Kihraxz Builds

By Jo Jo, in X-Wing Squad Lists

I'm actually now more excited for this ship than any other in Wave 7. It looks a bit weird but I think it will be a solid performer. **** FFG is going to make me buy at least 4.

Here is something I've been thinking about:

Black Sun Ace + Predator + Glitterstim x 2

Torkil Mux + ICT + Rec. Spec. + Dampeners

Leachos + DTF

= 100

Torkil will drop an opponenet down to PS 0 where the BSA's can take full advantage of the 2 re-rolls with predator. They'll essentially have TL + Focus when attack an opponent. Glitterstim is there for when Torkhil dies and they need the extra buff in defense, especially if they are blocked. Leachos is there just to take some crits off Torkil or the BSA's if Torkil dies.

Anybody got any other builds besides the obvious 5 Cartel Marauders?

Edited by Jo Jo

Black Sun Ace + Expert Handling, x4

4 Marauders + Ion Scyk seems like it could be fun.

Black Sun Ace + Expert Handling, x4

Should be really good against anything PS 4 and below. Against higher PS the barrel roll and dropping of TL will be a lot less effective.

I also like.

Black Sun Ace + Determination + Dampeners x 4

Makes your whole squad immune to pilot crits. Can be quite handy especially since you have 16 hull.

Talonbane Cobra (Lone Wolf, Glitterstim, Engine Upgrade)

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

100 points

2 Black Sun Aces with Predator and 4 Binayre Pirates. I've flown it a bit and it's pretty solid.

As someone pointed out when I first mentioned this list the card art for the Ace is a single ace paired with 2 Z's, which is how I've been flying it.

Black Sun Ace + Expert Handling, x4

Should be really good against anything PS 4 and below. Against higher PS the barrel roll and dropping of TL will be a lot less effective.

Agreed. However, against higher PS, the Barrel-Roll is still effective, though as a mobility tool rather than arc-dodging, and your sheer numbers help A LOT.

It also completely shuts down Fire Control Systems :)

I think aboui it

2x Black sun Ace + Serissu ( hull upp + determination + title + mangler ) + 1x Syndacate Thug + title and ion turret + uninghed astrom.

The idea is to put Serissu Behind the Black sun Ace for a defense re-roll and use the Y as a flanker to ionize the opponent's ships and keep them on fire.

That's a good point.

I've managed to test the following out and I am really liking it:

Guri w/ LW, virago, SJ, ID & AT = 40

3 cartel marauders = 20 x 3

100

Guri is a fantastic closer and with 4 ships throwing 3 attack each, it can burn down turrets fast and even against swarms/jousters, trading the marauders for enemy ships leaves me in a favourable endgame with Guri vs. not much else...

I also like the idea of:

Talonbane w/ Lone Wolf, glitterstim & engine upgrade

2 blacksun aces w/ predator, glitterstim and either clusters or concussions (I think one of each might be ideal)

I considered hull upgrades on the aces, but I find the extra damage from missiles ends up being more useful (provided you can get them off...)

Palob package (blaster, recon, crow) [30]

Seri (swarm) [22]

Predator Ace, stims [28]

Cartel K [20]

?

Kath w/ pred,K4

2 x Blk Sun Ace w/ pred, GS

100 pts

:)