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Troxygen

Manaroo = Palpatine Shuttle

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I've been trying to build a squad that can exploit Manaroo's free action giving to make my Scum Aces secondary targets. (You know, pretty much exactly like Palpatine Aces) I think his best build would look like :

 

Manaroo 27

Push the Limit 3

Recon Specialist 3

Unhinged Astromech 1

 

At first, I was thinking of running him alongside Xizor; however, if flown right, I think Xizor can divert attention from himself using only his pilot ability. I'm not too experienced flying Scum, so am not sure who would most benefit from the free target locks/focus tokens.

Edited by Troxygen

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I think his best build would look like :

You mean her best build. She's Dengar's wife!

 

Manaroo 25

Push the Limit 3

Recon Specialist 3

Unhinged Astromech 1

 

At first, I was thinking of running him alongside Xizor; however, if flown right, I think Xizor can divert attention from himself using only his pilot ability. I'm not too experienced flying Scum, so am not sure who would most benefit from the free target locks/focus tokens.

I've been experimenting with her a lot, and so has a friend of mine. My favorite build for her is this:

Manaroo (27)

Attanni Mindlink (1)

K4 Security Droid (3)

Unhinged Astromech (1)

This gets her a free target lock on most turns, and Attanni Mindlink gives her a fun trick: if she gets a focus token in the Activation phase, then donates her tokens at the start of the Combat phase to someone else who has Attanni Mindlink, then she gets back a focus token.

I'm seriously contemplating taking a list that plays with that trick to Regionals soon.

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I've been experimenting with her a lot, and so has a friend of mine. My favorite build for her is this:

Manaroo (27)

Attanni Mindlink (1)

K4 Security Droid (3)

Unhinged Astromech (1)

This gets her a free target lock on most turns, and Attanni Mindlink gives her a fun trick: if she gets a focus token in the Activation phase, then donates her tokens at the start of the Combat phase to someone else who has Attanni Mindlink, then she gets back a focus token.

I'm seriously contemplating taking a list that plays with that trick to Regionals soon.

 

 

This is similar to how I run her.  The only difference is that I add an Ion Projector because I tend to do a lot of blocking with her.

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K4 + Unhinged is the superior choice on her, if only because she can support without relying on actions.

Like others said, Attanni Mindlink is a fantastic EPT because it synergizes with her ability, in order to leave her with something to attack or defend, while keeping her at a reasonable cost.

As for companions, Talonbane Cobra and Kavil are great recipients. The former becomes a true ace with Engine Upgrade and/or Cloaking Device, so I'd try something with either at first. If you take the Attanni route, Kaa'to is also a cheap choice to round out squads, if you need a filler.

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Interesting thought:

 

Manaroo (40)

Jumpmaster 5k (27), Attanni Mindlink (1), Extra Munitions (2), Proton Torpedoes (4), K4 Sec Droid (3), Unhinged Astromech (1), Guidance Chips (0)

 

Talonbane Cobra (35)

Kihrahz (28), Attanni Mindlink (1), Cloaking Device (2), Engine Upgrade (4)

 

N'Dru Suhlak (25)

Z-95 (17), Lone Wolf (2), Cluster Missiles (4), Glitterstim (2), Guidance Chips (0)

 

Manaroo supports herself and Talonbane with Focus actions, can pass Focus+TL if necessary during Combat Phase even to N'Dru, and all three ships function as serious threats, making it hard to pin down which to kill first. When I think about non-swarm Scum lists it's so hard to pass up Cluster N'Dru; it's such a nuclear option.

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Wow, attani mind-link seems incredible on her; So lets say that during activation, Manaroo performs a green maneuver and receives a target lock. Then Manaroo performs a focus action giving both her, and Talon a focus. Then Talon moves and performs an focus action giving himself(herself?) as well as Manaroo an extra focus. Once activation phase ends, Manaroo gives Talon 2 Focus's and a Target Lock which triggers attani mind-link, giving Manaroo another Focus. At the beginning of the combat phase, Manaroo has 1 Focus and Talon has 4 focus and a Target Lock. Does that sound Right?

