Manaroo-Fenn-Teroch

By yamieuro, in X-Wing Squad Lists

Hi guys, I am new to the game. But was messing around with some ideas. Since I am new I am limited in what equipment I can add on at this time. So wanted to run this idea by people and get feedback.

PILOT: Manaroo 27
SHIP: JumpMaster 5000
UPGRADES PTS
Fearlessness 1
Plasma Torpedoes 3
"Gonk" 2
Feedback Array 2
R5-P8 3
Guidance Chips 0
Total Points: 38
PILOT: Fenn Rau 28
SHIP: Protectorate Starfighter
UPGRADES PTS
Fearlessness 1
Proton Torpedoes 4
Guidance Chips 0
Concord Dawn Protector 1
Total Points: 34
PILOT: Old Teroch 26
SHIP: Protectorate Starfighter
UPGRADES PTS
Wired 1
Concord Dawn Protector 1
Total Points: 28

I know there is more to add as I get the various expansion packs. Like SD and Auto Thrusters. But I felt for what I have starting off this could work well enough. Thought about adding the two Attanni Mindlink Cards I have but wasn't sure if I should put it on Old Teroch or Fenn.

Mindlink is imo the way to go for the list. The version i run of it goes as so.

Fenn Rau

Attanni Mindlink

Autothrusters

Title

Old Teroch

Attanni Mindlink

Autothrusters

Title

Manaroo

Attanni Mindlink

K4 Droid

Unhinged Astromech

Feedback Array

96 points

The low points is for initiative bid. Because trust me with Fenn you need to decide on initiative or things can go really bad.

Since i am not sure what expansions you have i can't help too much in that department. Couple suggestions would be to give Manny and Fenn Mindlink and take off the torps. Terry also does well with VI. Fill to tast with remaining points.

Currently I have just started, so I only have the blue starter box, 2X Protectorates, z95 headhunter, special forces Tie, and the Punishing one. SO thats what I am working with for cards for now.

I didn't even consider the initiative bid. that's definitely something to consider (noob here lol).

Welcome to the game!

I think with what you have, putting Fearlessness on Manaroo is a mistake. It's not that she can't use it, but with the ships you have, Teroch can make much better use of it. (Although once you get VI, change it out there).

The initiative build is key as fox said, so in a list which has very strong pilots, don't be afraid to run at less than full points.

Once you pick up some more ships the list will obviously change, but I'd say it is decently strong even now. With mindlink just be aware that only one person a turn can pull a red maneuver, or you'll end up in trouble.

Hey thanks for the warm welcome and the great advice as well. I definitely have to work towards some other expansions, so I can fill out some of these suggested cards. Based on what you guys have said I have redesigned my initial squad concept. thoughts on the new build would be helpful and appreciated.

PILOT: Manaroo 27
SHIP: JumpMaster 5000
UPGRADES PTS
Attani Mindlink 1
"Gonk" 2
Feedback Array 2
R5-P8 3
Total Points: 35
PILOT: Fenn Rau 28
SHIP: Protectorate Starfighter
UPGRADES PTS
Attani Mindlink 1
Proton Torpedoes 4
Guidance Chips 0
Concord Dawn Protector 1
Total Points: 34
PILOT: Old Teroch 26
SHIP: Protectorate Starfighter
UPGRADES PTS
Fearlessness 1
Concord Dawn Protector 1
Total Points: 28
for a total of 97/100

Actually, looking at your new list, I should have made another suggestion.

The issue with Gonk is that he is taking actions, which is something you want Manaroo to be using to generate tokens to pass to allies. While Attani Mindlink does somewhat reduce the need for that, if she wants to take a Gonk action, or a target lock, or a Focus so Fenn can boost, then you're offering a lot of options. What you might want to do instead is toss Dengar on. Gives her some offensive re-rolls, which can allow her to actually contribute to the fight even while buffing allies.

Just a thought though. Depending on how you fly the list, she may be just fine as is. Take the list out, maybe try both, see which you like better.

Thanks again, once again hadn't considered that. I had originally intended on keeping Manaroo back for the first couple of turns, to build up on gonk for reserve shields to help keep her on the field longer. But Dengar could work as well. I will take your advice and try both of them out.

On a side note I haven't seen a solid name for this build yet. Thoughts on "Fennteraroo" lol

I really appreciate all the feedback :D

Edited by yamieuro

With the limited crew you have available i would say take off Gonk and go for Dengar. As was said Gonk eats actions an while good in some lists in one where Manny needs to pass focus it is a little suboptimal. Dengar gives you some mods even without tokens. Just a thought to ponder. Best advise i can give you is fly it a bunch and see how you like it. That and try to get your hands on K4 Security Droid. That giy on Manny lets her pass a focus and TL almost every turn.

Edit: Oops Dengar was already suggested. Department of Redundancy alert on my part :)

Edited by 4fox100