo would end up naked on the turns when she dumps to Fenn. Fenn having atleast two focus and a target lock, will cause most of his damage dice to roll hits. When I use Talonbane in this list, it's not uncommon for him to be dropping five hits on the turns he's in range one.

Personal choice, I love Dengar on Palob. Palob never needs a TL when Dengar rides along. Reroll blanks on each shot, have a great opportunity for eye balls or hits. Spend a focus, three hits. I'd say, 80% of the time, I deal two damage with Palob each turn.

I'm not a fan of glitterstem on Palob. It causes a stress, which passing to everyone else in the link. And if you run Dengar, you don't need it.

Manaroo is pretty much like everyone's. I run antipursuit lasers instead of ion projector. I don't like feedback on her, either.

Edited by janusgeminus

Pretty much what's above. Glitterstim ruins your day by stressing everyone mindlinked to the addict.

With Attanni, Fenn Rau doesn't need PTL. Link him as well and save 2 pts.

Switch 4-LOM/GStim for Dengar on Palob and you're set.

Finally, switch Ion Projector for Anti-Pursuit Lasers and use those 2 pts you saved from Rau and give her Feedback Array. That ion token won't hurt her as much with careful planning.

Manaroo, Palob + someone else all using attaini mindlink is a thing. Some people use Guri, which Fenn maybe a natural replacement for Guri, some use TalonBane cobra. I'm weird, I'm flying two Tensarri point vet M3As.

You need attaini on all three ships. The shenanigans fall apart with two ships. Three ships guarantee everyone gets at least one Focus. You won't need predator on Fenn. With the mindlink, Manaroo can send both her tl and focus to Fenn, which would generate another focus for Manaroo. Without Fenn also being mindlinked, Manaroo would end up naked on the turns when she dumps to Fenn. Fenn having atleast two focus and a target lock, will cause most of his damage dice to roll hits. When I use Talonbane in this list, it's not uncommon for him to be dropping five hits on the turns he's in range one.

Personal choice, I love Dengar on Palob. Palob never needs a TL when Dengar rides along. Reroll blanks on each shot, have a great opportunity for eye balls or hits. Spend a focus, three hits. I'd say, 80% of the time, I deal two damage with Palob each turn.

I'm not a fan of glitterstem on Palob. It causes a stress, which passing to everyone else in the link. And if you run Dengar, you don't need it.

Manaroo is pretty much like everyone's. I run antipursuit lasers instead of ion projector. I don't like feedback on her, either.

I really love the idea of Fenn being able to boost, barrel roll, and still get focus and target lock, but I take your point about AM giving Manaroo a stronger defense. With all of these changes, I'm down four point. What would you do with them?

I like KGenesis advice on feedback. That would put you back at 98 points for a bid. Another thought would be to throw guidance chip, extra munitions and either plasma torps or proton torps. APL goes off only half the time anyway. This makes Manaroo a early threat, before switching to a blocking roll.