Isn't the Dengar crew redundant with the TL? I'd maybe think about going with an Evade action and keep Dengar. Or a different crew and keep using TL.
I love attani mindlink
I feel like all the good Attanni Mindlink squads require three copies of the card.
Imagine the standard Crackshot Glitterstim Brobot list.
Replace IG C with D.
Replace the Crackshots with Mindlinks.
Replace the Glitterstims with Feedback Arrays.
There you go, the best Brobot list and the best Mindlink list.
For what it's worth, this was my list I took to Yavin:
Tansarii Point Veteran (17)
Attanni Mindlink (1)
"Heavy Scyk" Interceptor (2)
"Mangler" Cannon (4)
Palob Godalhi (20)
Attanni Mindlink (1)
Dorsal Turret (3)
Saboteur (2)
Gand Findsman (25)
Attanni Mindlink (1)
Fire Control System (2)
Outlaw Tech (2)
Kaa'to Leeachos (15)
Attanni Mindlink (1)
Concussion Missiles (4)
Guidance Chips (0)
Technically went 3-3 with it (technically because the second win wasn't actually logged incorrectly as a loss and the other win was a bye...). Which was pretty much what I expected. One of the losses I think can be largely down to bad luck on the first engagement, the other two was an issue in not being able to catch a large base arc-dodger (Dash and Dengar).
But it certainly had some pluses going for it. Not the least being how interesting it is to fly and work engagements. It melted both a Ghost and a Slaver in a couple of turns, so there's some potency in there for sure.
if you have manaroo, you kinda don't need mindlink and can run more useful epts like PTL to fart out TLs to your aggressive buddy
You can do the same thing with mindlink:
- Manaroo moves, gets a target lock
- ally #2 moves, focus, manaroo gets a focus
- (Other stuff here)
- Start of combat: Manaroo hands focus and target lock to an ally, gets a focus back.
It makes Manaroo kind of tanky because she can get rid of enemy target locks in the process, passing them along to another ally who might not be in arc.
Yeah, that's a pretty cool use of mindlink. Hadn't really considered sending the focus the other way. Although it's functionally identical to the ally using their action to TL and Manaroo doing a focus action. With recspec on manaroo that's typically better although it does have the advantage of deciding who gets the TL at the start of combat.
can't have crackshot on the aggressor though
Crackshot is far from mandatory on aggressors. And sitting on two focuses and an evade plus autothrusters is enough to take the kitchen sink to the face and keep on flying.
I ran a Scyk swarm with mindlink and it was hilariously awful. One took a stress from the enemy and the whole lot was falling all over the place for several turns. Mindlink has no place on jousters as you'll just get crucified by an unexpected stress and not be able to K-turn out of it.
I'm thinking you have to fly the Scyk Hive Mind a bit differently. I haven't done it, but I'm thinking you have to fly them so they don't need K-turns so much. I'd fly them in a loose line that are spread out enough and have them approach. Hopefully, they should be able to do a 1 hard turn and still get a shot. Or....do a 1 bank (to clear stress) and BR to get a shot. If you fly them too close in formation, they will have to K-turn and then it falls apart.
That might be true, I haven't put much effort into really getting it to work. You can, certainly set things up so that you can manage the stress but what I've found is if the enemy can put stress on you it can hamstring your ability to respond. Even if you can then move green, it's pretty limiting. Even if the enemy doesn't, you can end up in a situation where you're taking suboptimal choices because you just can't K-turn with more than one ship ever . That's a pretty big disadvantage for a swarm style list. I'm not sure all the free focuses in the world make up for that. I think I'd rather go for a couple points more and take predator or PTL and get that action economy without the movement issues.
For me, mindlink only even remotely becomes viable if most of your ships are turrets or otherwise don't care that much about positioning. You can have exactly 1 jouster in the mindlink list, who can, if necessary, take a red and the other ships can shrug off the stress.
Edited by The InquisitorCrazy idea! Autoblaster Scyks with Mindlink! It gives them full access to barrel roll to get into range 1 and still have a focus to modify the attack into hits which cannot be cancelled.
I just really don't feel like forking out the money for a second Jumpmaster, but I'm very intrigued with Attanni Mindlink. I think I'll try Guri with various other wingmates and see how it goes. But truth be told, I just want to try it out on Scyks because I've heard nothing but good things about it.
You have two options. The first is to just proxy it until you see if it's worth it. I kind of wish I could've done that before I bought 5 Tie Interceptors for my 5 x Alphas.
The next is to buy singles online. People love U-boats, but Attani Mindlink hasn't caught on yet. So, you can probably buy a bunch of those cards pretty cheap from the ebayers or players who want to perhaps make some money back.
I just checked ebay and I see one guy selling them for $2.50 each.
That's pretty good. All the singles I had seen wanted to charge $7.50 for shipping, making it a $10 investment for a single card. Getting 2 for $5 ($7.50 with shipping) seems a lot better.
