Kattanni - my answer to parrattani

By wurms, in X-Wing Squad Lists

Ketsu+mindlink,dengar

Old Teroch+mindlink,AT,title

Manaroo+mindlink

Took this to vegas regionals and went 4-2 (#20 overall). Will right a battle report later, but wanted to share the list.

Looks like parratanni, but flies a lot different and actually counters parratanni and x7 defenders.

Ketsu and Terry are both ps7 which helps in movement. Terry drops tokens, and ketsu drops agility and hits super hard. Works like fangaroo but you have a 10 hull ship that hits hard instead of a 4 hull ship, which helps with bomb lists.

Versus parrattani terry just drops all tokens from asajj and lights her up range 1. If ketsu is there, then asajj only gets 1 green dice. Her only defense is the single evade from latts. In practice before regionals I had 100-0 parratanni.

Versus x7, terry doesnt need his arc on defenders, just to be in arc, so he can hard turn and b roll into their kturning arcs and drop their tokens and ketsu lights them up. Versus a Rac/ryad match, ryad lasted two rounds, and was off the table before she fired a second time.

Love this list. Need some more practice (flew ketsu off the board in a game I was winning!!!)

10 hours ago, wurms said:

Ketsu+mindlink,dengar

Old Teroch+mindlink,AT,title

Manaroo+mindlink

Took this to vegas regionals and went 4-2 (#20 overall). Will right a battle report later, but wanted to share the list.

Looks like parratanni, but flies a lot different and actually counters parratanni and x7 defenders.

Ketsu and Terry are both ps7 which helps in movement. Terry drops tokens, and ketsu drops agility and hits super hard. Works like fangaroo but you have a 10 hull ship that hits hard instead of a 4 hull ship, which helps with bomb lists.

Versus parrattani terry just drops all tokens from asajj and lights her up range 1. If ketsu is there, then asajj only gets 1 green dice. Her only defense is the single evade from latts. In practice before regionals I had 100-0 parratanni.

Versus x7, terry doesnt need his arc on defenders, just to be in arc, so he can hard turn and b roll into their kturning arcs and drop their tokens and ketsu lights them up. Versus a Rac/ryad match, ryad lasted two rounds, and was off the table before she fired a second time.

Love this list. Need some more practice (flew ketsu off the board in a game I was winning!!!)

I'm very interested in flying this list in my next tournament, one question, how would you use the mobile arc? I've only played asajj and it's easy on her as you point the mobile arc inwards for 180° firing.

25 minutes ago, JD0GE said:

I'm very interested in flying this list in my next tournament, one question, how would you use the mobile arc? I've only played asajj and it's easy on her as you point the mobile arc inwards for 180° firing.

Don't know him, but I use it into the front side.....yep, just as whithout it.

1 hour ago, JD0GE said:

I'm very interested in flying this list in my next tournament, one question, how would you use the mobile arc? I've only played asajj and it's easy on her as you point the mobile arc inwards for 180° firing.

Depends on the list I am going against. Something like Defenders that move straight, I will keep the arc forward until needed, so that I can ram them and tractor beam them. Versus a list like Parratanni, or Fangaroo, or lists with squirrely aces and k-bombers, I will just go left or right arc to get shots so they cant b-roll, boost, slam passed my arc. The tractor beam isn't that important in those matchups (and I hardly ever try to force it), its more of a deterrent making them scared and flying differently. With the mobile arc to left or right, its fairly easy to still get your corner pointed at large ships to tractor beam them, so asajj can be got, not to mention you move after her, so you can put your turret where its needed. With good blocking though, you can get aces. Ive gotten Fenn rau on my corner after surrounding him with manaroo, and in regionals I was able to block vader with terry right on ketsu corner to tractor beam him.

Don't fly this like parattanni. Get ketsu in there. This list is essentially fat fangaroo. Get range 1 and just kill things. Also, because Ketsu and Terry are both PS7, plenty of times i was talon rolling with Terry, then have a green 3 move with Ketsu to clear it, where as if Fenn tallon rolled in Parattanni, the entire list would be stressed until next round. Or fly ketsu onto debris, then terry can green to clear stress. And you can use terry to block ketsu to slow her down, or keep arc. Very useful for them both at PS7. Life saver in many matches.

