manaroo+scout+n'dru

By alien earth, in X-Wing Squad Lists

i'm tryng to get out from the triple-uboat/palpa-aces meta.

it's not easy btw so:

Manaroo (39) JumpMaster 5000 (27), Deadeye (1), Plasma Torpedoes (3), Extra Munitions (2), Recon Specialist (3), R5-P8 (3), Guidance Chips (0)

Contracted Scout (36) JumpMaster 5000 (25), Plasma Torpedoes (3), Extra Munitions (2), Zuckuss (1), R4 Agromech (2), Feedback Array (2), Deadeye (1), Guidance Chips (0)

N’Dru Suhlak (25) Z-95 Headhunter (17), Cluster Missiles (4), Glitterstim (2), Lone Wolf (2), Guidance Chips (0)

Less hull but more alpha strike and some tricky way to chew aces.... maybe less easy to fly tough.

any suggestion? can be viable?

I like this list a lot. I wrote a very similar one, but had feeback, 4LOM and an R4 Aggro on Manaroo, but thinking about it, I like your set up a lot more.

I like Zuckuss on the scout with Manaroo's ability to keep feeding him focus, but I wonder if 4LOM might achieve something similar without having to live with stress?

thank you timtim.

i think 4lom is far less deadly than zukuss and his minicrackshot w/stress. i think about people like aces that have more than one token on them, or people survived naked to previous attacks, or those fat ships with just one green dice.

After i will clear stress or keep them, the dial is good enough, tough.

Yeah, I think I agree. Not played enough with both to decide which one is my favourite, but for the ship that is firing last, Zuckuss stands out as the better pick.

Do you have a general plan with N'dru? Send him forward on his own to do some damage (maybe die), then send in the boats? Or keep him for till after the plasma torps have gone off?

I guess it depends on the target.

I've started running N'dru with VI instead of Lone Wolf. It would seem like lone wolf is a no-brainer, but getting N'dru up to PS9 means that you can actually get a TL on someone at R3 in T1 or 2, then focus on T3 or 4 when you launch missiles.

Just last night I managed to one-round Carnor Jax in T2 because I moved after him, not before. The other option is to take Deadeye, and focus at PS7 and shoot at whatever is the tastiest target in range.

the standard plan for ndru is: shoot. he HAVE to shoot out of range 2 from your other ships.

so better second/third turn, afterwise can occur to be trapped in a traffic jam/outflown. if he don't shoot the 4th dice/lone wolf stuff is really garbage.

hopefully try to don't kill an academy pilot.

I've started running N'dru with VI instead of Lone Wolf. It would seem like lone wolf is a no-brainer, but getting N'dru up to PS9 means that you can actually get a TL on someone at R3 in T1 or 2, then focus on T3 or 4 when you launch missiles.

Just last night I managed to one-round Carnor Jax in T2 because I moved after him, not before. The other option is to take Deadeye, and focus at PS7 and shoot at whatever is the tastiest target in range.

true, but i'm scared about triple uboats actually. Aces can kill themselves shooting at me/feedbak array. with palpa aces, n'dru focuses on the pope, if possible. maybe with manaroo i can feed some target lock, though.

VI is a lot better vs aces. even attanii mind link is good.

try dropping missiles off manaroo and adding the title. use him as the commander and mop up at the end

99 points

22 points
N’Dru Suhlak
Z-95 Headhunter
Cluster MissilesAttanni MindlinkGuidance Chips
43 points
• Manaroo
JumpMaster 5000

Attanni Mindlink

Dengar

Punishing One
34 points
Contracted Scout
JumpMaster 5000
Extra MunitionsPlasma TorpedoesBoba FettR4 AgromechAttanni MindlinkGuidance Chips
Edited by couchzombie

We like Bossk N'Dru Scout locally to out scout the scouts. It's very similar in strategy. The typucal scout teammate for Bossk is running adaptability K4 chips and plasma torp. Between homing missiles from NDru and Bossk you don't always have to burn through your scout plasma torp right away. And a 2nd, and sometimes 3rd ahot with Bossk can usually leave your scout in a good place for endgame. Of course 4Lom Zuckuss (Dengar) Bossk with VI is a nightmare for aces too.

