Hello! Long time lurker, new time poster here. I've played x-wing for about a year now and was immediately drawn toward the Kihraxz and Talonbane so I've tried to incorporate him into most of my lists that can suite an ace with decent success. Now with wave 9 out and another natural ace in Fenn Rau I wanted to play a list focused on both of them, with Manaroo as expendable support. I've played one variant of the list once when the wave came out (and since then I've been trying other lists with the new ships) with pretty good success but there is always some things I need to cut to make it work, and that's where I've got problems deciding which I like most...
This is the list in it's current state:
98/100
Talonbane Cobra - 33(28)
Crack Shot - 1
Vectored Thrusters - 2
Glitterstim - 2
Fenn Rau - 30(28)
Fearlessness - 1
Protector Title - 1
Manaroo - 35(27)
Adaptability - 0 (Likely decrease to both prevent more ships from causing her to bump, but also to make her a better blocker)
Recon Spec - 3
Feedback Array - 2
R5-P8 - 3
The things I want to fit into the list are Engine Upgrade for Talonbane, as I find Vectored Thrusters not as good on him (But of course this depends on the situation... But for initial engagements boost has been better than barrel roll in my experience), Autothrusters or Stealth Device on Fenn Rau (Auto for overall coverage. Stealth to give him even more protection when he goes up into someones grill), and of course some kind of bumping deterrent with Manaroo (Anti Pursuit Lasers/Ion Projectors).
But I obviously can't fit all that in, and I want AT LEAST 2 points for a bid, though I feel I should have 3... Not that it's gonna help against Dengaroo, but hey ![]()
Talonbane doesn't want to directly confront the opponents whole squadron unless he is guaranteed to take out whatever he's facing, thus Crack Shot will likely be a better investment than Fearlessness on him, with VT or EU being used to get into that sweet 5 dice range and Glitterstim being security in case he can't get double focus from Manaroo.
Fenn Rau is fairly obvious. Lack of PTL hurts, but he's built to rely on Manaroo early, with her giving him double focus unless he doesn't need it so he can freely reposition or target lock and get right into someones face and blow them up. Hopefully by the time Manaroo goes down he and his brother in arms will have taken down enough ships to survive without her aid ![]()
Manaroo runs support and bumping as explained earlier, giving out double focus and using Feedback to either hurt soft targets like Soontir or a near-dead enemy, with R5-P8 being a deterrent for aces (like Soontir) from shooting her. As I intend to run her straight up someones face unless they've got tons of blockers with lower PS I expect her to go down eventually, but being a large ship she might just survive if I bail out at the right moment. Either way if my opponent is shooting her, he's not shooting my aces, so that's a win-win.
For how to fit stuff like EU on Cobra in I've considered removing R5, which would also give me a 3 point bid, but I really like that droid... It's a tough situation, maybe I just need to fly cobra more defensively from the start and try to keep at range 3 and then ram him into range 1, since I figure once combat is joined his barrel roll would be more useful.
Thoughts and suggestions?