Maximizing Kyle Katarn's Pilot ability

By wildfyre, in X-Wing

For those of you that don't know about Kyle Katarn's ability, it allow his to give one of his focus tokens to a friendly ship at range 1-3. Some people will not give him upgrades, which I have found horrible if you're fighting an imperial TIE interceptor swarm (or any imperial swarm :blink:). I've experimented with different upgrades for him (and some of you probably know this trick already. :)) but I've found that giving him a blaster turrent, push the limit, recon specialist, and a stealth device or hull upgrade allows him to stay alive longer and could possibly gain 4 focus tokens a round. Plus he could gain 2 extra attack dice on range 1-2 attack for only 1 focus token.

For those of you that don't know about Kyle Katarn's ability, it allow his to give one of his focus tokens to a friendly ship at range 1-3. Some people will not give him upgrades, which I have found horrible if you're fighting an imperial TIE interceptor swarm (or any imperial swarm :blink:). I've experimented with different upgrades for him (and some of you probably know this trick already. :)) but I've found that giving him a blaster turrent, push the limit, recon specialist, and a stealth device or hull upgrade allows him to stay alive longer and could possibly gain 4 focus tokens a round. Plus he could gain 2 extra attack dice on range 1-2 attack for only 1 focus token.

Kyle runs best with Moldy Crow, Blaster Turret, and Recon Specialist. Moldy crow banking focuses will save you far more damage than a hull upgrade. Stressing a Hawk is a bad plan, unless they have Nien Num.

How would he get four focus tokens in a round? You're limited to one type of action per round.

Also I've had great success with Kyle running Opportunist. Rolling four dice with a ton of focus tokens is very nice.

d'oh ninjaed

Edited by ixdta39

I would argue that the best use of Kyle's ability is to take ICT rather than Blaster Turret. Blaster Turret takes one token to use, and another to modify. Every time I've used him I've been torn between attacking and actually making use of his ability, and attacking usually wins out. The bottom line: if you just want a Blaster Turret carrier, don't pay extra points for an ability you'll never use.

Then you obviously haven't banked enough on Kyle before he got into actual combat.

I like this build, which I borrowed from someone else: Kyle + PTL + Engine + Ion + Chewbacca

Engine means arc dodging. Ion means actively keeping ships pointed the wrong direction. PTL means you can boost and focus when you want to arc dodge and still have a modified shot, or you can TL + F to almost ensure 3 hits to get that Ion through, or you can pass the Focus to help a ship and use TL for reroll, or save focus for defense with TL for reroll. Chewy keeps you alive as well. He certainly is a great upgrade for the HWK. Increases the HP of the 2 agility HWK to 7, getting close to a Bounty Hunter!

Then you obviously haven't banked enough on Kyle before he got into actual combat.

That's because I obviously feel that including both Recon Spec and the Crow title is too heavy an investment just to make basic attacks viable on a support craft. Use one or the other, but not both. Those extra points, few as they may be, will go a long way toward making your non-support elements that much more effective, which will be crucial if you're trying to dump 30+ points into a lone HWK.

Edited by WonderWAAAGH

For those of you that don't know about Kyle Katarn's ability, it allow his to give one of his focus tokens to a friendly ship at range 1-3. Some people will not give him upgrades, which I have found horrible if you're fighting an imperial TIE interceptor swarm (or any imperial swarm :blink:). I've experimented with different upgrades for him (and some of you probably know this trick already. :)) but I've found that giving him a blaster turrent, push the limit, recon specialist, and a stealth device or hull upgrade allows him to stay alive longer and could possibly gain 4 focus tokens a round. Plus he could gain 2 extra attack dice on range 1-2 attack for only 1 focus token.

You can't push to get more focus tokens.

Kyle runs best with Moldy Crow, Blaster Turret, and Recon Specialist. Moldy crow banking focuses will save you far more damage than a hull upgrade. Stressing a Hawk is a bad plan, unless they have Nien Num.

