K-Wing Builds

By J1mBob, in X-Wing

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) [30]

3 BSPs

[96]

not sure what else to add. Cluster mines? Seismics and FCS?

Well, we got time. gotta wait seven years until wave 7 gets here

That's awesome. Warden gonna lead the charge! I'd probably go ASLAM and upgrade to the PS4 K-Wing, but that's just me. I think Cluster Mines or another pair of Nets would not go amiss, or you could go with ASLAM and Ion Bombs in case a mini/swarm shows up (four Headhunters all the way to eight TIEs, they are not going to want to see Ion Bombs). But even the one Int Agent will allow you to SLAM close to where you think Fel or Vader will wind up, or even try for a bump, and then just sic the Blues on them.

oh right! I knew I was forgetting something...

editing!

oh right! I knew I was forgetting something...

editing!

Ah there we are. Yeah with only two points I'd definitely look at Ion Bombs or PS4, but the more I think about it, the more I think the Ions are going to get you mileage.

speaking of, those ion bombs may be a great asset to fat Miranda, and maybe what gets Miss Missile Miranda off the ground (if such a build ever can get off the ground).

They're perfect for giving her positioning superiority over the enemy and allowing her to A-SLAM into a TL on one turn (dropping the bomb before SLAM) and, the next turn, manuevering to where you know the enemy will end up the next

Miranda (29)

*C3po (3)

*Ion Bombs (2)
*A-SLAM (2) for the TLs

*Extra Munis (2)

[38]

*Homing Missiles (5)

[43] or 46, if the advanced version are good enough to throw on, too

54 points is an interesting leftover amount (enough for super Dash, sans EU)

I doubt she'll ever upseat Mr Corn, though

Edited by ficklegreendice

I like Esege w/ TLT and recspec.

It will pair well with Fat Han, or in a 3 ship list like Biggs and maybe something like Keyan.

As for Miranda, an optimal build doesn't really pop out. I kind of like Autoblaster Turret + engine + crew of choice. She definitely will need some testing. I think she needs to be less than 42 points otherwise Corran is the better buy imo.

Wardens will definitely be the best mine platform.

I was really excited for the k-wing as a potential successor to Corran in my Dash list but so far there does not appear to be much that can make it the offensive powerhouse Corran already is. Sure, Miranda, can be more survivable potentially but her damage output will still be pretty paltry in comparison even with TLT. I'm still cautiously optimistic but is doesn't look good to me. Perhaps she wasn't intended to be able to replace him but I'm not convinced.

What you all think?

well of course she wasn't intended to straight up replace him (that'd be powercreep)

she is a ps 8 pilot with access to shield regain, which hints that she was supposed to be provided a viable alternative which, personally, I don't believe she does

best you can do is capitalize on TLT and the 2 guaranteed damage mitigation (shield from ability = c3po) and run her at a sort of economic 29 + 6 + 3 = 38 points which is the same as Corran with only PTL, so 6 to 7 points cheaper

poor girl's stiff as a board and half as flexible with that weapon-disabled SLAM and the damage she outputs isn't terribly impressive though (4 dice at range 1 when applicable, however)

which leads me to believe she could make for a halfway decent ord platform, firing phantom levels of dice even at range 3, but a lack of EPT will always hamper her as a supposed ace or fat ship

Okay I know I've been a bit fixated on the power-builds for K-Wings with Miranda, bombs, turrets, and more bombs, but what about the budget side of things? We all know how to spend 2-5 points on a B-Wing, squad dependent, but what do you think are the minimum upgrades for a K-Wing?

2 pts: ASLAM (what can I say, I like SLAM)

3 pts: ASLAM, Intel Agent

4 pts: Autoblaster Turret, Ion Bomb

5 pts: ASLAM, Weapons Engineer

If I only have 25 points to spend, I'm not sure I'd take a K over a Y or B, but I think a pair of ASLAM Wardens has potential (and some major intimidation factor). I'm actually quite proud of that last one though, and I would call it on-par with Advanced Sensor Bs: ASLAM into a blocking position or hopefully out-of-arc, take a pair of Locks, and you have options the following turn. Keeps your opponent guessing more than a standard single Lock, and odds are good you might be able to pull off a TL/F 3-dice turret shot the following turn, and maybe even the one after that. Two of those running around would have me concerned!

Edited by Tsiegtiez

problem with the 25 point limit is you'll have to not only compare it to the B, but to the Y.

i.t.o turret, in pretty skippy that the TLT is simply superior for 1 measly point more.

a 2-die primary is absolute garbage when you're clocking in at 2 academy pilots (which is a good thing, 2 3-dice PWTs are more than enough to muck up the game), which leads me to believe we'll have to drop some points into the K despite the 1 agility vulnerability (and it is a big vulnerability)

My guess is SLAM with int agent will also double as a powerful defensive tool (just not against other PWTs, because they're such a well designed mechanic <_< ). Taking into account SLAM combined with a garbage jousting value and limited use bombs/mines, the K-wing may turn out to be one of the most skill intensive, maneuver dependent ships in the game.

sadly, they will be disproportionately punished by the fact that other PWTs exist in the game until we get a more general auto-thrusters .Hopefully it won't be too bad.

basically,

the K has a horrible profile for cost (both offensive and defensive)

the K has an amazing new action (and can take int agent :D !) which really synergizes with bombs

horrible base profile and amazing bomb synergy will probably require extra points be spent, regardless of horrible base profile

the K will require skillfull maneuvers to keep alive in the face of its higher cost and crap profile

PWTs don't give two ***** about your skillful maneuvers

Edited by ficklegreendice

Lot of solid points, Fickle. I mentioned the Y-Wing too specifically because I think 24 points for a Gold with Twin Laser Turret is a fantastic value. The 2ATK primary turret of the K is lucky to deal one or two damage, ever, while the TLT has a solid chance of doing one or two damage against 3AGI targets and an approaching-100% chance of doing two damage to ≤1AGI targets. Two TLT Golds is 48 points and sixteen health, and can go with almost anything.

