It is, but it disables your weapons lol. Maybe looking down the barrel of a non-firing ABT is enough to fly someone off the board or something...Yea. But look at how many points you have left. Meh.
Miranda Doni - ABT + Chewie crew or R2-D2 + Seismic
Jan Ors - Lone Wolf + TLT + Rec. Spec. + Moldy
Blue Sqd. - FCS
Jan Ors Snipes from range and Doni moves into for the kill. Blue adds decent firepower as well. 4 dice ABT is just gross.
only thing gross about ABT is how difficult it is to use without numbers or a post maneuver move
![]()
Seems like SLAM is a pretty sweet post maneuver move.
K-Wing Builds
It is, but it disables your weapons lol. Maybe looking down the barrel of a non-firing ABT is enough to fly someone off the board or something...
Yea. But look at how many points you have left. Meh.
Miranda Doni - ABT + Chewie crew or R2-D2 + Seismic
Jan Ors - Lone Wolf + TLT + Rec. Spec. + Moldy
Blue Sqd. - FCS
Jan Ors Snipes from range and Doni moves into for the kill. Blue adds decent firepower as well. 4 dice ABT is just gross.
only thing gross about ABT is how difficult it is to use without numbers or a post maneuver move
![]()
Seems like SLAM is a pretty sweet post maneuver move.
mind games
but yeah, SLAM and lack of EPT make me think the K's a straight up bomber. To me, it just seems the Y is a far more attractive turret platform.
Maybe miranda will get some use as a fattish ship, but the pitiful damage output relative to the likes of corran make me doubt that
the Tie Punisher (really, Redline cause I have no idea what the other one does) seems to be the ordnance carrier, though I can also see sensors + boost being fun with bombs/mines
point is, there's literally nothing else like SLAM in the game for dropping mines (and bombs if ffg gets their wording straight) and imo that's where the K-wing will shine. Sadly, given how amazing Conner Net seems to be, I think I'll be playing the Warden exclusively
I think that Miranda changes the late game meta suh that you do not want to fight a regenerating ship, because it will e very difficult to kill.
Ultimate survival mode Miranda:
TLT + Jan Ors crew (to add evade).
Use Jan for the evade. You need to get three hits to make progress killing this ship. She will kill you through attrition.
Also, the Jan Ors + advanced slam is an interesting combo as well, since you can't Attack, why not get the evade.
Finally, the EU + advanced slam is cool too. Assuming there is a speed 4 maneuver, you could move at speed 9. Good luck catching that.
Granted, I am more of a defensive player.
While looking at these builds, I can't help but feel that C3P0 is better as crew in almost every case... It pains me how much this ship benefits from C3PO... I pray it's not an auto include as it is on most Yt-1300 builds...
I was thinking something like this:
problem with C3po or turning the K into a late game ship is that it's a limp willy that hits like a wet noodle
Soontir is thus far the weakest (raw stats) of all the fat ships that I've seen, and he throws out 3 dice and cancels at least 2 damage a turn between thrusters/evade and more from not getting shot at. Miranda cancels the same between 3po and shield regen, but she has
*less offense, even with TLT
*most likely (dial pending, but come on) less manueverability
*no native boost (4 point tax)
by the time you put her together, Miranda will be a few points short of Corran "badass motherf****r" Horn, and the K-wing is a laughing stock of a fat ship compared to that (r2-d2 regen + evade)
all the above is mainly why I wasn't bitching when we got yet another PWT added to the game. The K is a bomber first, and a turret maybe fifth
(order is bomber, blocker, ordnance, ornament, turret)
I'm sure as hell not slapping another 3 points on a generic (it's such an inefficient ship already) when I could get another set of mines or a more important upgrade (PTL, predator) on another ship. Plus, I got a hunch that Bombardier will be more useful than the text lets on.
Edited by ficklegreendiceWondering if Esege will pair with a couple Golds packing blaster turret. Or maybe Nera...
or Corran's double tap
All I am thinking so far is:
Twin Laser Turret + Tactician. Not even necesarely on a K-wing.
All I am thinking so far is:
Twin Laser Turret + Tactician. Not even necesarely on a K-wing.
your only other option is the HWK
cawcaw!
I woke up this morning in a cold sweat...Wes+2 TLT Opportunist K's...thank goodness it was just a dream.
what's the point of TLT opportunist?
in fact, how're you getting opportunist on ks
what's the point of TLT opportunist?
in fact, how're you getting opportunist on ks
![]()
hence the dream part!
But you could get Opportunist on Kavil! The idea is to get lots of boosted attacks, not just one from Jan.
with a max damage output of 1, TLT makes opportunist pretty pointless aside from making it excessively accurate
not to mention you can't even use it in succession (can't use when stressed). You'd need to have Jan derping around nearby to modify both, and still only produce a maximum of 2 damage.
for raw damage, best stick to blaster
While looking at these builds, I can't help but feel that C3P0 is better as crew in almost every case... It pains me how much this ship benefits from C3PO... I pray it's not an auto include as it is on most Yt-1300 builds...