For those of you that don't know about Kyle Katarn's ability, it allow his to give one of his focus tokens to a friendly ship at range 1-3. Some people will not give him upgrades, which I have found horrible if you're fighting an imperial TIE interceptor swarm (or any imperial swarm :blink:). I've experimented with different upgrades for him (and some of you probably know this trick already. :)) but I've found that giving him a blaster turrent, push the limit, recon specialist, and a stealth device or hull upgrade allows him to stay alive longer and could possibly gain 4 focus tokens a round. Plus he could gain 2 extra attack dice on range 1-2 attack for only 1 focus token.

You can't push to get more focus tokens.

Kyle runs best with Moldy Crow, Blaster Turret, and Recon Specialist. Moldy crow banking focuses will save you far more damage than a hull upgrade. Stressing a Hawk is a bad plan, unless they have Nien Num.

Put opportunist on him for 4 attack dice with the Turret

I honestly agree with Waagh when it comes to 100 point games. Ion and Recon. But in Epic the 31 point build is absolutley beastly.

he is a nice companion to a P5-P9 astromech, but i agree, either attack or support

Edited by sigidi

Too many points. And stressing a HAwk regularly is a bad plan.

I honestly agree with Waagh when it comes to 100 point games. Ion and Recon. But in Epic the 31 point build is absolutley beastly.

As a matter of both precedence and principle, I disagree with your agreement with me.

<shrug>

When combined with Garvin, I really like the offensive boost he gives to 2 ships. And the Blaster Turret is some nasty offense with a pile of Focus tokens. But, the choice of Turret is a choice that comes down to playstyle, I guess. But the Moldy Crow title is needed when you are using Kyle to pass off tokens. If gives you versatility if you lose your action.

It may still be a long while away but.. Kyle with Jan (crew), determination, ICT, Moldy Crow. Sure you are yielding less focus than with RecSpec but the focus you're passing around also has the option to become an evade. Also Jan doesn't have to actually be on the HWK to be passing out evades, all thatb is required is the pilot receiving Kyle's Focus is within 1-3 of whatever ship the Jan Crew is on

Katarn+Recon Specialist (24)

Dutch+R2-D6+Draw Their Fire (25)

Biggs+Shield Upgrade (29)

22 points for a fourth ship or upgrades.

Beastly Action Economy.

Biggs Focuses, Dutch Target Locks and gives Targetlock to Biggs, Katarn Focuses and gives focus to Dutch. 5 Actions on 3 ships.

he is a nice companion to a P5-P9 astromech, but i agree, either attack or support

The HWK doesn't have an astromech slot...

I usually run Kyle with Recon Spec, Moldy Crow and either Blaster or Ion Turret. Ion Turret is a nice choice assuming you've got plenty of offensive firepower in the rest of the list. Blaster is good if you need to keep your firepower up but it will reduce your ability to support. Waaagh is right in that you could probably do without the MC title card if you're running it with ICT, it's just nice to have if you want to TL with the HWK as well or you happen to get bumped.

the astro is not on kyle, but on another ship, which gets the focus from kyle

Edited by sigidi

This list looks like a lot of fun to me:

Kyle Katarn + Ion Cannon Turret + Recon Specialist + Moldy Crow

Jake Farrell + Push the Limit + Outmaneuver + A-Wing Test Pilot + Chardaan Refit

Garven Dreis + R2-D6 + Veteran Instincts

Bandit Squadron Z-95

Also tinkered with removing Outmaneuver and Garven's astromech and slapping an Assault Missile on the Bandit.

I'm still too new to the game to surmise how competitive it would be, but it seems like fun to have all these dudes making Jake go Beast Mode every turn.

My current team with Kyle is as follows

Kyle Katarn + Veteran Tactics+ Ion Cannon Turret + Recon Specialist + Moldy Crow

Dash Rendar + Ion Cannon + Outrider

Gold Squadron Pilot + Ion Cannon Turret

granted I am only playing friendly matches with my 2 friends I end up getting to the end very easily cause they focus on me and I just run them off the board or in to the Asteroids cause I circle around the Asteroids and edge of the board as I see fit. But it works great so far I still need to go to a shop and try it out in a match there. One match I had at least 8 to 10 tokens on him and would pass one off and use one but once I got over 6 I didnt need to take anymore.