Folks, wanted to get community thoughts on flying Kavin with the Mando bros.
I'm a CASUAL player (read: 6-8 fights a MONTH), and I don't have ALL the ships... or MULTIPLES of popular ships, so I went out to buy 2x Fang fighters to try and make a squad that played like my 2x INT ( Soontir , Carnor ), + 1 other ( Vader usually) Imp squad (6-0 record at the store). I DO NOT OWN A JUMPMASTER ... much less 3 of them (I know Atanni Mindlink is popular in the meta). But, I had Kavil , and I think I found a particular synergy with him + Opportunist + Old Teroche .
So here is what I have NOW (I played a different version on Monday, using PTL on the Mandos, and went 1-2 at the game store - bleh).
[36] Fenn R au (28, PS9) + Concord Dawn Protector (1) + Fearlessness (1) + Autothrusters (2) + Proton Torpedoes (4)
- This makes Fenn offensively and defensively powerful at his best (Range 1, in opponent's arc), while also giving him some options at range 2-3, or when he is out of opponent's primary arc (like vs. a turret ship). I know Adv Proton Torpedoes are good as well, but I don't want to put ALL of my eggs in the "Range 1" basket. And I'd have to shave 2pts from somewhere else.
[30] Old Teroche (26, PS9 with VI) + Concord Dawn Protector (1) + Veteran Instincts (1) + AutoThrusters (2)
- Teroche's ability is to pull into range 1 and STRIP away evade and focus tokens. PS9 from VI lets him move AFTER most opponents to get into the right position to do his job (set up Fenn and Kavil). He also gets some survivability at Range 3 or out-of-arc.
[34] Kavil (24, PS7) + Opportunist (4) + Unhinged Astromech (1) + Ion Cannon Turret (5)
- Kavil gets a bonus to use his turret (outside his firing arc) and his Opportunist has synergy with Teroche's ability (+1 red for 1x Stress if opponent has no evade or focus tokens) . The UA (all 3-moves are green) lets him take a 3-move the round after using Opportunist, to make the stress go away. UA also lets him do a 3-K-turn as a GREEN action - pretty nifty for a pig like a Y. I couldn't fit a TLT (but I DO have one) so I went with Ion Turret thinking that it lets me predict where the opponent will be next turn to either (a) avoid him or (b) get in front of him... or at least behind him... at Range 1 with the Mandos.
Thoughts anyone? The other key guys at the store tend to run (Player A) "new Han" (or sometimes a rebel Moldy Crow) with Poe, or (Player B) a trio of TIE variant aces. So, I need to be able to beat a variety of builds. My other 3rd scum ship options (without emptying my wallet) are: Slave I, HWK, a Starviper, and 2x Zs, but I like having ONE turret around. Esp b/c I've never run a scum Y-wing on a table before.