Protectorate Death Squad

By FusRoDah, in X-Wing Squad Lists

I have built a Protectorate Star fighter list that has been dominating. I would like to share to see what you guys think or what should be changed. Its a 100 point list.

Fenn - 36

Fearlessness (1)

APT (6)

Guidance Chip (0)

CDP (1)

Old Teroch - 32

Fearlessness (1)

Flechette Torpedo's (2)

Autothrusters (2)

CDP (1)

Kad Souls - 32

Stay on Target (2)

Flechette Torpedo's (2)

Autothrusters (2)

CDP (1)

This build has be 1 hitting other ships, as long as you are range 1....even when not it lays waste.

Without Autothrusters and/or Push the Limit I'm honestly amazed Fenn lives long enough to deal significant damage - he seems an obvious first target as the only one without them, and turrets will ruin him.
As fun as throwing what is effectively a 7 dice shot is, I think I'd drop the Advanced Protons from Fenn, and get him some Autothrusters. With the points saved, you could play around with torpedoes for all three ships - Flechettes are solid, Plasmas could make for an effective initial engagement at Range 3, and Seismics could help free up some space to move. Anything left after that makes for a handy initiative bid.

I like to fly Teroch and Fenn together. Solid strategy has been to remove all the defenders focus and evade tokens with Teroch, then they have have nothing to modify the dice with from 7 dice from Fenn and 5 from Teroch lays waste. I thought about Auto's for Fenn but it useless if you keep him in range 1 the whole time (which is really what I built him for). That seems to get the most outa his ability. I like Flechettes....use them early to give someone a stress, forcing them to make an early green move....can set them up this way.

I like to fly Teroch and Fenn together. Solid strategy has been to remove all the defenders focus and evade tokens with Teroch, then they have have nothing to modify the dice with from 7 dice from Fenn and 5 from Teroch lays waste. I thought about Auto's for Fenn but it useless if you keep him in range 1 the whole time (which is really what I built him for). That seems to get the most outa his ability. I like Flechettes....use them early to give someone a stress, forcing them to make an early green move....can set them up this way.

Certainly that's the ideal scenario - however, as much as Fenn likes to be at Range 1 and in-arc both ways, he won't always be able to get there, and he needs a way to keep himself alive while he sets up for an attack or while disengaging. Without PTL either, he only ever has one repositioning action, and Advanced Protons will require at least a turn of set-up (TL one round, focus for the firing turn) without any means to fine tune his position to ensure the Range 1 shot.

All of that isn't beginning to touch on the more dangerous turrets out there - TLT's and Dash's turret-cannons will tear him apart, as he has no way to get within range (to set up a target lock for an attack run) without them firing at him, and without Autothrusters no turret ship will have any incentive to keep him in arc so you can trigger the title or Fearlessness.

The fact that he is the only one without Autothrusters makes him immediately a target so your opponent is likely to gun for him, and if he gets caught out so much as once he may well be toast right there.

It can be done, with superb flying, but I feel like the dice will eventually betray him if he doesn't have the modification to make the best of them, and turrets will completely shut him down.

I would drop Flechettes for Autothrusters and PTL on Fenn

Losing the bonus hit from Fenn hurts, but PTL (barrel, boost) should allow him to get into and remain at R1, also means you can focus+target on same turn for APTs if you haven't set up the lock previously.

Overall like the list though... I was contemplating something similar but Manaroo instead of 3rd fighter - then you don't need PTL as much on Fenn (although still nice)

Alternatively put bodyguard on Kad... so Fenn can get +1 Defence on the way in :-).

I like PTL, but I hate that I have to stress for it....and that's only because that talon roll has saved my ass more times then I can count. But am probably going to give him the Autothrusters. I hear a lot of people using a similar set up but using manaroo in place of 1. I have never used , but it does seem to have a nice ability, and having something on the field with more survivability is always nice. When you use Manaroo, let me know what you think .