Edited by BudgernautFiled under "Lists I want to try after the next tournament":
Serissu: title, Mangler, Mindlink
Manaroo: title, K4, Unhinged, Mindlink
Scout: APL, Feedback Array
Theory: Attack in depth. Scout at range one to cause bumps and generally get in the way. Manaroo at range two to grab TLs and Focus and take shots with the 3 dice turret. Serissu tries to stay at range three as much as possible taking an Evade and being passed Focus+TL from Manaroo. Manaroo bumps? No problem, if it was a green maneuver she still gets the TL and Serissu takes a Focus to give her a Focus who then gives the TL and Focus back to Serissu and receives another Focus.
I don't think it will be competitive but the ships have some synergy.
I took a Serissu and 3 TPV list, all with Manglers and Mindlinks, to the Mt. View California regional last Saturday and scored 3 wins, 2 losses and a draw. It was a fun list to play that requires a bit of thinking to run. It was the first time I had run the list and, with a little practice beforehand, I believe I could have possibly won the game I drew.
I did the exact same list 2 days after wave 8 dropped at a SC with the same results. It has gotten much better with practice, and was a load of fun!
I've been having quite a lot of fun with:
Manaroo - attani mindlink, K4 security droid, unhinged astromech and antipursuit lasers;
Zuckuss - attani mindlink, Dengar
Talonbane Cobra - attani mindlink, illicit cloaking device, stealth device
Talonbrain uses the cloak as a two point engine upgrade to hurl himself to range 1; Manaroo throws him the TL (that Zuckuss doesn't really need) and everyone has focus all the time.
It's winning more games than it loses, except against a double U-boat/zuckuss combo that is driven by a very good player that I crash and burn against all the time.
4-Lom is also solid with AM. He can put the stress to some good use.
4-Lom is also solid with AM. He can put the stress to some good use.
That's what I've been thinking. I figured if you have the stress, why not share it with your opponent?
sharing is caring
Played against twin IG-88s with that; it was pretty beastly. The stress was a factor, but the amount of green on the dial made it an almost on-air.
What list did you take? How did it go?
I can't remember rightly, scum I think? It involved talon bane cobra and a zuckuss; didn't end well lol got tabled.
My mindlink list uses guri, manaroo and drea.
Manaroo - AM, Rec Spec
Guri - AM, Virago, Autothrusters, FCS, Cloaking Device
Drea - TLT, R4-B11
Manaroo moves first, gets to focus with rec spec, guri gets a free one. Drea moves and target locks the first round of combat, never takes another action all game due to a massive stack of stress. Guri moves and is free to boost or barrel roll as needed since she has a focus already from manaroo (and possibly her ability once combat starts) and free TLs from FCS after she's shot. Depending on board state, you either give manaroo's focuses to drea to have two TL/Focused attacks with TLT that also make the target reroll defense dice (really good at hitting the dodgy imp aces), or else you give them to guri so she has a stack of 3+ while manaroo gets one back from AM. Manaroo can also get one back from mindlink if she passes tokens to drea and guri is at range 1 of an enemy (just gotta be sure to pass the tokens first since they have the same timing).
I've only played one game with it, but beat Palp-Aces, and really enjoyed it. Will probably run it a few more times for fun.
Dengar w/ AM, 4LOM, R5-P8, Punishing One
IG-88B w/ AM, FCS, HLC, Authothrusters, Feedback Array
Not the most ingenuitive, but I specifically like because you really never do red maneuvers with Dengar, but you do a TON of 1-hard green left turns. Attani Mindlink frees you up to bump intentionally with IG-88B and still get a focus from Dengar. I definitely under-rated Mindlink when it came out.
I've been running along the same lines. But I'm taking manaroo with K4 to really power up that IG.
Here's what I'm thinking:
Mindlink 3 (100)
Manaroo (46) - JumpMaster 5000
Attanni Mindlink (1), K4 Security Droid (3), Unhinged Astromech (1), Glitterstim (2), Punishing One (12)
IG88-B (54) - Aggressor
Attanni Mindlink (1), Sensor Jammer (4), Heavy Laser Cannon (7), Tractor Beam (1), Feedback Array (2), Stealth Device (3)
I love this thread... I've been feeling discouraged after the nth beat down by my main opponents spoiled defender and two bomber lists he's been launching at me.
Gives me hope of something different to spring on him and shake him off his ridiculous tractor-alpha strikes.
Thank you all for sharing
Manaroo does well against that sort of alpha strike that requires Target Locks to work. If you can maneuver into a position where he has a beautiful shot lined up against manaroo and your other ship(s) are outflanking then throw his Target Locks onto a ship out of arc ... oh man, that's fun.
Manaroo does well against that sort of alpha strike that requires Target Locks to work. If you can maneuver into a position where he has a beautiful shot lined up against manaroo and your other ship(s) are outflanking then throw his Target Locks onto a ship out of arc ... oh man, that's fun.
Most fun I've had was Manaroo throwing the Inquisitor's target lock away, Palob stealing his focus and after an attack that wiffed, the pain bot dealt one damage to the Inquisitor.
Now that is scum entertainment at its best!