Talonbane

By Stay On The Leader, in X-Wing Squad Lists

So, I'm curious about the Mynock's self-imposed challenge to win with Talonbane. Attani Mindlink feels like a must-have, but do you go for the triple aces with Fenn & Teroch and just try to wreck stuff, or do you bring Talon as a proxy for Teroch and run Manaroo/Fenn/Talon?

I'm also curious about Engine vs Vectored vs Cloak/Stygium.


eg:

  • Talonbane - Mindlink, Inertial Dampeners, Engine Upgrade (34)
  • Fenn Rau - Mindlink, Concord, Autothrusters (32)
  • Teroch - Mindlink, Concord, Autothrusters (30)

OR

  • Talonbane - Mindlink, Vectored Thrusters (31)
  • Fenn Rau - Mindlink, Concord, Advanced Proton Torpedoes, Autothrusters (38)
  • Teroch - Mindlink, Concord, Autothrusters (30)

OR

  • Talonbane - Mindlink, Inertial Dampeners, Engine Upgrade (34)
  • Fenn Rau - Mindlink, Concord, Autothrusters (32)
  • Manaroo - Mindlink, K4, Unhinged, Rigged Cargo Chute (33)

What's the best option?

I personally think your 3rd option is the best. I love flying Talonbane with Fenn. The only downside is K fighters are a little fragile, and protectorates can't take much punishment either. Jumpmaster gives you some needed hit points and a turret. Just my opinion.

Also, I do like option 2 if only for the inclusion of advanced torpedoes. I love using them.

I would stick with the triple-aces. The thing is, the Protectorate pilots are MUCH stronger that Talonbane at the exact same job (hard-hitting arc-dodger/flanker). As a result, Talonbane is not a viable replacement, substitute, or equivalent for a protector. However, including him in place of a Jumpmaster means that you are making an actual trade-off - durability for some extra speed, maneuverability, PS, and attack dice.

As for the second question, Cloaking Device tricks seem a little unreliable, so that leaves a choice between Engine Upgrade and Vectored Thrusters. I would go with EU unless you don't have the points available. In that case, Thrusters will do a similar job (but not quite as well), while allowing you to fit in the third ship.

Finally, Mindlink. Always Mindlink.

Edited by BlackOne

I like the 3rd as well, but you might consider dropping EU on Talon, and the cargo chute, and throwing some torps on Manaroo. You could drop down to the scout as well. It makes the jump more than just a support ship. Your opponent now has to account for a potential 4 dice shot from further out.

1 hour ago, Biggsy_boy said:

I like the 3rd as well, but you might consider dropping EU on Talon, and the cargo chute, and throwing some torps on Manaroo. You could drop down to the scout as well. It makes the jump more than just a support ship. Your opponent now has to account for a potential 4 dice shot from further out.

I disagree. Talonbane is totally useless without EU or at least Vectored Thrusters. And I don't think a list with Manaroo is a good place for Talon at all. When you add him to a squad, you have to consider what you're missing out on, which in this case, is Teroch. Teroch is way better than Talon, at the same job, so it makes more sense to forego Manaroo altogether. I recommend option 2. I don't see how Dampeners adds anything to an arc-dodger ace.

I run this list sometimes, I'm 4-1 with it

Rau - Ptl, title, auto thrusters

Talonbane - Ptl, vectored thrusters

Zuckuss - vi, title, tractor beam and dengar

With them all being ps9 you hit with the tractor beam first reducing there aglity and barrel rolling if you need to for range and then if you fly the othwr 2 correctly you have 10 dice on a -1 aglity ship, plus zuckuss ablity to roll an additional dice and dengar re-roll helps pile on damage

Yes! People using Mist Hunters! So do you deploy with Zuckuss in the center and the aces on the flanks? Also, did keeping all three of them that close every give you problems?

Most people I play seem to concentrate on rau so I keep him running to start using auto thrusters for evades, then bring them into zuckuss, starting sometimes one on each side sometimes both on one side, I try to get zuckuss in straight away depending on the ship I wanna destroy first so that depends where everyone starts as I'm normally deploying last, people forget if you are range 1 and use your ablity zuckuss gets 5 dice at range 1, so all 3 together( very rare), 15 dice, talonbane dies fast usually but not before I've dented the opponent list by half, problem is its a one trick pony, no plan b

Here's a plan B:

Bait with Rau just like you said, but at the last second, instead of taking them into Zuckuss, use an S-loop to veer off, and face them (and hopefully Zuckuss also). Then, if they keep chasing Rau, they're stuck in duel with him, meaning they die, and if they go after Zuckuss or Talonbane, use Rau as a flanker.

That's true, best thing is that tractor beam is a secondary weapon which means no range 3 bonus so even at range 3 with dengar you have a good chance of lowering there aglity before rau opens up

Just make sure to stay out of Dengar's arc - those free torpedo attacks will kill Rau pretty fast.

He's not in my local meta bizarrely, lot of ghost tho

Ghost is less of a problem. It's much easier to flank because of lower PS, and Rau's 5 dice, with focus+TL will smash a 0 agility ship to pieces. Just like in the show.

Yea I havnt struggled with it, imp aces are a slight problem

Why? They nerfed Palpatine, and doesn't deal way more damage than Soontir Fel. Or even a defender?

I meant "doesn't Rau deal more damage than Fel".

3 hours ago, BlackOne said:

I disagree. Talonbane is totally useless without EU or at least Vectored Thrusters. And I don't think a list with Manaroo is a good place for Talon at all. When you add him to a squad, you have to consider what you're missing out on, which in this case, is Teroch. Teroch is way better than Talon, at the same job, so it makes more sense to forego Manaroo altogether. I recommend option 2. I don't see how Dampeners adds anything to an arc-dodger ace.

Depends on whether you see Talonbane as an arc dodger or as a R1 killer where having the option to dead stop with Focus from Attani (and maybe TL from Manaroo) after you've seen your opponent's move could be a big deal.

In theory.

It's more vader/fel/ 1 other, with no 360 arc it can be a struggle, like a cat and mouse chase, it's amazing against big ships or arc 170, rips thru them

I like the Fenn, Talonbane, Zuckuss team myself. Locally there's been some good use of Fenn, Talonbane, Palob in small tournaments lately with Paratani, Rau-boats, and Fangaroo still being prevalent.

Edited by nitrobenz
Correct autocorrect

With engine upgrade and intensity, he is gonna be a real beast.

Contracted Scout — JumpMaster 5000

  • Attanni Mindlink 1
  • Extra Munitions 2
  • Plasma Torpedoes 3
  • K4 Security Droid 3
  • Unhinged Astromech 1
  • Guidance Chips 0
  • Ship Total: 35

Fenn Rau — Protectorate Starfighter

  • Attanni Mindlink 1
  • Autothrusters 2
  • Concord Dawn Protector 1
  • Ship Total: 32

Talonbane Cobra — Kihraxz Fighter

  • Attanni Mindlink 1
  • Vectored Thrusters 2
  • Ship Total: 31

98 points for a 2 point bid or can upgrade VT to EU.