Corran Horn (35)
—Push the Limit (3)
—Engine Upgrade (4)
—Fire-Control System (2)
—R2-D2 (4)
—>48 points
Miranda Doni (29)
—Twin Laser Turret (6)
—Advanced SLAM (2)
—Dash Rendar (2)
—Extra Munitions (2)
—Conner Net (4)
—Cluster Mines (4)
—Advanced Homing Missiles (3) [reveal-dependent!]
—>52 points.
Two PS8 small ships that can each regen a shield a turn as needed. We all know Super Corran is pretty effective if he doesn't get focus-fired too early, but I'm extremely excited about Miranda and all the toys she gets to bring. The Conner Nets sealed the deal for me; two of those dropped while SLAMing around the board is painful enough, and I figure Cluster Mines will offer up some extra hurt against highAGI/highPS targets like Vader and Fel. The idea's going to be to Conner Net a VIP target that Corran can then double-tap, but of course that's easier said than done.
Miranda gets the TLT for her regeneration more than anything, especially against lowAGI targets where she might not even see her damage output drop. Plus of course if anything is in Range 1 she can shunt shield power to the guns and use a 4-dice primary! I'm hoping the Advanced Homing Missiles turn out to be usable outside of firing arc, but if they aren't I think she might prefer the Plasma Torpedoes.
I think Dash is going to be a fantastic accompaniment to the TLT overall, because anything that can take it will want to sit at Range 3 anyway and putting an obstacle in the way is even better; a K-Wing rolling two or three greens on defense is going to take a LOT longer to put down, and she doesn't care what rocks or debris are in the way. On that note, I would probably take the three largest rocks with this squad for that reason (Corran is likely to Boost/BR around obstacles anyway).
I would sincerely appreciate any input or critique!
Corran Horn / Miranda Doni : REGENAGA
You know what, I've never considered Dash on the Krack wing. It does make a lot of sense though. You can even shoot on a rock which is crazy.
One thing I think you need to consider with the K-wing is what roll do you want it to play. Long range sniper w/ TLT. Close in brawler with maybe ICT or just the primary that Doni can buff. Bomber or Missle/Torp carrier. You kind of gave it everything. I don't think that is a wise move.
Also, even with shield regen, you have to remember the K-wing is a Y-wing with a Shield upgrade. It will go down silly quickly to focused fire. I wouldn't throw 52 points on one.
Edited by Jo JoYou know what, I've never considered Dash on the Krack wing. It does make a lot of sense though. You can even shoot on a rock which is crazy.
Edit: as for the rest of your post, well, that's kind of the idea. Miranda is designed to be adaptable since Corran is locked in as a dogfighter. Come up against a fat turret, and the TLT offer consistent damage while she regains a shield a turn. Arc dodging aces like Vader and Fel warrant the bombs; drop a Net or Cluster in front of them for straight damage without bringing green dice into it. Buff swarms like BBBBZ are to be outmanoeuvred and chipped away at, and any time Horn or Doni get bumped and blasted they can peel off to recover a bit (and depending on the map, they can either get out of the fray entirely or just dodge arcs while they retaliate).
As for her role, Miranda is there to get uncomfortably close and press her advantages. Her payload gives her teeth, but flying into Range 1 and unloading with a boosted primary with a TL or Focus (ideally both, thanks to an Advanced SLAM the turn before). The TLT is a way to engage her ability every turn if need be, without sacrificing damage the way a primary attack would. Dash and the TLT together give her a rather severe advantage at Range 3, and I'm hoping the Advanced Homing Missiles work out-of-arc so that she can pump them to 4 dice as she flies past someone.
I agree that focussed fire is her weakness, much the same as it is for Corran, so obstacles, setup, and approach are going to be very important. But unless the opponent has 4+ ships I'm relatively confident Miranda SLAMing at PS8 can dodge anyone of lower PS.
Edited by TsiegtiezCorran Horn (35)
—Push the Limit (3)
—Engine Upgrade (4)
—Fire-Control System (2)
—R2-D2 (4)
—>48 points
Miranda Doni (29)
—Twin Laser Turret (6)
—Advanced SLAM (2)
—Recon Specialist (3)
—Extra Munitions (2)
—Conner Net (4)
—Ion Bombs (2)
—Advanced Homing Missiles (3) [reveal-dependent!]
51 points.
I feel like recon specialist and TLT play really well together. Even advanced slam and recon specialist to get range and spend tokens defensively will be pretty useful.
Corran Horn (35)
—Push the Limit (3)
—Engine Upgrade (4)
—Fire-Control System (2)
—R2-D2 (4)
—>48 points
Miranda Doni (29)
—Twin Laser Turret (6)
—Advanced SLAM (2)
—Recon Specialist (3)
—Extra Munitions (2)
—Conner Net (4)
—Ion Bombs (2)
—Advanced Homing Missiles (3) [reveal-dependent!]
51 points.
I feel like recon specialist and TLT play really well together. Even advanced slam and recon specialist to get range and spend tokens defensively will be pretty useful.
Definitely not a bad idea on anything that shoots twice! RecSpec is probably my favourite crew upgrade, but I'm usually more inclined to put them on something with AGI 2. Miranda might be able to warrant that at Range 3 and/or behind obstacles of course. I'm just not sure I'd want to give up the damage offered by the mines in order to make that switch.
Depending on how exactly those mines work I might agree.
Depending on how exactly those mines work I might agree.
That's the trick haha. I'm hoping it's one damage per token, but we'll see; if they require dice rolling I might not be as thrilled, although I do like the amount of space they take up.
It also depends on the dial. I love Corran lists and I like Ten Numb but if Miranda goes down as easy as Ten Numb with 2 extra shields it's not going to be very effective.
It also depends on the dial. I love Corran lists and I like Ten Numb but if Miranda goes down as easy as Ten Numb with 2 extra shields it's not going to be very effective.
I'm not all that concerned! I'm hoping for a Y-Wing dial at worst (probably not as bad as the HWK), but I'm sure it will be interesting. At this point we know it has a 2-Straight green and a 3-Bank that isn't red, so I'm pretty confident the K-Wing has enormous repositional capacity with SLAM. Miranda at PS8 will be able to steer clear of quite a few common dangers, but of course has a disadvantage against fat turrets (sans Dash, because if needs be she can SLAM into Range 1 of an HLC Outrider and out of Range 3 of a MangoRider). Compared to Ten, even if the Sullustan has an Engine Upgrade, I'll take Miranda every time! At least, in a two ship list haha
I hope you're right about the white 3-bank. That'll be enough, but I don't trust article "information" like that, lol.
I'm going to be practicing various Corran/Doni lists using a y wing dial and acting like the K-turn doesn't exist.
I hope you're right about the white 3-bank. That'll be enough, but I don't trust article "information" like that, lol.
I'm going to be practicing various Corran/Doni lists using a y wing dial and acting like the K-turn doesn't exist.
I think that's probably the smartest bet though! I can't see them giving the K-Wing a K-Turn because it'll have at least a 2-Turn, I should think, and two of those is basically the same thing. I think Y-Wing dial without koiograns is smart practice! Let me know how she handles!