Jump to content
ForrestGrump

Khirahz fighters

Recommended Posts

well, I played it again against a buddies double defender list
I call it the tricky **** list cause he flying all over the place, 4k/5k whatevs

but I finally wore him down and won
and I spent a lot more time paying attention to modding my dice and removing his mods
which I suppose is the trick to my list

Share this post


Link to post
Share on other sites
6 minutes ago, ForrestGrump said:

well, I played it again against a buddies double defender list
I call it the tricky **** list cause he flying all over the place, 4k/5k whatevs

but I finally wore him down and won
and I spent a lot more time paying attention to modding my dice and removing his mods
which I suppose is the trick to my list

Most lists take some practice. 

Share this post


Link to post
Share on other sites

lol well its tougher than you think
I am not new to table top games, nor star wars, but I am new to x-wing

but I played battlefleet gothic and 40k/aos/warhammer fantasy for years
some truism's are actually not the ideal choice in this game

like maneuvering to maximize number of shots seems to be inferior to getting modifiers on your shots
which to me is counter-intuitive.  but it became pretty readily apparent

sooo TL:DR
yep, you're right.  lots of practice

Share this post


Link to post
Share on other sites
On 8/7/2019 at 8:44 PM, ForrestGrump said:

I spent entirely too much effort on barrel rolling/jockeying for position

And not nearly enough effort into modifying my shots 

@Hiemfire has the right of it. As a rule, a bad shot with a focus token is as good as a good shot without one. Rate-of-fire is your friend with a heavy swarm, not pretending you're TIE interceptors.

Share this post


Link to post
Share on other sites
4 hours ago, ForrestGrump said:

like maneuvering to maximize number of shots seems to be inferior to getting modifiers on your shots
which to me is counter-intuitive.  but it became pretty readily apparent

That's what I mean by "taking practice." Your practice leading to maximizing the number of modified shots. You can have both but it takes time.

Share this post


Link to post
Share on other sites
19 hours ago, Frimmel said:

The only thing for me they really lack over X-wings is the one straight. 

You're mistaken, there's more than that:

- worst hull/shield ratio

- worst secondary weapon slot (Missle vs Torpedo) 

- worst dial to capitalise Afterburners (tallon2 instead of tallon3, hard1 instead of hard3)

and most important:

- lack of boost action which is crucial for blocking abilities on low Ini ships and arc doge abilities on high Ini ships. 

It's why they haven't seen much play until recent points reduction.

Share this post


Link to post
Share on other sites
4 hours ago, Oldpara said:

You're mistaken, there's more than that:

- worst hull/shield ratio

- worst secondary weapon slot (Missle vs Torpedo) 

- worst dial to capitalise Afterburners (tallon2 instead of tallon3, hard1 instead of hard3)

and most important:

- lack of boost action which is crucial for blocking abilities on low Ini ships and arc doge abilities on high Ini ships. 

It's why they haven't seen much play until recent points reduction.

You missed the qualified "for me" in my post. You are correct about all those differences but the thing I really miss is the one straight. I like them for being simple really. No s-foils open or closed et al. I tend to think of the one straight as the most important maneuver. I like the way they look and I enjoy flying them despite the flaws you have outlined.

Share this post


Link to post
Share on other sites
5 hours ago, Oldpara said:

You're mistaken, there's more than that:

- worst hull/shield ratio

- worst secondary weapon slot (Missle vs Torpedo) 

- worst dial to capitalise Afterburners (tallon2 instead of tallon3, hard1 instead of hard3)

and most important:

- lack of boost action which is crucial for blocking abilities on low Ini ships and arc doge abilities on high Ini ships. 

It's why they haven't seen much play until recent points reduction.

I've been flying a decent amount of mass Belbullabs.  The fact that they have a boost--and can link it into a Focus or Calculate, while keeping their 3 red dice--is really nice.  Now, I'm not sure it's worth the fact that they give up a Hull compared to an X-Wing, but the Belbullab is a ship I've pretty much always had fun flying.

Share this post


Link to post
Share on other sites
On 8/10/2019 at 3:57 AM, Oldpara said:

 

and most important:

- lack of boost action which is crucial for blocking abilities on low Ini ships and arc doge abilities on high Ini ships. 

It's why they haven't seen much play until recent points reduction.

I'm still lobbying for a Vaksai config that gives the ship a white boost action.  Apparently we can't get that until at least one wave AFTER the K fighter gets a re-release though (if the past card packs are an indicator).  

Share this post


Link to post
Share on other sites

I have had moderate success with the list below (when always focusing as noted above).  It gives you 5 attacks at i5.  It's biggest downfall though is the lack of a 1 forward on the Kiraxksfz.  This would allow them to keep a much larger kill cone against arc dodgers in the first engagement.  Also, it needs to stay in formation as long as possible.  

I think Mike Doyle's list does a much better job of acing someone before they can engage than this one, although I won't be able to get it on the table until later this week.  Does anyone know if he has given it a name yet (if he chooses Gold Squadron Special that is fine, but one city doesn't get to control every list with 1 pilot)?