 

Also, is there some way to really exploit 4 focus tokens? All the ways I think of require EPT (Calculation would be interesting) other than that I have no idea.

 

You mean her best build. She's Dengar's wife!
 


 

****, why is her name so misleading?

 

 

 

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Uh, Mindlink says that the other person only gets a token if they don't already HAVE a token of that type. It's lame, but it also prevents stresshog from crippling two ships for the price of one.

 

She can, however, pass her own TL+Focus to someone at the start of the combat phase, meaning that Talonbane can have double Focus (or even triple Focus if he Focuses, not that he should with EU and cloak) and a TL.

Edited by iamfanboy

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In practice, Talon should rarely (or never, depending on the 3rd wing) take focus. Let the Mindlink feed him and use those boosts to roll 5 dice at all times.

 

Other than that, fanboy's got it covered. Mana will pass up focus+TL and get one herself from the Mindlink. One squad I like to get the grasp of the engine is this:

 

 

Talonbane Cobra (28):

  • Attanni Mindlink (1)
  • Engine Upgrade (4)

Total: 33 pts

 

 

Kavil (24):

  • Attanni Mindlink (1)
  • Blaster Turret (4)
  • Engine Upgrade (4)
  • R4 Agromech (2)

Total: 35 pts

 

 

Manaroo (27):

  • Attanni Mindlink (1)
  • K4 Security Droid (3)
  • Unhinged Astromech (1)

Total: 32 pts

 

 

Basic tune-up, closest I can think of to ManaAces. Some adjustments can be made, which is why I like the list.

 

For instance, you have no initiative bid. This can be corrected by thinning out Kavil. Packing ABT and Unhinged instead of Blaster Turret and R4, he shaves off 3 pts, but demands more skill from whoever's flying him. These leftovers can be used to give Mana either Feedback Array or Anti-Pursuit Lasers and still have a minor bid.

Or you can just drop EU from Kavil and upgrade to TLT. Maybe a painbot on him too.

 

Plenty of ways to go with it. Lots of potential.

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I'm currently 3-1 with the Kavil/manaroo/ Talonbane build, mine is slightly different using tlt on Kavil and cloaking device on tallonbane. Fun list, goes down quick to focus fire so be careful of your set up

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Uh, Mindlink says that the other person only gets a token if they don't already HAVE a token of that type. It's lame, but it also prevents stresshog from crippling two ships for the price of one.

 

She can, however, pass her own TL+Focus to someone at the start of the combat phase, meaning that Talonbane can have double Focus (or even triple Focus if he Focuses, not that he should with EU and cloak) and a TL.

 

Awesome, thanks for clearing that up. I was actually just wondering today if Attani Mindlink makes an infinite loop. Excitement makes me dyslexic, don't judge me.  :)

 

 

 

 

 

In practice, Talon should rarely (or never, depending on the 3rd wing) take focus. Let the Mindlink feed him and use those boosts to roll 5 dice at all times.

 

Other than that, fanboy's got it covered. Mana will pass up focus+TL and get one herself from the Mindlink. One squad I like to get the grasp of the engine is this:

 

 

Talonbane Cobra (28):

  • Attanni Mindlink (1)
  • Engine Upgrade (4)

Total: 33 pts

 

 

Kavil (24):

  • Attanni Mindlink (1)
  • Blaster Turret (4)
  • Engine Upgrade (4)
  • R4 Agromech (2)

Total: 35 pts

 

 

Manaroo (27):

  • Attanni Mindlink (1)
  • K4 Security Droid (3)
  • Unhinged Astromech (1)

Total: 32 pts

 

Great advice man, your squad is excellent!!! This is the type of synergy I've been looking for!

