ExarKurai 2 Posted August 18, 2015 Since I like the looks of the new Kihraxz fighter and Talonbane Cobra's skill I thought I should look into how to make an effective build around it. I could definitely use your opinions.Talonbane Cobra (28) - Push the Limit (3) Serissu (20) - Bodyguard (2) N'dru Suhlak (17) - Lone Wolf (2) Palob Godalhi (20) - Ion Cannon Turret (5) Serissu helps defend Talonbane Cobra while Andrew (N'dru) and Palob takes a flank each. If possible, Palob strips a focus or evade from Talonbane's target to help increase damage. orTalonbane Cobra (28) - Push the Limit (3) Serissu (20) - Bodyguard (2) - "Heavy Scyk" Interceptor (2) - Ion Cannon (3) N'dru Suhlak (17) - Lone Wolf (2) - Cluster Missiles (4) Cartel Spacer (14) - "Heavy Scyk" Interceptor (2) - Ion Cannon (3) In this example Palob has been exchanged to add an some extra punch for Serissu and N'dru with loss of Palobs skill and the turret. What list do you preffer and why? How would you do it? Drop something for Illicit upgrades or modifications? Quote Share this post Link to post Share on other sites
blade_mercurial 2,091 Posted August 18, 2015 The problem with talonbane, is his ability will scare people, so he'll draw all the agro, and I don't think Serissu can save him (especially in the new twin laser turret meta where his bonus green at range 3 is negated by secondary weapons). In fact, I'm not sure how well any of the Khiraxz will do if Twin lasers really become prevalent....they simply do not have the durability to stand up to a constant stream of 1 or 2 damage per enemy ship hitting them. If I were to run Talonbane, I think I would use him as a suicide ship and a decoy. Let the opponent go after him and hope to get 1 good range 1 shot on something with 5 red dice. If he lives after that, then its gravy. So put glitterstim on him and call it a day. At 30 pts, you still have 70 to build a decent squad. I would spend that on something with decent firepower so the opponent has to choose: go after talonbane on the flank or deal with the rest of my squad. Perhaps throw engine upgrade on him to make him more threatening if I had enough points to spare... Quote Share this post Link to post Share on other sites
SableGryphon 2,847 Posted August 18, 2015 First, PTL isn't a great idea on a Kihraxz. The ship only has two options for actions, neither of which allow it to reposition. Further, it lacks many significant greens. That means a stressed Kihraxz is a dead Kihraxz. Scrap the upgrade. My suggestion would be Crackshot and Glitterstim. You get the same TL and Focus opportunity during the first engagement. You get this by moving into Range 1 and taking TL. At the beginning of Combat, pop Glitterstim Then, attack with TL and Focus, getting on average 5 hits. If they dodge any of them, burn Crackshot to get more damage through. Then the enemy has to choose to shoot at Talonbane, knowing he has super focus, or shoot something else. Scrap Serissu. She I'd terrible. Palob is a great ship, but needs 30 points to make viable. N'dru is best with a missile and Glitterstim. As is, he doesn't fit in this list. Try this: Talonbane + Glitterstim + Crackshot Palob + Blaster Turret + Moldy Crow + Predator Torkil Mux + ICT + Greedo Binyare + Feedback Array 6 Artedil, Zogwort, ExarKurai and 3 others reacted to this Quote Share this post Link to post Share on other sites
Angerland 49 Posted August 19, 2015 First, PTL isn't a great idea on a Kihraxz. The ship only has two options for actions, neither of which allow it to reposition. Further, it lacks many significant greens. That means a stressed Kihraxz is a dead Kihraxz. Scrap the upgrade. My suggestion would be Crackshot and Glitterstim. You get the same TL and Focus opportunity during the first engagement. You get this by moving into Range 1 and taking TL. At the beginning of Combat, pop Glitterstim Then, attack with TL and Focus, getting on average 5 hits. If they dodge any of them, burn Crackshot to get more damage through. Then the enemy has to choose to shoot at Talonbane, knowing he has super focus, or shoot something else. Scrap Serissu. She I'd terrible. Palob is a great ship, but needs 30 points to make viable. N'dru is best with a missile and Glitterstim. As is, he doesn't fit in this list. Try this: Talonbane + Glitterstim + Crackshot Palob + Blaster Turret + Moldy Crow + Predator Torkil Mux + ICT + Greedo Binyare + Feedback Array Sable, if you only had one HWK,which would you run,and what ship would you add? Thought on an Ace with stim and crackshot? Quote Share this post Link to post Share on other sites
markcsoul 2,135 Posted August 19, 2015 Or just put predator on cobra for the same effect basically but no stress. 1 BlackSunSyn reacted to this Quote Share this post Link to post Share on other sites
SableGryphon 2,847 Posted August 19, 2015 Drop Torkil for N'dru + Glitterstim + Homing Missiles + either Crackshot or VI Or just put predator on cobra for the same effect basically but no stress. Not quite the same effect. When you are rolling 5 dice, predator isn't quite as potent as TL. Crackshot further pushes damage through. It's a much heavier first strike at the cost of weaker following shots. Without Predator, the opponent is less likely to consider Talonbane a threat. 1 Angerland reacted to this Quote Share this post Link to post Share on other sites
WWHSD 9,273 Posted August 19, 2015 Talonbane + Glitterstim + Crackshot It seems like he'd play a lot like Jake with Proton Rockets but trading durability and maneuverability for higher damage output after delivering his big hit. They are still a threat after that shot but no where near as scary. Quote Share this post Link to post Share on other sites