Some ideas for K-Wing squads: Turbo-Kiting, Push-less Push, and Cardiac Arrest

By ChahDresh, in X-Wing Squad Lists

Here are three squad lists based on the new K-Wing release. I'll post the lists first, then go more into depth with them beneath, because discussing the logic and playstyle seems at least as fruitful as just the lists on their faces.

List one: Turbo-Kiting

Miranda Dondi (29) + Twin Laser Turret (6) = 35

Corran Horn (35) + VI (1) + R2D2 (4) + Fire Control System (2) = 42

Gemmer Sojan (22) + Chardaan Refit (-2) + Stealth Device (3) = 23

List two: Push-less Push

Dutch Vander (23) + Proton Torpedoes (4) + Extra Munitions (2) = 29

Esege Tuketu (28) + Recon Specialist (3) + Plasma Torpedoes (3) + Extra Munitions (2) = 36

Closer (see below)

List three: Cardiac Arrest

Gray Squadron Pilot (20) + Title (0) + Twin Laser Turret (6) + R3-A2 (2) = 28

Jake Farrel (24) + PRockets (3) + VI (1) + Test Pilot (0) + Opportunist (4) = 32

Keyan Farlander (29) + Opportunist (4) + HLC (7) = 40

Now let's go into a little more detail on the concepts.

List one: the plan is to forfeit zero points lost. Ambitious? Maybe. But possible! With 5/4/5 defense dice, Gemmer is a super-unappealing target and can sneak in a damage here and there while the enemy chases the more obvious targets. Miranda and Corran can both hit-and-run with the best of them, regenerating shields all the way. Corran's utility is well understood. This list pairs him with the consistent damage of Miranda's two-attack, three-dice turret, which can easily sacrifice a die against low-AGI targets without losing much in the way of output. All of them can escape tight situations with actions, especially Miranda with her PS9 SLAM, which suggests she should maintain a high speed under most circumstances (to increase the distance covered when she SLAMs).

From turn-to-turn the damage output is not high. Miranda will never do more than two, Gemmer is also quite limited, and Corran uses the turns in which he's not swooping in for a double-tap to position and regenerate. But with some fancy flying it should be quite annoying.

List two: the conceit here is to unleash Focused ordnance without the use of Push the Limit (that is, a Push-less Push). Esege's Recon Specialist and Dutch's pilot ability allow both to launch four-dice ordnance shots with upside and a focus token backing them, twice (thanks to Extra Munitions). This is enough to seriously inconvenience a Decimator or other big ship and outright vaporize an X-Wing sized target. It also leaves 35 points for a closer-- and the list badly needs a closer because once those torpedoes are away those two ships are somewhat underpowered. I'm tempted to throw Garvan in there just to be cute but it doesn't solve the other ships' problems.

It's not quite enough for the Mangler-VI-Numb that's been the topic of much discussion. You could fit a Lone Wolf-R2 Luke in there and split him wide as a flanker. Or you could put a tooled-up Jake in there. I like that idea (mostly because I like flying Jake), but as it's worded I don't think his pilot ability interacts with Tuketu's. Tuketu says others may "use" his focus tokens, while Jake's only procs when he "is assigned" a focus token (or takes the action). A favorable FAQ ruling would make that combo tasty, but unless that happens, I think the proper closer here is Psychic Keyan. He addresses the arc dodger weakness and adds significant dakka dakka.

List three: Okay, you got me. There's not a K-Wing in the list. But it's a list that wouldn't be possible without the K-Wing's Twin Laser Turret, so there.

The basis of the list is to use the title, and the TLT, to unleash three attacks per turn from the Y-Wing, resulting in three stress per turn via R3-A2. This is highly silly. It absolutely shreds Brobots, since the Aggressor depends so heavily on its S-Loops and multiple-action shenanigans, and it opens the door for Opportunist shots from squadmates.

When picking out squadmates I focused on those who could easily cope with Opportunist's stress. Those would be Keyan (via his pilot ability) and Jake (via the A-Wing's forgiving dial). Jake also allows the hunting-down of arc dodgers like Soontir who can bug out at high speed and hope to burn off the stress and return with a vengeance end-game. Slower foes (or those who rely on Engine Upgrade for speed) can be blasted by Kyle, who can Target Lock for his action and get a mini-Push.