 

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In practice, Talon should rarely (or never, depending on the 3rd wing) take focus. Let the Mindlink feed him and use those boosts to roll 5 dice at all times.

Other than that, fanboy's got it covered. Mana will pass up focus+TL and get one herself from the Mindlink. One squad I like to get the grasp of the engine is this:

Talonbane Cobra (28):

  • Attanni Mindlink (1)
  • Engine Upgrade (4)
Total: 33 pts

Kavil (24):

  • Attanni Mindlink (1)
  • Blaster Turret (4)
  • Engine Upgrade (4)
  • R4 Agromech (2)
Total: 35 pts

Manaroo (27):

  • Attanni Mindlink (1)
  • K4 Security Droid (3)
  • Unhinged Astromech (1)
Total: 32 pts

Basic tune-up, closest I can think of to ManaAces. Some adjustments can be made, which is why I like the list.

For instance, you have no initiative bid. This can be corrected by thinning out Kavil. Packing ABT and Unhinged instead of Blaster Turret and R4, he shaves off 3 pts, but demands more skill from whoever's flying him. These leftovers can be used to give Mana either Feedback Array or Anti-Pursuit Lasers and still have a minor bid.

Or you can just drop EU from Kavil and upgrade to TLT. Maybe a painbot on him too.

Plenty of ways to go with it. Lots of potential.

nvm misread Edited by Ralgon

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A squad I've been considering. Not extremely competetive, but it looks fun.

Manaroo

Attani

K4

Unhinged

Dengar

Attani

Zuckuss

Overclocked

P1

Kaa'To Leeachos

Attani

Concussion

Dengar will have infinite focus as long as Manaroo or Kaa'To keeps feeding him. He'll also make the defenders reroll as many defense dice as he like.

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I've been flying Manaroo with a few different variations (the following are generalized builds - not exact points):

 

1. K4 + Unhinged + Adaptability -1 + APL

  • Palob + MC + Blaster + Opportunist + Intel Agent/Recon Specialist
  • Drea Renthal + R4-B11 + TLT + Proton/Plasma + GC
  • OR Guri + Outmaneuver + AT
  • OR Talonbane + Cloaking Device + Expert Handling + SPG

 

2. K4 + Unhinged + Attani Mindlink

  • Palob + MC + Blaster + Attani + Recon Specialist
  • Drea Renthal + R4-B11 + TLT + Proton/Plasma + GC
  • OR Guri + Outmaneuver + AT

 

When I use Attani + Palob it definitely allows Manaroo to be a more active supporter of the fight but tends to neuter Palob who cannot take Opportunist. Without it she ends up throwing a lot of naked dice but it does open up points to use on the other two ships.

 

With Manaroo and Palob w/ AM you can send Palob a Focus which Manaroo immediately gets back, or Manaroo can pass the Focus (+TL) across the board to someone else then Palob can steal a Focus and share it with Manaroo. I feel that the connection between the two ships, Manaroo + Palob, is probably the best as there is little chance of either taking a stressful maneuver.

 

Here's some of the actual lists: Drea + Palob + Manaroo

 

Drea Renthal (35)

Y-Wing (22), Proton Torpedoes (4), Twin Laser Turret (6), R4-B11 (3), Guidance Chips (0)

Palob Godalhi (34)
HWK-290 (20), Opportunist (4), Blaster Turret (4), Recon Specialist (3), Moldy Crow (3)

Manaroo (31)
JumpMaster 5000 (27), Adaptability (0), K4 Security Droid (3), Unhinged Astromech (1)

 

Guri + Palob + Manaroo

 

Guri (40)

StarViper (30), Outmaneuver (3), Virago (1), Autothrusters (2), Sensor Jammer (4)

Palob Godalhi (28)
HWK-290 (20), Attanni Mindlink (1), Blaster Turret (4), Moldy Crow (3)