I like PTL, but I hate that I have to stress for it....and that's only because that talon roll has saved my ass more times then I can count. But am probably going to give him the Autothrusters. I hear a lot of people using a similar set up but using manaroo in place of 1. I have never used , but it does seem to have a nice ability, and having something on the field with more survivability is always nice. When you use Manaroo, let me know what you think .

Manaroo, Fenn and Teroch is quite a successful list, from what I recall of playing against it - doubly so if they're all Mindllinked - but the three Protectorates of yours are more interesting, and will require more skill, but reward it. I would definitely put Autothrusters on Fenn, but PTL remains optional for him - it becomes much harder to fly him with only one action (Mindlink helps him a LOT with that), but it is certainly doable if you wanted to keep Fearlessness. After all, being able to throw effectively a 6 dice shot without spending an additional 5pts for the APT's and the 7th is still pretty vicious :)

I'd consider Minlinking the squad, though - it's tough to get the hang of, but when you do the economy it provides is phenomenal. Even Kad Solus can get in on the network without messing it up too badly. If he uses his ability, he'll give everyone a stress, but also a Focus, so as long as you're able to compensate for him moving before the other two you can still use it effectively.

Alternatively put bodyguard on Kad... so Fenn can get +1 Defence on the way in :-).

that's a brilliant idea - it pairs really well with his ability, since he'll have a spare focus token if the two of them talon roll.

I have heard a lot about the mindlink. I will probably try it, and I plan on picking up a Punishing One to try out Manaroo. The ability seems like it will work well with the mindlink, and again having something fielded that has some shield would be nice.

I like PTL, but I hate that I have to stress for it....and that's only because that talon roll has saved my ass more times then I can count. But am probably going to give him the Autothrusters. I hear a lot of people using a similar set up but using manaroo in place of 1. I have never used , but it does seem to have a nice ability, and having something on the field with more survivability is always nice. When you use Manaroo, let me know what you think .

Update on the list. This thing is 5 and 0. It hits so hard it ridiculous. I got a jump master 5000 also. Manaroo is pretty good. I don't think 12 points for the the title is worth it. Anyone else?

It's interesting...I mess around with lists in Aurora a lot lately, and I guess I stumbled into something that's an archetype right now? I would appreciate any feedback on this list:

Protectoroo (100)

Fenn Rau (38) - Protectorate Starfighter

Attanni Mindlink (1), Advanced Proton Torpedoes (6), Concord Dawn Protector (1), Autothrusters (2)

Old Teroch (30) - Protectorate Starfighter

Veteran Instincts (1), Concord Dawn Protector (1), Autothrusters (2)

Manaroo (32) - JumpMaster 5000

Attanni Mindlink (1), K4 Security Droid (3), Unhinged Astromech (1)

I considered trying to make room for Punishing One, but I had to cut the torps, K4 + Unhinged, and Protector titles for it and I figured that was too much sacrifice for a red die.

I used something very similar the other night. I am not a fan of mindlink, only because manaroo is going to move first so everything with it is going to receive what he does. If you make a stress maneuver then you give that to fenn and teroch2.I used Fearlessness for the pros and I also had push the limit on.felechett instead of the apt. But I'm with you, 12 points for 1 extra red is way to much in my opinion. I also had Degar in the 5000.the re roll is real nice

It's interesting...I mess around with lists in Aurora a lot lately, and I guess I stumbled into something that's an archetype right now? I would appreciate any feedback on this list:

Protectoroo (100)

Fenn Rau (38) - Protectorate Starfighter

Attanni Mindlink (1), Advanced Proton Torpedoes (6), Concord Dawn Protector (1), Autothrusters (2)

Old Teroch (30) - Protectorate Starfighter

Veteran Instincts (1), Concord Dawn Protector (1), Autothrusters (2)

Manaroo (32) - JumpMaster 5000

Attanni Mindlink (1), K4 Security Droid (3), Unhinged Astromech (1)

I considered trying to make room for Punishing One, but I had to cut the torps, K4 + Unhinged, and Protector titles for it and I figured that was too much sacrifice for a red die.