I agree that the K-Wing is going to need skillful flying, points invested, solid accompaniment, or all three in order to distinguish themselves; I am super excited for ASLAMing Cluster Mines and Conner Nets but their primary turret isn't exactly a draw. I think ASLAM and Weapons Engineer will make for a formidable pair of grunt Ks, but the third ship is a crucial ingredient to that list, never mind the possibility of going with more upgrades anyway (EM + AdvHMs comes to mind). I'm excited to see what pans out!

(...still need that dial though...!)

What are thoughts on the K-wing as a "flex" ship?

Warden, autoblaster, Intel agent, bomb of your choice is 28-30 points. Against arc dodgers, Intel agent can help the rest of your squad, and autoblaster creates a no-go zone. Against high HP, low AGI stuff, you've got the Primary steadily wearing away shields and hull. It makes a good blocker with Intel Agent and SLAM. The bomb can be used to shore up weaknesses against any particular problem build.

gotta say, the combo of int agent and the highly situational but affordable auto-blaster is very intriguing

problem is it costs as much as ASLAM or Extra Munis

gotta say, the combo of int agent and the highly situational but affordable auto-blaster is very intriguing

problem is it costs as much as ASLAM or Extra Munis

Edit: forgot the other shoe! The downside is the Wardens aren't offering a ton of damage themselves, and will have trouble with a large quantity of ships or high-damage arc dodgers: Fel or Whisper could chew through a K each in three turns, no problem, while the K is having a hard time hitting back for all that much. That's where I think you'll be looking to use your Int Agents to adjust course proactively, possibly SLAMing one to cause the other to bump so as to have an AutoTurret shot at Fel/Whisper.

Edited by Tsiegtiez

I think between blocking, bomb dropping, and Autoblastering, there are a lot of things it can do against an Arc Dodger that start limiting what the dodger can do to the rest of your list, which is fine. Remember, that Soontie can't go for range 1 against this build, because that's Autoblaster territory. So it's at least 3 turns of 3 hits with no green successes for Fel to knock out a Warden solo in 3 turns. It will almost certainly be 4, and could easily be 5.

3x Wardens
Each with 2x Cluster Mines and Extra Ordnance

33 points a-piece.

You drop a whopping 36 templates onto the field.
If you can get all of them to pop off, that's an incredible 27 expected damage .

Which face no mitigation, and minimal impact on your actual attacks, and cost you an expected 6 damage total from your attacks to launch all zigs.

Tasty Tasty murder, and the great consternation of Brobots.

Oh no joke, I already plan on running two Wardens with ASLAM, EM, Clusters and Nets; part of my problem there was resigning myself to buying four Punishers just for the Cluster templates! Not exactly bitter about that since the article though!

did we get the official wording on cluster mines?

going by the article, it's just 2 dice per template. That doesn't sound even remotely impressive against the fat nonsense we have to face routinely (except corran and soonts)

Oh no joke, I already plan on running two Wardens with ASLAM, EM, Clusters and Nets; part of my problem there was resigning myself to buying four Punishers just for the Cluster templates! Not exactly bitter about that since the article though!

I do think it works better with Punishers, as they do the same shenanigans for 2 points cheaper per ship.

2x Enhanced Scopes on two of them, and promote the third to Deathrain.

Or 3 sets of Autothrusters.

'Course, the Punishers don't have Slam, and they don't have Turret Primaries, so it's a wash :)

Edited by DraconPyrothayan

did we get the official wording on cluster mines?

going by the article, it's just 2 dice per template. That doesn't sound even remotely impressive against the fat nonsense we have to face routinely (except corran and soonts)

any Edited by Tsiegtiez

yeah just found out

still seems weak for 4 points, especially knowing my horrible rolling

put the fear of god into fatties, this will not :(

yeah just found out

still seems weak for 4 points, especially knowing my horrible rolling

put the fear of god into fatties, this will not :(

Well, each time they roll over one of your daisy chains of Doom! , they are expected to take 2.25 damage... basically a 3 die attack that completely ignores their damage mitigation.

They also are at a particular disadvantage here because Large Based Ships, while fast, are not nimble, and cannot dodge them nearly as well as... anyone else.

Exactly. While there Large ships have the health to shrug off Mines easier, they also have a much harder time avoiding them in the first place.

As far as rolling, well, I can't help you there! "Just Hits" has the same chances as Evades, and we all know how reliable they are. Still! Mines get around tokens, Thrusters, and certain droids, which is all to the good.

As far as rolling, well, I can't help you there! "Just Hits" has the same chances as Evades, and we all know how reliable they are.

conner net for life

As far as rolling, well, I can't help you there! "Just Hits" has the same chances as Evades, and we all know how reliable they are.

conner net for life

CONNER4LYFE

Seriously excited for the Nets, you can't argue with the efficiency every time they connect. Net, EM, ASLAM, and you have my basic K-Wing good to go.

int agent, too!

it turns your K into basically a net itself :P