Manaroo (32)
JumpMaster 5000 (27), Attanni Mindlink (1), K4 Security Droid (3), Unhinged Astromech (1)

 

TBC + Palob + Manaroo

 

Talonbane Cobra (34)
Kihraxz Fighter (28), Expert Handling (2), Cloaking Device (2), Stygium Particle Accelerator (2)

Palob Godalhi (32)
HWK-290 (20), Opportunist (4), Blaster Turret (4), Intelligence Agent (1), Moldy Crow (3)

Manaroo (33)
JumpMaster 5000 (27), Adaptability (0), K4 Security Droid (3), Unhinged Astromech (1), Anti-Pursuit Lasers (2)

Edited by TaeSWXW

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I've been flying Manaroo with a few different variations (the following are generalized builds - not exact points):

 

1. K4 + Unhinged + Adaptability -1 + APL

  • Palob + MC + Blaster + Opportunist + Intel Agent/Recon Specialist
  • Drea Renthal + R4-B11 + TLT + Proton/Plasma + GC
  • OR Guri + Outmaneuver + AT
  • OR Talonbane + Cloaking Device + Expert Handling + SPG

 

2. K4 + Unhinged + Attani Mindlink

  • Palob + MC + Blaster + Attani + Recon Specialist
  • Drea Renthal + R4-B11 + TLT + Proton/Plasma + GC
  • OR Guri + Outmaneuver + AT

 

When I use Attani + Palob it definitely allows Manaroo to be a more active supporter of the fight but tends to neuter Palob who cannot take Opportunist. Without it she ends up throwing a lot of naked dice but it does open up points to use on the other two ships.

 

With Manaroo and Palob w/ AM you can send Palob a Focus which Manaroo immediately gets back, or Manaroo can pass the Focus (+TL) across the board to someone else then Palob can steal a Focus and share it with Manaroo. I feel that the connection between the two ships, Manaroo + Palob, is probably the best as there is little chance of either taking a stressful maneuver.

 

Here's some of the actual lists: Drea + Palob + Manaroo

 

Drea Renthal (35)

Y-Wing (22), Proton Torpedoes (4), Twin Laser Turret (6), R4-B11 (3), Guidance Chips (0)

Palob Godalhi (34)

HWK-290 (20), Opportunist (4), Blaster Turret (4), Recon Specialist (3), Moldy Crow (3)

Manaroo (31)

JumpMaster 5000 (27), Adaptability (0), K4 Security Droid (3), Unhinged Astromech (1)

 

Guri + Palob + Manaroo

 

Guri (40)

StarViper (30), Outmaneuver (3), Virago (1), Autothrusters (2), Sensor Jammer (4)

Palob Godalhi (28)

HWK-290 (20), Attanni Mindlink (1), Blaster Turret (4), Moldy Crow (3)

Manaroo (32)

JumpMaster 5000 (27), Attanni Mindlink (1), K4 Security Droid (3), Unhinged Astromech (1)

 

TBC + Palob + Manaroo

 

Talonbane Cobra (34)

Kihraxz Fighter (28), Expert Handling (2), Cloaking Device (2), Stygium Particle Accelerator (2)

Palob Godalhi (32)

HWK-290 (20), Opportunist (4), Blaster Turret (4), Intelligence Agent (1), Moldy Crow (3)

Manaroo (33)

JumpMaster 5000 (27), Adaptability (0), K4 Security Droid (3), Unhinged Astromech (1), Anti-Pursuit Lasers (2)

 

In my experience, HWK's just die too fast for the amount of points I put into them. At 32 point I can run 2 z95's with concussions and guidance chips.

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He's right. Palob's not only squishy, but a marked target. To dump 30+ points on a ship that's bound to be fast-focused and killed, worse yet, made into a fundamental damage dealer is very risky.

 

With that said, he's a great support against aces, though, as you're bound to steal something every turn. Mindlink on him isn't bad at all, you just have to craft a 3rd wing with more survivability. That 2nd build with Guri is a fine candidate.