I played a couple of games last night using the OPs list.

I like it, but I think I need to adjust it slightly for my taste.

I'd like a feedback array on both JM5Ks. I'd even consider dropping one of the extra munitions for it, or possibly R5-P8.

I didn't get on too well with R5-P8, I was only able to do damage with it once in each game, and both times I rolled a crit so suffered a damage of my own. Guess that's just poor luck.

Need to remind myself to use Zuckuss too.

I'm wondering about keeping Ndru or swapping him out. There aren't a lot of option in that price range though.

I just wonder if the rest of the list would benefit if I didn't have to worry about giving him the space he needs to do his best.

Options would be Palob, a TLT Ywing, a couple of pirate Z95s....

I like Tel/Manaroo/N'Dru for this.

Tel/Deadeye/R4/EM/Plasma/Chips

Manaroo/Deadeye/R4/EM/Proton/Boba/Chips

N'Dru/VI or Lone Wolf/Cluster/Stim/Chips

But trying to get away from the palp/aces/triple jumps meta by playing double jumps iseems a little counter productive.

I've long thought that two of the higher PS jumps plus a lower-cost alpha striker would be solid - having tried this though the real trouble with it is just how limp it is once it's shot its load. It doesn't have much in the way of closing capacity.

Also, remember that the P1 title does a LOT for the jumpmaster. Turns that turret into a 3 attack instead of a 2, and makes guidance chips better (convert to a crit instead of a hit). It's a lot of points though.

Also, remember that the P1 title does a LOT for the jumpmaster. Turns that turret into a 3 attack instead of a 2, and makes guidance chips better (convert to a crit instead of a hit). It's a lot of points though.

I struggle with the idea that it's worth it on anyone but Dengar, personally. It's certainly not worth taking it AND torps, for my money. That's a LOT of points to pay for just making a hit into a crit.

Um, guidance chips on a Primary Attack 3 ship converts a blank into a crit. ProtTorps converts a focus to a crit. So in theory a roll of "full options" of Hit Crit Foc Blank could become Hit Crit Crit Crit. Hit Blank Blank Focus becomes Hit Crit Crit Blank. It's even more useful on Dengar, true, but I'm not sure it should be overlooked on Manaroo and Tel. CS? Yeah, leave it alone.

thank you for feedback guys, well appreciated.

the issue of ndru/cluster range 1-2 is the problem of the list, but it can be used for field control: everybody get scared....

...need some more test.

i would also try to swap scout with

Kavil

torpedo.png
Plasma Torpedoes
torpedo.png
Extra Munitions
turret.png
Autoblaster Turret
salvaged_astromech.png
Unhinged Astromech
talent.png
Veteran Instincts
modification.png

Engine Upgrade.....

...but this is another story..... ;)

Um, guidance chips on a Primary Attack 3 ship converts a blank into a crit. ProtTorps converts a focus to a crit. So in theory a roll of "full options" of Hit Crit Foc Blank could become Hit Crit Crit Crit. Hit Blank Blank Focus becomes Hit Crit Crit Blank. It's even more useful on Dengar, true, but I'm not sure it should be overlooked on Manaroo and Tel. CS? Yeah, leave it alone.

I know.

But look at what you're getting: you're going from a guaranteed hit with ordnance to a guaranteed crit with ordnance, and paying a whole z-95 for the privilege.

If you expect to be shooting with your turret a lot, it's worth the expense, but if you're hoping for your two most critical shots to be torps, then it's just not worth the investment.

Dengar, OTOH, gets good use out of it because (if he has them at all) he can potentially fire his torps dry in round 1.