I upgraded the Y to a Gray because I had two points to spare. Autothrusters for Jake would probably be better.

So! Three lists, three ideas-- what do you think?

I didn't think that R3 A2 could stress the same target more than once per round. Am I wrong?

I didn't think that R3 A2 could stress the same target more than once per round. Am I wrong?

There's nothing that says it can't; you're just limited to dealing 1 stress per attack.

A ship with, say, BTL-A4 and a Twin Ion Turret would theoretically be able to deal 3 stress in one round.

3 stress, 2 ion tokens, and some damage, for 3 stress to yourself? I'm game :D

Dracon, the Twin Laser Turret doesn't ionize. It's capped at one damage per attack like an ion cannon, but it doesn't dish tokens. It would be overpowered at that cost if it did. Nevertheless, three stress in one go is no joke. As you might expect, the three stress in return (on a not-terribly-maneuverable platform under ideal circumstances) will inevitably result in the Y-Wing's demise. It's essentially a Rebel Doomshuttle. Could be fun!

Scopes, my interpretation is as follows. The BTL-A4 title says "perform an attack" just like the TLT says "Perform this attack twice". On page 10 of the rulebook, it says, "To perform one attack, resolve the following combat steps in order". Step 1 is "Declare target". R3-A2's text says, "When you declare a target". Therefore, R3 will proc on your primary weapon attack AND on each TLT attack.

If my interpretation is correct, you could in theory spray your three shots at three different targets and stress them all. However, I don't think I'd call that a good idea, since each of those ships could then perform a green and clear it all, and when the alternative is a hard shut-down of one target...

Dracon, the Twin Laser Turret doesn't ionize. It's capped at one damage per attack like an ion cannon, but it doesn't dish tokens. It would be overpowered at that cost if it did.

RTFC, me.

Dracon, the Twin Laser Turret doesn't ionize. It's capped at one damage per attack like an ion cannon, but it doesn't dish tokens. It would be overpowered at that cost if it did. Nevertheless, three stress in one go is no joke. As you might expect, the three stress in return (on a not-terribly-maneuverable platform under ideal circumstances) will inevitably result in the Y-Wing's demise. It's essentially a Rebel Doomshuttle. Could be fun!

Scopes, my interpretation is as follows. The BTL-A4 title says "perform an attack" just like the TLT says "Perform this attack twice". On page 10 of the rulebook, it says, "To perform one attack, resolve the following combat steps in order". Step 1 is "Declare target". R3-A2's text says, "When you declare a target". Therefore, R3 will proc on your primary weapon attack AND on each TLT attack.

If my interpretation is correct, you could in theory spray your three shots at three different targets and stress them all. However, I don't think I'd call that a good idea, since each of those ships could then perform a green and clear it all, and when the alternative is a hard shut-down of one target...

Thanks for the clarification, all. The idea of a hard shut down is really neat and is causing me to reevaluate my lists that use astromechs.

I like all three lists! I just have a couple of suggestions:

List 1:

  • Gemmer is actually more survivable with Push the Limit instead of Stealth Device, as you can take Evade and Focus every turn. Average mitigation is 3.5 at range 1 and 3, and 2.875 for range 2, compared to 3.125 and 2.5, respectively. Solid list that looks like a nightmare in the endgame for anything other than Dash/Corran though!

List 2:

  • The 35 point closer I would reach to first would be Jake w/ PtL, VI, AT, Prockets. This puts him at 33, but you could change VI to Outmaneuver for 35, or put an Autoblaster Turret on Dutch. This list does not like rolling blanks though... I think Horton is a better Proton Torp carrier because he is more reliable. You could also run two Bandits with Concussion missiles for 32 points. They would be able to fire their missiles with TL+F much easier with Dutch and Esege around, and concussion missiles naturally change blanks, so they would hit like a ton of bricks. Then you miss out on a closer though, which is a bummer.

List 3:

  • As you said, I would go Gold + AT on Jake. This list seems like a lot of fun to fly! I love opportunist, especially on Keyan.