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He's right. Palob's not only squishy, but a marked target. To dump 30+ points on a ship that's bound to be fast-focused and killed, worse yet, made into a fundamental damage dealer is very risky.

 

With that said, he's a great support against aces, though, as you're bound to steal something every turn. Mindlink on him isn't bad at all, you just have to craft a 3rd wing with more survivability. That 2nd build with Guri is a fine candidate.

There are a few ways to keep a 'fat' hawk alive.  Engine upgrade and/or Cloaking Device (possibly expert handling too, but then no Mindlink :( ) are essential.  You basically fly on the periphery of the combat, and make it risky for your opponent to go after Palob (because your other ships are closing in and being all threatening like).  The risk of course is that Palob can arc-dodge or at the very least, force you to spend your own actions to position with shots and then not have any tokens for attack/defense.

 

As for that 2nd list above with Guri, I would say it could be even better if instead of outmaneouvre, Guri also had Mindlink (3 mindlinks is the 'sweet spot' based on my experience so far).  That would free up 2 points to either give Palob a cloaking device or upgrade the blaster turret to twin laser turret.  I would also prefer advanced sensors with mindlink (making the s-loops far more effective and opening up bump tactics).

Edited by blade_mercurial

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Guri + Palob + Manaroo

 

Guri (40)

StarViper (30), Outmaneuver (3), Virago (1), Autothrusters (2), Sensor Jammer (4)

Palob Godalhi (28)

HWK-290 (20), Attanni Mindlink (1), Blaster Turret (4), Moldy Crow (3)

Manaroo (32)

JumpMaster 5000 (27), Attanni Mindlink (1), K4 Security Droid (3), Unhinged Astromech (1)

I've been running something very similar to this and not only is it a lot of fun, but my opponents thus far haven't had a clue how to deal with it.

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Manaroo screening for Palob and the threat of Drea's Proton Torpedo is plenty enough to keep the heat off Palob until it is well too late.

 

Manaroo flying on the Inside -sort of blocking for the other two- I can see working.

 

I hadn't thought of how Godalhi's ability sort of supports the team whilst Manaroo's support's him.

 

Godalhi's abilty makes the 'circle of death' tactic of flying turreted ships in formation so much more intimidating.

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I think that Palob and Cloaking Device were made for each other because Palob under a cloak is a threat that reinforces himself while weakening enemies, making him a high-priority target that's also hard to kill with 4 dice and an evade+focus - and what's more isn't very expensive.

 

At that point you really need to ask yourself, "What adds to this?" Me, I think just keeping him cheap is the way to go, but there are options.

 

Moldy Crow and Recspec do the same thing, give more Focus tokens, but the title is probably better. Intelligence Agent is cheap and would give information to help it survive. Engine Upgrade is good to keep Palob alive against swarms, but is super-expensive. Blaster Turret seems good to use stolen focus, but you'll probably have enough opportunity to do that defensively - and really, it's the stolen tokens that make Palob good, not his firepower.

 

I think what I'd do personally is:

 

Palob Godalhi (26)

HWK-290 (20), Dorsal Turret (3), Intelligence Agent (1), Cloaking Device (2)

 

Manaroo (40)

Jumpmaster 5k (27), Attanni Mindlink (1), Extra Munitions (2), Proton Torpedoes (4), K4 Sec Droid (3), Unhinged Astromech (1), Feedback Array (2), Guidance Chips (0)

 

Talonbane Cobra (35)

Kihrahz (28), Attanni Mindlink (1), Inertial Dampeners (1), Engine Upgrade (4)

 

 

Though Int Agent or Feedback Array (or both) could be dropped for initiative bids, but they're cheap and add options - I especially like Feedback on Manaroo because if you have to pass Focus/TL to Talonbane you still have offense.