Edited by wurms
2 hours ago, wurms said:

Depends on the list I am going against. Something like Defenders that move straight, I will keep the arc forward until needed, so that I can ram them and tractor beam them. Versus a list like Parratanni, or Fangaroo, or lists with squirrely aces and k-bombers, I will just go left or right arc to get shots so they cant b-roll, boost, slam passed my arc. The tractor beam isn't that important in those matchups (and I hardly ever try to force it), its more of a deterrent making them scared and flying differently. With the mobile arc to left or right, its fairly easy to still get your corner pointed at large ships to tractor beam them, so asajj can be got, not to mention you move after her, so you can put your turret where its needed. With good blocking though, you can get aces. Ive gotten Fenn rau on my corner after surrounding him with manaroo, and in regionals I was able to block vader with terry right on ketsu corner to tractor beam him.

Don't fly this like parattanni. Get ketsu in there. This list is essentially fat fangaroo. Get range 1 and just kill things. Also, because Ketsu and Terry are both PS7, plenty of times i was talon rolling with Terry, then have a green 3 move with Ketsu to clear it, where as if Fenn tallon rolled in Parattanni, the entire list would be stressed until next round. Or fly ketsu onto debris, then terry can green to clear stress. And you can use terry to block ketsu to slow her down, or keep arc. Very useful for them both at PS7. Life saver in many matches.

Ok, thanks for the informative reply :) I won a tournament today using parattanni and thought I'd do something a little different for the store champ coming up. I love these three ships and the fact you can put all three into a single list is beautiful. One further question, do you use manaroo like you do in parattanni? So keep her just out of the fight yet able to turn in and block if needed? Or do you play her like in dengaroo and use her as a focus bot?

59 minutes ago, JD0GE said:

Ok, thanks for the informative reply :) I won a tournament today using parattanni and thought I'd do something a little different for the store champ coming up. I love these three ships and the fact you can put all three into a single list is beautiful. One further question, do you use manaroo like you do in parattanni? So keep her just out of the fight yet able to turn in and block if needed? Or do you play her like in dengaroo and use her as a focus bot?

I find it best to keep her on the edge of the fight to feed focus and block. Some matchups you need her in the fight though, like x7 defenders so she takes up space and prevents the kturns.

Edited by wurms

Literally just put this list together in my squad builder the other day (under the name Warattani ;) )! Haven't had a chance to fly it yet, glad you found success with it!

Battle Report is up if anyone is interested

I'd probably prefer the title to Dengar on Ketsu. She should be able to get enough mods from Mindlink and her action, and double tractoring is MEAN. Plus being able to tractor out to range 2 in mobile arc.

The real question for me is how it deals with Fenn - without at least equaling his PS, it's really tough to pin him down.

On 2/27/2017 at 2:46 AM, thespaceinvader said:

I'd probably prefer the title to Dengar on Ketsu. She should be able to get enough mods from Mindlink and her action, and double tractoring is MEAN. Plus being able to tractor out to range 2 in mobile arc.

The real question for me is how it deals with Fenn - without at least equaling his PS, it's really tough to pin him down.

I was thinking about the title, but I need to guarantee damage when Teroch drops tokens. I cant risk Teroch boosting range 1 of Vessery, then Ketsu rolling Hit,eye,blank,blank. Dengar ensures rerolls, even on bumps, and Terry sometimes purposely bumps Ketsu to slow her down or prevent her from bumping and not getting a shot.

Fenn just needs to be blocked. Three ships moving before him, two are large bases. And two have range 1 abilities that can really hurt Fenn. If Terry is anywhere in his range 1 arc, all Fenns tokens get dropped. He has to be really careful. It's not easy, but Ketsu and Terry give me a good chance. Im scared of him at range 1 and he should be scared of me at range 1.