So with the point changes it opens up loads of new ship ideas! One of which is the 9 point adjustment to Manaroo add this to the 2 point adjustment to perceptive Co pilot and it gives you a free proton torps! Now who to but her with.... You have probably guest from the title but why not try the new 6 point cheaper Dengar which almost gives him his title for free combine with r3 astromech and on the initial engagement he has double TL double focus Proton torps! Now the idea I decided on with this list is to her Dengar at r3 and my other two ships out of range but in r1 of each other and kinda say to the opponent I shoot you then you don't wanna shoot me! So who better then the 3 point cheaper serissu equipped with jamming beam to remove target locks on Dengar at I5 and probly shooting first as I don't have a bid. Juke has increased in points however with jamming beam it counter plays so well with each other! I also thought this was useful to remove evades/focus' when firing proton torps with Manaroo next as they won't have any defence mods! Finally to ensure Dengar keeps at that r1 expert handling is a great choice especially at I6 to dodge a arc here and there. Now one more point... Why not munitions fail-safe with a point deduction on Manaroo as unlike Dengar without torps she only has 2 attack so cancelling your attack isn't so bad as you probly wouldn't have hit with 2 dice primary anyway.
Final Squad:
(58) Dengar
(12) Proton Torpedoes
(8) Punishing One
(6) Expert Handling
(3) R3 Astromech
Points 87
(47) Manaroo
(8) Perceptive Copilot
(12) Proton Torpedoes
(1) Munitions Failsafe
Points 68
(40) Serissu
(0) Jamming Beam
(5) Juke
Points 45
Total points: 200
I know many people hate the JM5K from its past but as one once said....
"let the past die... Kill it if you have to"
what do you you think anything you would change?
Edited by K13R4N