Your prayers will not be answered. C3p0 will be on everyone with Miranda. It's so obvious and everyone will take him for sure if they are not flying a YT build.
Edited by eagletsi111
C3p0 can't be on everyone. He's unique
not to mention 3 points are a significant investment on an already expensive ship, especially for one as offensively challenged as the K.
I can see him being auto-include with miranda, but I wouldn't throw him on a dedicated bomber that's going to be flinging expendable upgrades and dodging arcs (without shooting back) anyway
I just don't see the need to put Threepio on a K-Wing, I really don't. A heavy investment like Fat Han? Sure! You're protecting a minimum of 49 points before you add anything else! Never mind the 13 HP and 3ATK Primary Turret. But a K-Wing? Really? Why bother?
I'm as excited as anyone about the K-Wing, trust me, but I really feel Threepio is a trap card for that Crew slot. Yes, you help defend your 9 HP by adding a free gimme Evade every round of shooting, but if two or more 3ATK ships get that K-Wing in arc, I don't expect the K to last more than a couple rounds. As others have pointed out, it's a Y-Wing with a shield upgrade.
I think Jan was an inspired Crew choice, props to Megamen there, because yeah, Advanced SLAM gives you the action anyway, so take an Evade that can be helped by your AGI die. Miranda and Esege can both be built to make that work something fierce (although Esege might still prefer Recon Specialist, and have Jan onboard someone else like Leebo or Nera!*).
I'm particularly excited for Dash Rendar and the Twin Laser Turret. Both the K and the HWK are going to enjoy that combo, especially if you bring the big rocks or debris fields.
RecSpec is an obvious choice for Esege, naturally, but I think Bombardier is also going to see a lot of play. Depends on the setup: if you take the Advanced SLAM (and why wouldn't you?) you can set up your TL the turn before you decide to actually attack, and then a Primary or Secondary weapon is good to go. Although speaking of ASLAM, you know who might be a fun crewmember in case of bugout? Leebo! Move, SLAM, ASLAM to freaking Boost. THAT's mobility if you need it!
Depending on the dial, Nien Nunb or Kyle Katarn might be solid choices too. Not sure if there will be any red on there, but it would be unusual for a Small ship if it didn't. Lando could make Esege a bit more risk/reward for the same cost as RecSpec or Threepio. Honestly, the generics might even want to take Weapons Engineer with ASLAM if they have solid ordnance; keep your manoeuvre options open the next turn, right?
There's going to be a huge info-digest period for the K-Wing and I am thrilled haha.
*Oh hot dang, that's a brutal combo: Esege Tuketu and Nera Dantels. Esege takes a Recon Specialist, Nera takes Plasma Torps, Extra Munitions, a Fire-Control System, and Jan in the E/2. THAT could bring some pain: 360° Plasma Torps times two? Nera takes a TL, spends it, uses one of Esege's Focus tokens on the attack, gains a free FCS TL. DANG. Next turn, she can move, Focus (and take a Jan Evade herself) and repeat! I'm going to have to play with that combo, they're PS 5 and 6 so there's some solid options in there (like Biggs) to consider...
there's not much need to take A-SLAM if you're not bringing mines or Esege, imo
also, if you want to do silly ord combos with Esege, you might as well do yourself a favor and run another pilot with deadeye. A focus requirement is so many times more flexible than a TL one, especially on low PS, and since Esege just gives you another one back the cost is moot. With FCS, you get to keep your TL and you'll get Esege's focus for a fully modified attack the next turn.
Edited by ficklegreendice
Agree to disagree on ASLAM, because I plan on abusing SLAM like it owes me money. Crossing the board, recrossing it,
dropping mines all over the place
, the works! (noticed you mentioned mines, my bad!)
Deadeye on Nera is a personal favourite, not gonna lie. Deadeye, RecSpec, FCS, and a pair of Proton Torps made for one heck of a game (wasn't a tourney build whatsoever but she rocked). But now that Nera doesn't have to carry the RecSpec and can take Jan or Nien instead while Esege hangs out with a TLT and RecSpec, never mind the Extra Munitions/Plasma Torp combo, I'm very invested in making that happen! Thanks!
Edited by TsiegtiezI just wish we had a green squadron Z-95 (generic w/ept) or some other way of getting deadeye on ships. Hell, I just wish Deadeye was a default; would save a lot of headache.
Personally, I don't see the K as much of an ordnance ship; not nearly as much as a bomber. Unlike the Punisher (specifically Redline), it's got nothing that specific sets it up to be a missile-boat apart from Miranada's ability not being primary weapon restricted and, indirectly, A-SLAMing into target-locks to set up a pass (kinda pointless strategy with 3-dice PWTs not giving two *****, because they don't **** the game up enough). Problem is poor girl can't take deadeye
I do very much want to stuff a 5 dice, fully modded homing missile down someone's throat someday, though. Hopefully, the advanced version's more affordable cost will be packaged with a similar punch (though it's sad it won't be canceling the opponent's range 3 bonus outside rhymer).
