How to defeat mindlinked Manaroo/Fenn/Teroch?

By IG88E, in X-Wing

I always loose against this kind of build, what is the secret in defeating it? Are there some good weak points to exploit? Target priority?

Does stress control list makes sense against mindlink? Guess no?

In 2 days on Monday I will get my new chance ;)

Thanks for every input!

Bombs work, fenn and teroch don't like conner nets or cluster mines, especially if you have sabine around. TLTs can also push damage though if you can keep them out of range 1

Darth Vader crew laughs at Fenn Rau.

I've been playing a First Order list(Upsilon, and 3 Tie/FOs) against my buddy's Mindlinked Manaroo, Fenn, Kad Sollus, and Z95 list. I've been running Kylo Ren Shuttle title to good effect. Give one ship a stress and they all get one. They they can't kturn or TRoll and you have a turn of not getting shot at. Use that to your advantage and get behind his ships. So far I'm 4-0 against his Mindlinked list.(although in all honesty, I should have lost one game, but he hit a rock late in the game to kill Fenn. I probably would have lost otherwise) I guess my answer to Mindlinked squads is some sort of stress dealing mechanic, paired with range control and good timing and good flying.

Quote

I always loose against this kind of build

I'd suggest a tighter approach.

I think this could be a lot of fun to fly against that list. I know something like 4 TLT Y-wings or Double caster might be better but I would run this.

Unnamed Squadron ( 100 )

Binayre Pirate — Z-95 Headhunter 12
Advanced Homing Missiles 3
Black Market Slicer Tools 1
Guidance Chips 0
Ship Total: 16
Binayre Pirate — Z-95 Headhunter 12
Advanced Homing Missiles 3
Black Market Slicer Tools 1
Guidance Chips 0
Ship Total: 16
Binayre Pirate — Z-95 Headhunter 12
XX-23 S-Thread Tracers 1
Black Market Slicer Tools 1
Guidance Chips 0
Ship Total: 14
Cartel Spacer — M3-A Interceptor 14
Flechette Cannon 2
"Heavy Scyk" Interceptor (Cannon) 2
Ship Total: 18
Cartel Spacer — M3-A Interceptor 14
Flechette Cannon 2
"Heavy Scyk" Interceptor (Cannon) 2
Ship Total: 18
Cartel Spacer — M3-A Interceptor 14
Flechette Cannon 2
"Heavy Scyk" Interceptor (Cannon) 2
Ship Total: 18
7 minutes ago, Blue Five said:

I'd suggest a tighter approach.

You, my friend, are bringing balance to the force.

stressbot Y Wing and Tactician k-wing?

Seeing my heart is with the imps I would run my new and improved doom shuttle. The combo of Kallus and Pattern will change bad rolls, along with that using the ties to steal evades, your throwing 6 dice at range 2-3 with a vader for an extra crit. You should have a really good chance at one shoting both Fenn and Teroch. The extra damage from omega leader and the ties will add up quickly.

Kylo Ren — Upsilon-class Shuttle / Swarm Leader / Reinforced Deflectors / Agent Kallus / Darth Vader / Weapons Guidance / Pattern Analyzer / Hull Upgrade / Kylo Ren's Shuttle

Omega Leader

2X Academy Pilot

Total is 99

Edited by Cubanboy

I would say focused fire on the Protectorates would be best (along with avoiding range 1). They're pretty effing squishy.

1 hour ago, Djaskim609 said:

I would say focused fire on the Protectorates would be best (along with avoiding range 1). They're pretty effing squishy.

This. When facing Protectorates I almost always focus fire or alpha them as I find them easier to take down in early rather than late stages of the game.

what list are you planning on flying?

Parattanni.

Ok seriously, Mannaroo can't support both the Protectorates. Focus down the one without support.

Bombs works fine.

TLTs too (remember that those have no evade tokens).

Even any autodamage source (feedback array, Darth Vader etc)

If protectorates bumps, you are into a good spot.

Even taking down Manaroo is not bad, if you get the occasion. But try to focus down almost one protectorate at first.

Then, you can play Parattanni, and give so a thread battle with the one who ask how to defeat it.

I hate when you target my protectorates....I WANT you to be aggressive to Manaroo....so focus a protectorate and make my life miserable. Ideally, for you, you wipe Fenn first....but either protectorate will make things tough on me.

Parattani

RAC/VI/HotCoP/Gunner/Vader/Engine + a defender of your choice (I like Rexler for the PS).

30 minutes ago, thespaceinvader said:

Parattani

RAC/VI/HotCoP/Gunner/Vader/Engine + a defender of your choice (I like Rexler for the PS).

I like the RAC/Carnor list that has been showing up but you play the game similarly with either list. I think Kylo does more work than HotShot Copilot.

I think you have to gun down the fangs before you're at too low a number of HPs. Fly your auxiliary ship at range two of where you expect the fangs to be. Err on the side of caution. Don't get it trapped but aim to get it in range two of their expected position. If in doubt, don't engage. Carnor is probably how you're killing Manaroo so don't lose him early.