 

The nice thing about this list is that Palob will get a LOT of hate early on (that he's in a decent position to survive), letting Manaroo and Talonbane roll up and do damage while Palob's dying. I do like Palob's chances as a late-game ship against most Aces, as he can steal tokens from them to survive/deal damage, and ruins at least part of Omega Leader's plan.

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I think that Palob and Cloaking Device were made for each other because Palob under a cloak is a threat that reinforces himself while weakening enemies, making him a high-priority target that's also hard to kill with 4 dice and an evade+focus - and what's more isn't very expensive.

 

At that point you really need to ask yourself, "What adds to this?" Me, I think just keeping him cheap is the way to go, but there are options.

 

Moldy Crow and Recspec do the same thing, give more Focus tokens, but the title is probably better. Intelligence Agent is cheap and would give information to help it survive. Engine Upgrade is good to keep Palob alive against swarms, but is super-expensive. Blaster Turret seems good to use stolen focus, but you'll probably have enough opportunity to do that defensively - and really, it's the stolen tokens that make Palob good, not his firepower.

 

I think what I'd do personally is:

 

Palob Godalhi (26)

HWK-290 (20), Dorsal Turret (3), Intelligence Agent (1), Cloaking Device (2)

 

Manaroo (40)

Jumpmaster 5k (27), Attanni Mindlink (1), Extra Munitions (2), Proton Torpedoes (4), K4 Sec Droid (3), Unhinged Astromech (1), Feedback Array (2), Guidance Chips (0)

 

Talonbane Cobra (35)

Kihrahz (28), Attanni Mindlink (1), Inertial Dampeners (1), Engine Upgrade (4)

 

 

Though Int Agent or Feedback Array (or both) could be dropped for initiative bids, but they're cheap and add options - I especially like Feedback on Manaroo because if you have to pass Focus/TL to Talonbane you still have offense.

 

The nice thing about this list is that Palob will get a LOT of hate early on (that he's in a decent position to survive), letting Manaroo and Talonbane roll up and do damage while Palob's dying. I do like Palob's chances as a late-game ship against most Aces, as he can steal tokens from them to survive/deal damage, and ruins at least part of Omega Leader's plan.

Palob doesn't NEED to be cheap to be effective, but there's nothing wrong with running him on the cheap if you like it that way.  Keep in mind that a strategy involving a continually cloaked Palob is just asking for trouble though (that cloaking device WILL fail!).  I prefer to use it as an excellent early game positioner, and then maybe use it again later, but maybe not (situationally depending).

 

However, you'd be MUCH better off putting Mindlink on Palob as well, instead of putting inertial dampeners on Talonbane.  Really! ;)

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Intertial Dampeners not only isn't necessary. It also cripples your entire link.

Palob should have Attanni as well and I'm not sure I want Manaroo firing torps when she could be supporting a 5-dice Talonbane. I think I'd work that Intelligence Agent to my favor and keep her blocking. Perhaps:

 

 

Talonbane Cobra (28):

  • Attanni Mindlink (1)
  • Engine Upgrade (4)

Total: 33 pts

 

 

Palob Godalhi (20)

  • Attanni Mindlink (1)
  • Twin Laser Turret (6)
  • Intelligence Agent (1)
  • Cloaking Device (2)

Total: 30 pts

 

 

Manaroo (27):

  • Attanni Mindlink (1)
  • Anti-Pursuit Lasers (2)
  • K4 Security Droid (3)
  • Unhinged Astromech (1)

Total: 34 pts

 

 

With the 3 pts left, you could either give:

  • Cloaking Device to TBC
  • Stygium Particle Accelerator to Palob (because why not?)
  • Feedback Array to Manaroo

And still retain a small initiative bid for TBC. Or give Palob the Moldy Crow title, but I think that's the inferior choice.

That Intel Agent would work overtime, but it would immensely reward your team with timely blocks and safe getaways (in Palob's decloaking case).

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