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Give me some Kimogila ideas!

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I got a second Kimogila for cheap. Now I want to bring them both to the table. 

Since I do not have much experience with this craft, my call goes out to you to share some experience. Of course I could just eyeball some janky list, but with table time being really scarce for me, I'd like to avoid at least a part of the learning curve. 

 

Regarding the ship:

From the little experience I have, I tend to making them cheap, because they never lasted long when I played them. But this may be due to me playing them badly or pairing them badly. Maybe you have any ideas on pairing or advice on approaching with them?

Them not lasting long for me makes the ship weird for me, since I somehow feel tempted to use the white reload action. But when the ship is gone and still has some ammo on board, the reload is somehow wasted. What is your experience, is the reload action a bait, or have you found them to be ever-slugging ammo boats of doom? If so, how? 

The ship screams bullseye, but how realistic is it to achieve? Three points worth it for the white barrel roll, or just go for marksmanship? 

The named pilots, Torani and Dalan - their abilities are potent on paper, but they also rely on the bullseye. I like this thematically, do you like it on the table? 

 

Regarding the list :

I toyed around on yasb, but nothing did really excite me. 

I will present them anyways, feel free to tare them apart. 

 

#1: all medium salad

I went for the cheap approach, filling in ini 3 medium bases 

 

Torani Kulda (48)
Marksmanship (1)

Dalan Oberos (45)
Marksmanship (1)

Zuckuss (45)
Trick Shot (4)
Fire-Control System (2)
4-LOM (2)

Sol Sixxa (46)
Skilled Bombardier (2)
Seismic Charges (3)
Total: 199

View in Yet Another Squad Builder 2.0

 

#2: Bobagila

Three ships only, but good old Boba could tank upfront and enable the other two, or mop up in the late game. 

Torani Kulda (48)
Marksmanship (1)
Contraband Cybernetics (2)

Dalan Oberos (45)
Marksmanship (1)
Contraband Cybernetics (2)

Boba Fett (86)
Elusive (3)
Perceptive Copilot (8)
Contraband Cybernetics (2)
Total: 198

View in Yet Another Squad Builder 2.0

 

#3: torpedoes for the win

Doubling down on the torpedoes, adding a formidable blocker and some coordinates for the most potent torpedo shots 

Torani Kulda (48)
Marksmanship (1)
Proton Torpedoes (13)
Contraband Cybernetics (2)

Dalan Oberos (45)
Marksmanship (1)
Proton Torpedoes (13)
Contraband Cybernetics (2)

Lando Calrissian (29)
Tactical Officer (6)

Unkar Plutt (29)
Cikatro Vizago (1)
Proximity Mines (6)
Cloaking Device (4)
Total: 200

View in Yet Another Squad Builder 2.0

 

#4: joust and flank

Fenn and Lando work for me, now with new compatriots

Dalan Oberos (45)
Marksmanship (1)

Cartel Executioner (41)
Marksmanship (1)

Fenn Rau (68)
Outmaneuver (6)

Lando Calrissian (29)
Tactical Officer (6)
Total: 197

View in Yet Another Squad Builder 2.0

 

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Cartel Executioner (41)
Contraband Cybernetics (2)

Cartel Executioner (41)
Contraband Cybernetics (2)

Cartel Spacer (25)
Ion Cannon (6)

Guri (64)
Outmaneuver (6)
Advanced Sensors (10)
Total: 197

Contrband allows focus on turn arounds. Ion cannon leaves that threat on the table if opponent does spend time going for kimos first. Also an iond ship allows easier bullseye for Kimos. Guri will just eat up ships as they go for kimos and ion cannon

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Captain Nym (47)    
    Ion Cannon Turret (5)    
    Proton Bombs (5)    
    
Sol Sixxa (46)    
    Ion Cannon Turret (5)    
    Proximity Mines (6)  
    
Cartel Executioner (41)    
    Contraband Cybernetics (2)
    
Cartel Executioner (41)    
    Contraband Cybernetics (2) 
    
Total: 200

 

Sol Sixxa (46)    
    Ion Cannon Turret (5)    
    Skilled Bombardier (2)    
    Proximity Mines (6) 
    
Torani Kulda (48)    
    Cluster Missiles (4)    
    R5-TK (0)    
    Munitions Failsafe (1)
    
Cartel Executioner (41)    
    Contraband Cybernetics (2)
    
Freighter Captain (41)    
    Feedback Array (3)
    
Total: 199

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