K-Wing Builds

By J1mBob, in X-Wing

int agent, too!

it turns your K into basically a net itself :P

Oh hey Fel! Where are you going? Oh, neat! Okay, so, move, SLAM, ASLAM, Conner Net...awesome.

int agent, too!

it turns your K into basically a net itself :P

Oh hey Fel! Where are you going? Oh, neat! Okay, so, move, SLAM, ASLAM, Conner Net...awesome.

You know that dial thingy that you use to move? Yea you didn't need to bring bring that :lol:

int agent, too!

it turns your K into basically a net itself :P

Oh hey Fel! Where are you going? Oh, neat! Okay, so, move, SLAM, ASLAM, Conner Net...awesome.

You know that dial thingy that you use to move? Yea you didn't need to bring bring that :lol:

Just realized that it's a danged shame that the Empire doesn't have a ship with SLAM and Crew, 'cause Mara Jade would love it.

Heres one I'm thinking of giving a go. With Horton being the easiest first target I'm hoping they'd go for him first and then have to deal with Tarn and/or Miranda both obnoxious endgame ships. If they leave Horton be that TLT and his ability will hurt.

Horton Salm (25)

Twin Laser Turret (6)

R2 Astromech (1)

Miranda Doni (29)

Twin Laser Turret (6)

Recon Specialist (3)

Tarn Mison (23)

R7 Astromech (2)

Shield Upgrade (4)

OK the build I will post is not optimal, its very not optimal, it will loose to most list, but its hell of fun


100 points


PILOTS

Miranda Doni (49)
K-Wing (29), Autoblaster Turret (2), Advanced Proton Torpedoes (6), Extra Munitions (2), Concussion Missiles (4), Chewbacca (4), Advanced SLAM (2)

Jan Ors (31)
HWK-290 (25), Twin Laser Turret (6)

Airen Cracken (20)
Z-95 Headhunter (19), Veteran Instincts (1)

So its 7 dice at range 1 in front, 6 dice at ranges 2-3, and if oponent is smart enough to get out of your front arc you still can give them 4 dice of red fun, uncancelable at range 1. Your combo pieces are fragile, and will die like flies, but still, fly casual, roll 7 red :D

So you're telling me, if Miranda had an EPT - we would see a 5 dice autoblaster - hrm... lack of EPT seems to be good design...

Esege Tuketu
K-Wing

Blaster Turret

Extra Munitions

Recon Specialist

Proximity Mines

Proximity Mines

Advanced SLAM

Chewbacca
YT-1300

Push the Limit

C-3PO

Lando Calrissian

Engine Upgrade

Lieutenant Blount (20)

Adv. Homing Missiles

x2 Warden Squadron Pilot (80)

TLT

EM

Prox Mines

Connor Nets

Adv. SLAM

This what I've been running for most of wave 7. The list relies heavily on zone control and shutting down whole areas of the map.

Garven

BB-8

Dutch

TLT

R7-T1 (godly on him and other Y-wings 'cuz it'll get his TLT out of range 1)

Esege

Adv.SLAM

Recon Specialist

Either TLT or Proton Bombs + Extra Munitions

99 - 100 points

Lieutenant Blount (20)

Adv. Homing Missiles

x2 Warden Squadron Pilot (80)

TLT

EM

Prox Mines

Connor Nets

Adv. SLAM

This what I've been running for most of wave 7. The list relies heavily on zone control and shutting down whole areas of the map.

Necromancy!

Good list, though.

Necromancy!

Good list, though.

The list has a high skill floor, but once you get the hang of knowing when to SLAM or when to TLT games get easier. In one of my first games I rushed into my opponent with SLAM and my K's flew right past his ships, taking them out of the fight for nearly 3 rounds. I realized that I could have reduced speed and dropped prox. mines a more formidable attack. I got carried away with SLAM because it's so much fun!

I chose the lowest pilot skill on the K's so I would have a better chance of placing my bombs right on top of the enemy ships.

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 don't typically run 3p0. I usually run r2-d2, though I could see the benefit of running 3p0. I've found her indestructable with R2D2. Haven't lost her once yet.