If you gun for Teroch first, aim to block Fenn so he can't shoot back and vice-a-versa if you gun for Fenn first. You'll go down too fast if they can focus fire RAC. Your goal should be to focus fire one fang while blocking the other.

If they're smart, they'll bring Manaroo into the fight close to block your RAC so you can't get these advantages so watch out for Manaroo getting in close. Place your asteroids to make it hard for Manaroo to maneuver through the asteroid field so she goes wide. Don't commit to one direction until Manaroo commits first. Then go the other way. If they're good, they'll try to swing her back around quickly but you still have a leg up positionally if they have to correct themselves first. RAC with EU and Carnor's speed will let you position faster than an out-of-position Manaroo.

Basically that. RAC with that setup given a modicum of luck can kill a fang in a round, and can definitely do it in two. As long as he kills one and significantly weakens or kills the other, you win.

You need HotCop/Gunner so that you can strip the focus tokens and Vader to pump the crits onto Fenn despite his defences.

You can offset HotShot with Carnor. There aren't as many "tricks" but you have the added bonus of just eliminating large base, low agility ships from attacking for a few rounds with Kylo. I thinks it's close. I wouldn't fault a player for bringing either list. T he problem with HotShot against Mindlink lists is that it's easy for them to get three focus tokens anyway.

Edited by AceWing

I played OldManFenn Mindlinked for a few months starting when Wave 9 dropped.

Things that hunt aces work well. Vader (and maybe Gunner) on a Deci, Party Bus, Miranda with Conner Nets and Sabine could all cause me some trouble. Pilots that hurt my tokens; so Carnor, Palob, Wes Janson can cause me some troubles. Autodamage like Bombs and Autoblaster Turrets cause problems.

You have to try and out guess me and try to catch the Fangs at range 2. At range 1 OT strips your tokens, Fenn gets extra green dice, and they both get the title if head on (which I frequently go for.) At range three they both get extra green dice and autothrusters. They die surprisingly fast if you can catch them with two or three attacks(with Focus and/or TL) at range 2.

Range control is the key. The Fangs get their Autothrusters at Range 3 and their title bonus at Range 1 so Range 2 is where you want to be killing them. But they are high PS aces with Boost so that is easier said than done.

On the initial joust you will have trouble catching them where you want them. If you can drop mines in their path that will help a lot. If not, you have to wait until the turn after the joust. Fangs will almost always pull a K-Turn or T-Roll to quickly get back into the fight while using Mindlink or Manaroo to maintain their token efficiency. This is where it gets interesting. If they are stressed, they can't pull red maneuvers so won't be able to get back into the fight quickly. If they do K-turn/T-Roll then they won't be able to Boost so you will have a chance to control the range.

Stress dealers are useful in as much as they block those red moves. Plan for the turn after the initial joust if you can. Anticipate where they will end up after a K-Turn or T-Roll and try to have something at Range 2 of that position. If you can attack them when they can't reposition, they will fold like any other targets. Easier said than done perhaps but Defenders can do it without too much trouble thanks to their white K-Turns. Ryad in particular is useful as you can give her anything from a 2-5K to help you hit that magic Range 2.

Admittedly, saying that Defender spam can take down Fangaroo is not exactly the same as claiming the list is easy to beat. ;)

Biggs/Rex

Triple PS9 Ace, with a 6+ initiative bid ?

Or just nimbles PS10+ aces

1 hour ago, Cerve said:

Triple PS9 Ace, with a 6+ initiative bid ?

Or just nimbles PS10+ aces

QFT. I like PS10 Vader and PS10 Duchess backed by New batwing Palp shuttle :D

52 minutes ago, jonnyd said:

QFT. I like PS10 Vader and PS10 Duchess backed by New batwing Palp shuttle :D

That....will work, to me. If a Fennaroo cannot fire at you, because you're nimble as him and move after, I think it will works.

Plus, Duchess is nearly unblockable. Don't know why no one is considering her.

5 minutes ago, Cerve said:

That....will work, to me. If a Fennaroo cannot fire at you, because you're nimble as him and move after, I think it will works.

Plus, Duchess is nearly unblockable. Don't know why no one is considering her.

Me either. I beat one and lost to another at our regional. The one I lost to had massive dice awesomeness but otherwise would have been a very close match. I also broke off killing manaroo when I had the chance so that cost me too. The one I beat I later heard the guy saying I should have beat him much faster... he did get 1/2 points on my shuttle though.

I really wonder where Carnor Jax went... I flew him at worlds and except for bombs, he stands up to anything else out there with Palp backup. I guess finding the proper wingmate with the new shuttle is tougher.

23 hours ago, Cerve said:

That....will work, to me. If a Fennaroo cannot fire at you, because you're nimble as him and move after, I think it will works.

Plus, Duchess is nearly unblockable. Don't know why no one is considering her.

If Imperials had Mindlink I think you would be seeing a lot more Strikers as the only down side to them is their dice modification. They all generally just have a single focus token, no target lock for re-rolls etc. so they often use it on offence, which then gets them killed against a Lancer due to impossible to dodge arc.