Revised Parattani

By Jerval, in X-Wing Squad Lists

with the nerf to manaroo, some people are wondering how things will change... I believe there are 2 solid choices for revising the list. unless of course you think the change is negligible and want to play it anyway. I think the general consensus however is they should have left manaroo at range 1-2, as range 1 is rather limiting even with it being a large base ship.

REVISED PARATTANI

100 points

PILOTS

Old Teroch (30)
Protectorate Starfighter (26), Attanni Mindlink (1), Concord Dawn Protector (1), Autothrusters (2)

Contracted Scout (28)
JumpMaster 5000 (25), Intelligence Agent (1), Unhinged Astromech (1), Attanni Mindlink (1)

Asajj Ventress (42)
Lancer-class Pursuit Craft (37), Attanni Mindlink (1), Latts Razzi (2), Gyroscopic Targeting (2)

REVISED PARATTANI 2

100 points

PILOTS

Contracted Scout (28)
JumpMaster 5000 (25), Intelligence Agent (1), Unhinged Astromech (1), Attanni Mindlink (1)

Asajj Ventress (40)
Lancer-class Pursuit Craft (37), Attanni Mindlink (1), Latts Razzi (2)

Fenn Rau (32)
Protectorate Starfighter (28), Attanni Mindlink (1), Concord Dawn Protector (1), Autothrusters (2)

The first list offers teroch as a token stripper to deal with some of the token stacking meta problems, start off using him as just a focus engine until you find a good time to dash in and strip w/e you choose of its tokens for the team to drop. the bumpmaster change allows for better planning, and the gyroscopic targeting can be used to increase action economy on asajj, or used to *juke* opponents by bluffing the rotation at the end stop leading them to think they know which way you intend to go.

The second list simply drops manaroo to a bumpmaster, also made this change in list 1, this will allow you to make more informed choices on what actions to use and when, the unhinged allows you to remove stress more easily. you keep all the rest of the list the exact same.

I don't think there is a need to drop Manaroo if you are just going to run a generic Jumpmaster instead. The difference between the generic and Manaroo is 2 points. Since you run the ship anyway, why not go for the better ship in Manaroo?

If you think of manaroo a contracted scout who can pass a free focus token out to a friendly ship at range 1, is that ability worth 2 points? (ignoring the fact that she has +1 PS as I think that brings very little intrinsic value at the PS 3-4 level)

I've never played with Manaroo so I don't know. But if you found that the ability to pass off an extra focus board-wide at the start of combat was important in making the list work, I'm not sure that adding an unhinged astromech and an intel agent makes up for that...

I think Manaroo will be within range-1 of Asajj often enough that she will make up for the 2 points compared to a Scout. Asajj has the potential to become extra tanky with Manaroo or extra offensive with target lock and two focus tokens. If you throw Manaroo into the fray to block, she still has 5/5 health and 3 red dice at range-1 and most likely always a focus token for either offense or defense.

I have been trying to find an alternative for 28 points (in place of Manaroo) and its not that simple because the basic Jumpmaster stats/cost are so good. Palob was my idea, but I feel Manaroo still brings more to the table.

I completely understand the arguments for manaroo, I am not in a hurry to give her up myself, but by taking a scout i feel you have more options to maneuver with, after all, most people tend to focus asajj or try to hunt down manaroo/fenn to delete an annoying threat. the bumpmaster change simply makes it so you can force them to bump you, arc dodge, dial options, and still poke the damage through. I beleive it may take considerable play testing with the errata to determine which is more efficient, of course this also depends on how the meta changes in the weeks to come, i simply felt a bumpmaster could help shut down the newly errata'd X7 defenders!

1 hour ago, fok12 said:

I don't think there is a need to drop Manaroo if you are just going to run a generic Jumpmaster instead. The difference between the generic and Manaroo is 2 points. Since you run the ship anyway, why not go for the better ship in Manaroo?

Because Manaroo's ability isn't better than an intel agent and an unhinged astromech.

Is an unhinged astromech better than a 1 pt initiative bid for Fel?

Probably not, no.

I have been flying the bumpattani, same ol asajj and fenn, do a contracted scout with intel agent, i think it depends on the matchup as to which is better....... the passing tokens really helps, but bumping and KNOWING where someone is going to be can help just as much as it denies them tokens....... never hurts to try variations.....