Poe Dameron

BB-8

PTL

Warden Sq. Pilot (32) x2

EM

Prox. Mines

Seismic Charges

Adv. SLAM

I decided to reduce the amount of points I was spending on my K's. I put too many points into them and I never used all the ordinance in one game. Since they only roll one defense die they almost always explode to TLT and aces can get into range one anyways. I cut the Connor Nets and added a seismic charge. This allows the K's to drop two bombs a turn rather than one. This should allow you to use all of what you spent points on. I cut Blount and added Poe for a more threatening Ace. Poe is maneuverable enough that he should be able to arc dodge most ships, or get into the TLT donut hole.

Let me know what you think of the changes.

Let me know what you think of the changes.

I've got a similar list with PtL/BB-8/IA/Plasmas on Poe, and both Wardens have TLTs and Intel Agents. I like the Bomb setups like you have but honestly they don't do as much good, steady work as the TLTs. Plus to make the Prox Mines/Clusters/Nets as effective as I want, I have to get much, much closer with the Wardens than I prefer. They're a brilliant team and being able to flip some dials and SLAM into the way, before Poe obliterates them, is fantastic, but they work better for me when I SLAM to set up my run, arc out to have a single Range 3 TLT shot at something, and then SLAM away. Repeat! Especially if your opponent is trying to take out Poe, the Wardens are incredibly efficient.

My favourite K-wing build at the moment.

Warden Sqn - Conner Net, EM, Seismic Charges, Adv SLAM and Bombadier x2

Warden Sqn - TLT, Recon Specialist

Probably not the best build in the galaxy but I've had a lot of fun with it. The bombers do their thing, laying traps everywhere while the gunship snipes away as an escort and distraction.

Don't underestimate the K-wings standard turret, especially when you close in.

I will be trying these immortal bastards tomorrow at my flgs. Great mobility and survivability on all ships.

Miranda Doni (29)

Twin Laser Turret (6)

C-3PO (3)

Poe Dameron (31)

Predator (3)

R5-P9 (3)

Autothrusters (2)

Green Squadron Pilot (19)

Push the Limit (3)

Chardaan Refit (-2)

Wired (1)

Autothrusters (2)

A-Wing Test Pilot (0)

Total: 100

I will be trying these immortal bastards tomorrow at my flgs. Great mobility and survivability on all ships.

Miranda Doni (29)

Twin Laser Turret (6)

C-3PO (3)

Poe Dameron (31)

Predator (3)

R5-P9 (3)

Autothrusters (2)

Green Squadron Pilot (19)

Push the Limit (3)

Chardaan Refit (-2)

Wired (1)

Autothrusters (2)

A-Wing Test Pilot (0)

Total: 100

Your list is pretty close to the one that won me a Summer Kit championship last Sunday.

I just had Chewbacca on Miranda instead of the droid and Lone Wolf on Poe instead of Predator.

It's a pretty solid list, just pay attention to being blocked/focus fired with Poe as he's not so hard to bring down without a Focus on his own.

I just bought a K wing, so I command that this thread, through the power of necromancy, RISE AGAIN and divulge its secrets!

Also, what the hell FFG? I was tot's ready to be running Juke-Jan-TLT on Miranda, for a jaw dropping good time and a offensive use out of the evade (as well as requiring 3 damage a turn to get a net gain of damage on her) only to learn that the combo for rebels is very situationally useful on Horton with a support ship, or a HWK with a EPT, or the attack shuttle which already has a great 3 dice attack...

Or if I decided to break the bank and get 3 misthunters and run them with jukes and jammers... the true submarines...

Anyways, where was I with this thread necro? OH right, K wings!

Do you guys find this ship to work well in a list supporting 2-3 ships that have a standard forward facing attack?

What about running Y wings with turrets and using this thing as a missile and torp delivery boat?

If my friend only ever runs interceptors and phantoms (sometimes uses a decimator), should I even bother with this ship and just go back to flying 4 A wings ( the bane of fell and whisper and all things that don't like to be blocked. Seriously, 4 A wings feels overpowered ).