Edited by ficklegreendiceAll right, here we go (final build pending the rest of the spoilers naturally):
Esege Tuketu (28)
─Twin Laser Turret (6)
─Recon Specialist (3)
─Advanced SLAM (2)
─> 39 points
Nera Dantels (26)
─Deadeye (1)
─Plasma Torp (3)
─Extra Munitions (2)
─Fire-Control System (2)
─B-Wing E/2 (1)
─Nien Nunb (1)
─> 36 points
Biggs Darklighter (25)
100 points on the dot. Biggs and Nera have always been a solid combo in my opinion but it was always so hard to make Nera really work without a) breaking the bank, and b) getting blown to bits on the approach. Esege, EM, and Nien help with that! Ever seen a B-Wing K-Turn, and the next turn take a 4-Straight and then fire a TL/F 4-dice torpedo backwards? BLAM.
Maybe not super competitive, but I think it sounds fun for a PS5/5/6 Rebel list!
I just wish we had a green squadron Z-95 (generic w/ept) or some other way of getting deadeye on ships. Hell, I just wish Deadeye was a default; would save a lot of headache.
Personally, I don't see the K as much of an ordnance ship; not nearly as much as a bomber. Unlike the Punisher (specifically Redline), it's got nothing that specific sets it up to be a missile-boat apart from Miranada's ability not being primary weapon restricted and, indirectly, A-SLAMing into target-locks to set up a pass (kinda pointless strategy with 3-dice PWTs not giving two *****, because they don't **** the game up enough). Problem is poor girl can't take deadeye
![]()
I do very much want to stuff a 5 dice, fully modded homing missile down someone's throat someday, though. Hopefully, the advanced version's more affordable cost will be packaged with a similar punch (though it's sad it won't be canceling the opponent's range 3 bonus outside rhymer).
You've got a lot of good points, and I agree about the ASLAM not helping a ton against fat turrets (which, I mean, I think will on the decline as Wave VII infiltrates the tourney scene over the fall and winter). The thing to me is that, while I totally intend on running four Wardens (and making some very confused Dragon Age fanfic in the process), most K-Wing use is going to be one Ace or two potent bomber/ordnance platforms with an Ace or some more beef on the side. Two Wardens with ASLAM and two Gold Ys with TLTs will be pretty beefy, frankly. But I'm already looking at two Wardens with mines and nets to accompany Farlander, for example, and I think ASLAM is going to be a solid part of that.
I think Miranda with a Homing Missile is going to be solid, but I think the (probably) 360° Advanced Homer is going to be a much more convincing option simply for ignoring your own firing arc. Agreed that it's unfortunately not stripping a Range 3 AGI die as well, but if I was worried about that more I'd probably take Plasma torps anyway for the same cost.
a 5 dice, fully modified homing missile is basically guaranteed to slap the stealth device off of soontir even with perfect rolls and thrusters and everything (**** you, evade token), straight up killing him if he doesn't roll above 50% evades after modifiers, and it'll burrow 5/4 damage into the hull of a VT or YT-1300
plasmas would just bounce off Soonts, and provide no benefit once shields were gone
most likely though, you'd never get to shoot either
Sad but true, Fickle. That's part of why I'm so excited for Miranda with TLT and Dash: two shots, one can have four dice, and obstacles can't save the slippery squint prick. Muahaha. Although honestly SLAM->ASLAM->dropping a Conner Net directly in front of him will do the trick for me. No actions that turn, a 1-straight next turn, AND I've burned his Hull or Shield Upgrade (nothing for Stealth Device unfortunately, but an actionless Fel is so much easier to hit that I'd be ashamed if I couldn't knock him down another HP that turn or the next). And Miranda gets to move just before Fel does!
Also I'm bored (apparently) and decided to come up with that Farlander/2xWarden build.
WARDENS OF AGAMAR
Keyan Farlander (29)
─Advanced Sensors (3)
─Stay on Target (2)
─B-Wing E/2 (1)
─Nien Nunb (1)
Warden Squadron Pilot (23)
─Advanced SLAM (2)
─Conner Net (4)
─Extra Munitions (2)
─Intelligence Agent (1)
Warden Squadron Pilot (23)
─Advanced SLAM (2)
─Conner Net (4)
─Extra Munitions (2)
─Intelligence Agent (1)
AS/SoT Farlander is a monster anyway, and devours anyone of lower PS, but giving him access to a green 4-Straight and a pair of Intel Agents on the field make up for what Chiraneau, Fel, Solo, and Fett can usually do to him. Never mind four ASLAM Conner Nets at your disposal for those pesky Ace pilots!
for some reason I completely forgot I could put int agent on Wardens
I was thinking bombadier...but oh god, the possibilities...
so now that's
Warden (munis, net, int agent, A-SLAM) [32]
3 BSPs
[98]
not sure what else to add. Seismics? FCS?*
Well, we got time. gotta wait seven years until wave 7 gets here
Edited by ficklegreendice