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Angerland

Kihraxz list, ideas welcome

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Hello Wing Commanders!

Last night at FFG game center I got to see some of the new ships from GENCON in action. The Kihraxz is a sh I p that really impressed me, especially as a scum player.

I've been trying to figure a list using Talonbane. I've come up with the following as a start at least. I'd love your input into tweaks and filling g out the rest of the list.

Talonbane-EU,glitterstim, Crack shot

Black Sun Ace - Glitterstim, Crackshot

Should leave 61 points to play with.

Talonbane seems to not need much for upgrades, I add engine to make him scary maneuverable. He gets Glitterstim for that one round of awesomeness to add to his already potent ability and Crackshot as insurance of a hit.

The Black Sun ace is there as a wingman for Cobra.

Thoughts?

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On Talonbane, I think I'd prefer Expert Handling to EU or Crackshot.

Barrel-Rolling is going to more reliably get you out of arc, or into Range 3, and is almost as good at getting you into Range 1.

Yes, you'll stress for the privilege, but it's more reliable, less expensive, and breaks your opponents target locks to boot.

 

Math-time!

If you are at Range 2, and an action can put you into Range 1, you will go from 3 dice at .75 odds to 5 at .5. 

Spending an action to move into Range 1 has an average expected outcome of .25 more damage than focusing or target locking.

 

If you are at Range 2, and an action can put you into Range 3, you will go from 2 agility at .625 to 4 agiilty at .325.

Spending an action to move into Range 3 as an average expected outcome of .05 more mitigation vs a focused Range 2 defense.

 

And because Talonbane's ability is adding rather than improving dice, it works even better with further support, like Glitterstim.

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On Talonbane, I think I'd prefer Expert Handling to EU or Crackshot.

Barrel-Rolling is going to more reliably get you out of arc, or into Range 3, and is almost as good at getting you into Range 1.

Yes, you'll stress for the privilege, but it's more reliable, less expensive, and breaks your opponents target locks to boot.

 

Math-time!

If you are at Range 2, and an action can put you into Range 1, you will go from 3 dice at .75 odds to 5 at .5. 

Spending an action to move into Range 1 has an average expected outcome of .25 more damage than focusing or target locking.

 

If you are at Range 2, and an action can put you into Range 3, you will go from 2 agility at .625 to 4 agiilty at .325.

Spending an action to move into Range 3 as an average expected outcome of .05 more mitigation vs a focused Range 2 defense.

 

And because Talonbane's ability is adding rather than improving dice, it works even better with further support, like Glitterstim.

Would EI  be crazy to put on him if you wanted Expert Handling?  TL EI barrel Roll, granted you'll have two turns of ditching stress, but it can be used more as an option to get 'nearly certain 5 hits' at range 1 with TL plus glitterstim.

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My idea of talon bane is, sadly, that he'll suck

Given his price and ship, he's just not going to stack up against the likes of soonts or vader or even xizor. He is simply not efficient, tanky, nor mobile enough.

Buuuttttt I do know one way to keep sh*tty xwing stats alive: Palob (he keeps himself alive with his bonkers ability)

Stripping the enemy of offensive focus goes a long way to making your frail xwing (special k or hwk) last thatuch longer. That added unreliability to the enemy's attack or defense is quite a boon when you're rolling 4 greens or 5 reds.

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On Talonbane, I think I'd prefer Expert Handling to EU or Crackshot.

Barrel-Rolling is going to more reliably get you out of arc, or into Range 3, and is almost as good at getting you into Range 1.

Yes, you'll stress for the privilege, but it's more reliable, less expensive, and breaks your opponents target locks to boot.

 

Math-time!

If you are at Range 2, and an action can put you into Range 1, you will go from 3 dice at .75 odds to 5 at .5. 

Spending an action to move into Range 1 has an average expected outcome of .25 more damage than focusing or target locking.

 

If you are at Range 2, and an action can put you into Range 3, you will go from 2 agility at .625 to 4 agiilty at .325.

Spending an action to move into Range 3 as an average expected outcome of .05 more mitigation vs a focused Range 2 defense.

 

And because Talonbane's ability is adding rather than improving dice, it works even better with further support, like Glitterstim.

Would EI  be crazy to put on him if you wanted Expert Handling?  TL EI barrel Roll, granted you'll have two turns of ditching stress, but it can be used more as an option to get 'nearly certain 5 hits' at range 1 with TL plus glitterstim.

Little bit. 2 stress isn't worth it.

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Only theory so far, as I have yet to get any of the new ships, but here goes:

 

Talonbane Cobra (Lone Wolf, Glitterstim, Engine Upgrade)

Black Sun Ace (Predator, Glitterstim, Shield Upgrade)  x2

100 points

 

Black Sun Ace (Predator, Glitterstim, Shield Upgrade, XX-23 S-Thread Tracers) x3

99 points

 

Boba (Lone Wolf, Recon Specialist)

Graz the Hunter

Talonbane Cobra (Predator)

100 points

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The list I've put together to test out the Cobra is this:

 

Eval + HLC + Outlaw Tech + Tactician + Bossk

Thug + Autoblaster + Title + Unhinged

Cobra + Lonewolf + Glitterstim

 

Set up the 666 and the Y on one corner, Cobra on the other.  Force your opponent to choose who to chase and who to let flank.  Eval's big sweeping boomstick of death backed by focus every turn, minimum, and being able to stress with tactician should be a deterant enough to allow a Lonewolfed Cobra to get on the back lines and wreck face.  Bossk is just the bonus handing out free target locks if the big gun happens to miss a slippery target on any one turn.  The titled thug is perfect in this list as he's almost guaranteed to get ignored until his range 1 death volley makes them take notice (that's essentially 5 dice at range 1, 2 of them autoblastered).

 

I think that you have to force your opponent to choose between trying to kill Cobra quickly (when he's backed by lonewolf on blanks and glitterstim if things look particularly hairy) or really put the hurt on the big cannon wielder.  otherwise, any list where Cobra is the most threatening option will be priority target 1 every time and he's not built to survive that kind of sustained attention.

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Here is my list:

 

Graz the Hunter (25)

XX-23 S-Thread Tracers (1)

Glitterstim (2)

 

Talonbane Cobra (28)

Crack Shot (1)

Glitterstim (2)

Engine Upgrade (4)

 

Palob Godalhi (20)

Predator (3)

Twin Laser Turret (6)

K4 Security Droid (3)

Glitterstim (2)

Hull Upgrade (3)

 

Total: 100

 

I go back and forth on putting EU on Talon or Palob.  As was mentioned, survivability is obviously going to be an issue with the Kihraxz's fighters, hence my inclusion of Palob.  Graz presents a somewhat more annoying target, while also hopefully buffing talon for a proton rocket esque attack early on.  With limited survivability you really need to pack a whallop quick.  In essence my list is: Talon the shooter, Graz the set-up man, and Palob the cleaner.

 

Regardless of how it plays out, this is the first time I've been excited to try out Scum, so there's that!

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