Kavil + Fenn + Manaroo

By WWHSD, in X-Wing Squad Lists

Kavil (24)
Fearlessness (1)
Autoblaster Turret (2)
Unhinged Astromech (1)
Vectored Thrusters (2)
Fenn Rau (28)
Push the Limit (3)
Autothrusters (2)
Concord Dawn Protector (1)
Manaroo (27)
Adaptability (0)
Extra Munitions (2)
Plasma Torpedoes (3)
K4 Security Droid (3)
Unhinged Astromech (1)
Guidance Chips (0)
Total: 100
The idea here is that against squads that have pieces that depend on not getting hit, Kavil will be zipping around the board as area denial and bait. Hopefully, he draws attention but lives long enough that Manaroo and Fenn can throw out enough damage to make a favorable trade.

If Kavil has a nice shot lined up, Manaroo can pass him a TL and focus to make it more likely that he be able to get 2 or 3 unblockable hits. If she's got a shot with her torps she'll hang on to the tokens. She'll pass tokens to Fenn as needed.
Having the Plasma Torps fire last in the round isn't ideal but even without the extra shield damage, they should be about as good as Proton Torpedoes since they'll be modified with a focus.
Anything I should shift around that would make this work better? It seems like Kavil will be a bit weak against beefy low agility ships but Manny and Fenn should be able to compensate most of the time.

Hi,

I played a lot this compo before the nerf of the jump5K with deadeye.

I just put a TLT on Kavil with R5P8 but.

It's an interesting list because basically you have 3 menaces for the adversary, it's like a swiss knife that can deal with a lot of situation.

But, you will loose finally manaroo too much quicker (without push the limit and engine upgrade).

And Fenn is really fearing the crits...

So, my point: you will surely enjoy playing it, surely have result but not on good player with meta lists...

I think I'd rather have a Manaroo that can dish out some damage than one that costs as much (or more) but spends the entire game running away.

In my mind if my opponent is prioritizing my squad as Kavil, Manaroo, and the Fenn in the order that they need to deal with them then I'm okay with that.

Seeing this a lot and gotta say I prefer a party bus to Manaroo.

Also, VI on Kavil.

Seeing this a lot and gotta say I prefer a party bus to Manaroo.

Also, VI on Kavil.

I still haven't used my YV-666 yet. I know that the Party Bus is solid but it just seems so slow and ponderous. The Jumpmaster, on the other hand, is fast and can be almost as nimble as the Fang. Most of my experience flying large base ships is with Firesprays and Jumpmasters. I don't really want to play with a lumbering ship like the YV-666.

Edited by WWHSD

Party Bus resents that, he can do 3 hards and 4 forwards! When you do finally take the YV you must make low deep droning sounds when it maneuvers.

Exactly! That white hard three combined with 180 degree arc make 666 suprisingly "agile"