I feel like I need 4 ships to be able to counter my opponents pure aces lists, and I cannot seem for the life of me fit the named pilots of this craft into a list, usually due to the darn lack of a EPT slot! I usually end up taking a ship to support them and then I only have room for a single ship and I end up with a below average damage dealer with a support ship and a useless fodder ship.

Any tips and experiences flying/facing these lumbering crafts?

Also, what the hell FFG? I was tot's ready to be running Juke-Jan-TLT on Miranda, for a jaw dropping good time and a offensive use out of the evade (as well as requiring 3 damage a turn to get a net gain of damage on her)

FFG made the right call not giving Miranda an EPT. She wound up being the best pilot of Wave 7 as-is; could you imagine how obnoxious she'd have been with, say, Lone Wolf & C-3P0?

Commanded by the powers of Necromancy I shall enter the thread of the K-Winger's. I've only skimmed through the thread but somehow or another it seems to have missed out the joys of Tactician equipped TLT K's, whats not to like about rebel Stress Control on a platform that isn't an individual Y-Wing? They are the cornerstone of my present list which I'm hoping to take to my FLGS's summer tournament at the end of May. List reads as follows-

Guardian Squadron Pilot (25)
Twin Laser Turret (6)
Tactician (2)
Seismic Charges (2)
Guardian Squadron Pilot (25)
Twin Laser Turret (6)
Tactician (2)
Seismic Charges (2)
Gray Squadron Pilot (20)
Twin Laser Turret (6)
Bomb Loadout (0)
R3-A2 (2)
Seismic Charges (2)
BTL-A4 Y-Wing (0)
Total: 100

Everything's PS4 to help give me an edge over the dreaded U-Boats, everything can double stress,everything has a seismic charge! The Seismic Charge's were a case of what to do with the past 6 points in my list? Rather than me being fully committed to the bomber cause which I can see many of the posters in this thread I just view them as something that great for pushing through an extra point of damage on a stressed ship rather than a game winning strategy.

there's also the chadwick bomber, re-purposed onto the k

Guardian

*homing missile

*extra munition

*seismics

*g-chips/LRS

[34]

not sure how it'd work since there's no 32 point rebel that jumps out at me, but there is the fact that TLT sabine seismics Miranda and r4-d6 Biggs takes it to 101 points and makes me very sad

Also, what the hell FFG? I was tot's ready to be running Juke-Jan-TLT on Miranda, for a jaw dropping good time and a offensive use out of the evade (as well as requiring 3 damage a turn to get a net gain of damage on her)

FFG made the right call not giving Miranda an EPT. She wound up being the best pilot of Wave 7 as-is; could you imagine how obnoxious she'd have been with, say, Lone Wolf & C-3P0?

would've been worth it for the PS 10 seismic drops :(

If you want to kill aces, the K wing is your ship. This is my preferred build, and there was a reference article a few days ago on how to perfectly hit people with a Connor net, complete with pictures and tons of different situations. You can hit an ace with a connor net if they are within range 3 of you.

Warden (23)

Advanced Slam (2)

Sabine Wren (2)

Extra Munitions (2)

Connor Net (4)

You already know exactly where your target is, it just takes practice to know what combination of maneuvers will get you there. Soontir? No actions 2 damage = dead. Omega Leader? Don't care who you have target locked, 2 of these and you're dead. This ship is very vulnerable to control though. Ion cannons, stress, and tractor beams will really ruin your day.

Has anyone flown a KAAAZZ or KAAZZZ type list yet? Does having more bodies help?

there's also the chadwick bomber, re-purposed onto the k

Guardian

*homing missile

*extra munition

*seismics

*g-chips/LRS

[34]

not sure how it'd work since there's no 32 point rebel that jumps out at me, but there is the fact that TLT sabine seismics Miranda and r4-d6 Biggs takes it to 101 points and makes me very sad

Wedges (or Wes Janson)

*veteran instinct

*BB-8

*integrated astromech

[32]

I tried Wedges + 2x of your guardians (just swap the seismic charge for an autoblaster turret) and that's not so bad. I think the list can be good versus uboats with Janson and the autoblasters were usefull in front imp aces... The real problem is the lack of firepower to rapidly shut down a ghost (i was severely kicked by a Wedges + Kanan list)