How to Fly a Party Bus

By hasselhoff54, in X-Wing

Looking for some advice here. My Regiona list is below.

Scum Party (99)

Trandoshan Slaver (35) - YV-666

4-LOM (1), Zuckuss (1), Dengar (3), Inertial Dampeners (1)

Manaroo (35) - JumpMaster 5000

Adaptability (0), K4 Security Droid (3), Unhinged Astromech (1), Feedback Array (2), Anti-Pursuit Lasers (2)

Fenn Rau (29) - Protectorate Starfighter

Adaptability (0), Concord Dawn Protector (1)

What I am curious about is the right way to fly the Party Bus. Should it be flown right in the middle of everything (downer is eventually someone will get behind him and he's done - pro is you can use him to probably do some serious damage on one or two prime targets)? Or should he be flown almost like a turret ship and just loop around the outside?

there is only one way

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Should be noted that I primarily fly him as close to center of the board as possible and slow roll him to try to keep that 180 arc in play for as long as possible.

In general, I think you're best off starting out along an edge, deploying along a side or facing sideways. That way you get to decide when to turn inwards and shine that arc on a large portion of the middle.

Edited by Helias de Nappo

Alternatively the stop with self bumping is a good way to keep him back. Like you say he is easy to get behind and he will rarely shake them off once they are.

A good player will get behind, you don't have to make it easy though. Also keeping g Fenn on the outskirts of the fight or behind can allow you to invite them behind d and roll Fenn in to brutalise them if they take the bait.

I've flown PTL Fenn And Bus (mine was PartyBossk instead and 2 Z's so no Manaroo). General plan for me was to smash something that relies on its green dice early and have Fenn mop up in the end game.

I'd want Mindlink on Fenn and Manaroo in your list though. Manaroo is amazing at buffing other ships and I wouldn't want to sacrifice her as a blocker. Think I'd swap out Feedback to achieve that?

I start mine a little off center of the middle and when it gets out in the board I generally spin it in circles out there with the hard three.

It doesn't fly well...So I don't try.

Let it be a threat in the middle and tank the aggro while the other ships guard the dead zones around it.

Don't get zealous with fenn.save him for the end game after the beefy ships have died doing there work

See I'd almost rather shoot Fenn right at someone's face and take something, maybe two somethings out with him. The idea of the Manaroo build is to pass tokens and stop x7 Defemders from being impossible to hit. Siaver can hit due to zuckus, Fenn can hit thanks to hopefully 5 dice with TL and Focus, and Manaroo can Feedback if nothing else (nad maybe get lucky with Anti Pursuit Lasers.

Be aggressive with it. It's a purely offensive ship, and you usually want it to die first depending on your list. If it's your last ship standing you're probably in trouble.

My word of advice would be dump APL on manaroo in favor of mindlink for Fenn and Manaroo

Very glad to see someone have IDs on the Slaver. They are auto include for me. Though I fly the Bossk party bus.

Start along the map edge, and keep your back to it best you can. If you do at a least a 1 forward from there (no 1 bank first), the you can do 3 sharps all day and stay on the board. Move slow (most of the time) and be prepped to start turning a turn earlier than you think you need once combat starts so that you can keep people in your arc. And as you're flying the basic Party Bus, make it a nuisance of getting in the way too. If it's not killing stuff, at least try to make it get in the way of everyone else. Bring 3 small debris tokens for the list too.

Edited by MegaSilver

Very glad to see someone have IDs on the Slaver. They are auto include for me. Though I fly the Bossk party bus.

Start along the map edge, and keep your back to it best you can. If you do at a least a 1 forward from there (no 1 bank first), the you can do 3 sharps all day and stay on the board. Move slow (most of the time) and be prepped to start turning a turn earlier than you think you need once combat starts so that you can keep people in your arc. And as you're flying the basic Party Bus, make it a nuisance of getting in the way too. If it's not killing stuff, at least try to make it get in the way of everyone else. Bring 3 small debris tokens for the list too.

So your advise is to start facing sideways and drive along th bottom edge before eventually turning via a 3 hard?