 

Black Sun Ace (41)    
    Swarm Tactics (3)    
    
Ship total: 44  Half Points: 22  Threshold: 3    
    
Black Sun Ace (41)    
    Swarm Tactics (3)    
    
Ship total: 44  Half Points: 22  Threshold: 3    
    
Talonbane Cobra (50)    
    Swarm Tactics (4)    
    
Ship total: 54  Half Points: 27  Threshold: 3    
    
Kavil (43)    
    Swarm Tactics (4)    
    Dorsal Turret (3)    
    Veteran Turret Gunner (8)    
    
Ship total: 58  Half Points: 29  Threshold: 4    
    
Total: 200    
    
View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZsZ200Z123X132WWWWWY123X132WWWWWY119X132WWWWWY85X132W137WW90WWWW&sn=Mercenary Death Squad&obs=

Edited by Whalers on the moon

Share this post


Link to post
Share on other sites

What about this then?

 

Drea Renthal (49)    
    Dorsal Turret (3)    
    
Ship total: 52  Half Points: 26  Threshold: 4    
    
Cartel Marauder (38)    
Ship total: 38  Half Points: 19  Threshold: 3    
    
Cartel Marauder (38)    
Ship total: 38  Half Points: 19  Threshold: 3    
    
Cartel Marauder (38)    
Ship total: 38  Half Points: 19  Threshold: 3    
    
Cartel Spacer (28)    
    Cluster Missiles (5)    
    
Ship total: 33  Half Points: 17  Threshold: 2    
    
    
Total: 199 

Share this post


Link to post
Share on other sites

Put this on the table last night:

  • Talonbane Cobra (Predator) 52
  • Viktor Hel (Predator, Stealth Device) 52
  • Graz (Predator, Cloaking Device) 53
  • Serissu (Marksmanship, Autoblasters) 43

Two bonus red dice abilities, Serissu keeping everyone else dying more slowly, plus with unpreventable crits from time to time.  TBC, Viktor Hel, and Serrisu form a bit of a jousting group, able to use their high initiative to kill stuff, with Graz flanking with speed enhanced by Cloaking Device.  Grand-scheme, maybe Afterburners would be better, but I think it's nice to try out less-played upgrades sometimes.

Share this post


Link to post
Share on other sites

Ok I have two very similar lists.  Which do y'all prefer...

New Squadron

(85) Boba Fett [Firespray-class Patrol Craft]
(1) Composure
Points: 86

(38) Cartel Marauder [Kihraxz Fighter]
Points: 38

(38) Cartel Marauder [Kihraxz Fighter]
Points: 38

(38) Cartel Marauder [Kihraxz Fighter]
Points: 38

Total points: 200

 

Or this variation

New Squadron

(74) Emon Azzameen [Firespray-class Patrol Craft]
(5) Proton Bombs
(5) Cluster Missiles
(2) Predator
Points: 86

(38) Cartel Marauder [Kihraxz Fighter]
Points: 38

(38) Cartel Marauder [Kihraxz Fighter]
Points: 38

(38) Cartel Marauder [Kihraxz Fighter]
Points: 38

Total points: 200

 

Boba is obviously the better pilot with the better pilot ability

But eman has some real options

 

I am kinda unsure which would be better.  Durability vs versatility

 

Share this post


Link to post
Share on other sites
12 hours ago, theBitterFig said:

Put this on the table last night:

  • Talonbane Cobra (Predator) 52
  • Viktor Hel (Predator, Stealth Device) 52
  • Graz (Predator, Cloaking Device) 53
  • Serissu (Marksmanship, Autoblasters) 43

Two bonus red dice abilities, Serissu keeping everyone else dying more slowly, plus with unpreventable crits from time to time.  TBC, Viktor Hel, and Serrisu form a bit of a jousting group, able to use their high initiative to kill stuff, with Graz flanking with speed enhanced by Cloaking Device.  Grand-scheme, maybe Afterburners would be better, but I think it's nice to try out less-played upgrades sometimes.

Info missing. Results?

Share this post


Link to post
Share on other sites
1 hour ago, Hiemfire said:

Info missing. Results?

Felt decent.  Graz was able to zip up diagonally, get to the side/rear and never rolled fewer than 4 dice.  Talonbane died in the 2nd round, but the fact that he even lived to the 2nd round was probably due to Serissu.  Serissu had a few crits go through due to Autoblasters.  Viktor Hel contributed, giving out a few stress, too.  But my opponent also got whammied by one of nastiest crit chains I've ever seen, so I don't read too much into it.

All in all, a decent squad.  Maybe not top-tables-large-tournaments, because it's mostly a higher-init jousty list with some nice perks, but it's not trash.

That Serissu really feels like a nice piece.  The Autoblasters/Marksmanship combo is nice mathematically, but it doesn't make a lot of sense to me geometrically on most ships which can bring it.  B-Wings?  Probably not.  Gunboats?  Naw.  T-70 seem decent, if you're willing to give up on the highly-cost-efficient defensive boost of Heroic (50% of a Hull Upgrade, for 20% of the cost).  But Serissu seems right with it.  She's got high enough agility and mobility to justify it, and never gives up attack dice, since Scyks only have 2 dice normally.  Meanwhile, the defensive rerolls can make a difference... One evade is often enough to live into the next round of fighting, and demand an extra attack and maybe makes another attack itself.

I can totally see slotting AB/MMS Serissu in pretty easily.

Share this post


Link to post
Share on other sites

Got another game in with it.  Still feels like a decent list.

Serissu's ability was good for at least a half-dozen Evades over the course of the game.  Talonbane again was the first to die, but he put out three solid attacks (including 4 dice into Kylo, and that's his job.  Graz contributes, and Viktor is a surprisingly sneaky-decent ace.

Lost in the end to 1/2 on both Kylo and QD (killed two naked SFs), with 1/2 on Viktor and Serissu (who took the last shield off of QD with a sneaky R2 crit through a gas cloud).  Kylo rolled the Evades he needed to get out of a potential lethal shot from Viktor on the last attack.

I worry about the viability vs high init aces, but this list can really bully lower to mid initiative stuff.

Share this post


Link to post
Share on other sites

This seems...interesting

Ketsu Onyo (70)   
    Fearless (3)   
    IG-88D (3)   
    Shadow Caster (3)   
   
Ship total: 79  Half Points: 40  Threshold: 5   
   
Viktor Hel (44)   
Ship total: 44  Half Points: 22  Threshold: 3   
   
Graz (46)   
Ship total: 46  Half Points: 23  Threshold: 3   
   
Captain Seevor (30)   
Ship total: 30  Half Points: 15  Threshold: 2   
   
   
Total: 199 

Share this post


Link to post
Share on other sites
On 8/25/2019 at 10:51 AM, FTS Gecko said:

Having a blast (pun intended) flying my 5 X Cartel Marauders at the European Championships in Krakow this weekend.

how was your time at European Championship`? get any Wins with this list?😀

Share this post


Link to post
Share on other sites
7 hours ago, Whisco said:

how was your time at European Championship`? get any Wins with this list?😀

Almost made the cut.  Went 4-1, then narrowly lost my final game against Imperial aces.  It literally went down to the last roll of the game.

Ended with 4 Kihraxz left on the board Vs Vader and Soontir; went after Soontir but just couldn't make the damage stick.  All credit to my opponent, fully deserved the win, was a really tight game and a lot of fun.

My other loss was in round 2 against Rebel Beef, which finished the game with Ten Nunb, Cassian and Braylen all still on the board, but with only 4 health left between them.  Kihraxz were wiped.

Wins came against Seperatist Droids, 2 x Imperial lists and an Obi/Anakin list.

Lot of fun had, met a lot of great players from around the continent and finished as close as you can get to Day 2 without actually making it.  Would have loved to get the Kihraxz on stream!  😆

Share this post


Link to post
Share on other sites

CINQUE.  PREDONI DI CARTELLO.

Made the cut at the Italian GC, 3rd placed Scum list on the day, 15th overall.

I was not alone.  3 X Cartel Marauders with.  Catpain Seevor and Torkil Mux appear to be "A Thing".

Lost my knockout round match against Palpshuttle and 2 Delta's, very close game, ended 31-40.  The Shuttle had 2 health left IIRC, and one Defender was one shield away from half health (but I was never catching that).

Other losses over the weekend came against Obi/Anakin/Torrent and a Grevious Seperatist Droids list - only the second time I've come up against the Droids, the asteroid interactions caught me off guard.

Another great X-Wing weekend, and much love for the hospitality of the team and players here!

Share this post


Link to post
Share on other sites

I was just playing around in YASB and came up with the following variant of the three Cartels that might have some merit.

Cartel Marauder (38)

Cartel Marauder (38)

Cartel Marauder (38)

Black Sun Enforcer (46)

M3-A (Inaldra) (31)
Tractor beam (2)
Afterburners (6)
Total (39)

Total 199

Edited by underling
Correct post

Share this post


Link to post
Share on other sites
On 8/9/2019 at 8:04 AM, Frimmel said:

The only thing for me they really lack over X-wings is the one straight. 

Totally agree with this. I've had lots of fun with that. Just fly. No interactions to remember or manage. No combos to set up or have to explain. Firing arcs on targets. Also easy to set up and tear down at the game venue.  With a 1 straight I might fly that as much as my ARC-170 lists.

You don't have five though. I like your list. Might give that a shot myself.

 

Five Kz is the list in Flight Simulator I hate seeing the most. They're essentially the ultimate, "Can you chew through it, though?" litmus test. Questionable AI or not (not talking about the rolls), Fly Casual is a great way to gauge just how strong your squadron actually is.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...