K-Wing Review from Paul Heaver.

By MegaSilver, in X-Wing

My biggest takeaway from that article is that this doesn't seem like a Wave where you're going to be buying tons of duplicate ships. Multiple K-Wings seems less ideal than a single K-Wing supporting a squadron of heavier attackers. I suspect the Imperial side will be roughly the same. The exception will be Scum, who can probably get good use out of 5 Khirahz fighters.

That modified Worlds list looks pretty nasty with all that regen potential.

My biggest takeaway from that article is that this doesn't seem like a Wave where you're going to be buying tons of duplicate ships. Multiple K-Wings seems less ideal than a single K-Wing supporting a squadron of heavier attackers. I suspect the Imperial side will be roughly the same. The exception will be Scum, who can probably get good use out of 5 Khirahz fighters.

If people fall in love with the new mines and want to use extra munitions with them, duplicates might be unfortunately necessary to get the extra mine tokens...

Pretty nice article, I like how he alludes to the K-wing being a "new tool" and not something to fix the metagame, to the disdain of QQers everywhere.

We didn't know the K-Wing had a 3 turn from the last spoiler, right?

Well, now we do, if we didn't.

That modified Worlds list looks pretty nasty with all that regen potential.

Hard to chose which ship to be R2D2 on.

We didn't know the K-Wing had a 3 turn from the last spoiler, right?

Well, now we do, if we didn't.

Ninja'd. I was just doing to post that revelation.

That modified Worlds list looks pretty nasty with all that regen potential.

Hard to chose which ship to be R2D2 on.

We didn't know the K-Wing had a 3 turn from the last spoiler, right?

Well, now we do, if we didn't.

Ninja'd. I was just doing to post that revelation.

I win!

And I think R2-D2 stays on MF. The reason being that they both have a regen option at that point. Move R2-D2 and the k-wing has two regens and the Falcon relies only on C3PO.

My biggest takeaway from that article is that this doesn't seem like a Wave where you're going to be buying tons of duplicate ships. Multiple K-Wings seems less ideal than a single K-Wing supporting a squadron of heavier attackers. I suspect the Imperial side will be roughly the same. The exception will be Scum, who can probably get good use out of 5 Khirahz fighters.

If people fall in love with the new mines and want to use extra munitions with them, duplicates might be unfortunately necessary to get the extra mine tokens...

Probably more for the extra TLT, Plasma Torp and Conner Net cards. I'm thinking third party acrylics will be a better and cheaper source of templates than buying an actual ship.

We didn't know the K-Wing had a 3 turn from the last spoiler, right?

Well, now we do, if we didn't.

Ninja'd. I was just doing to post that revelation.

We also know that none of those are red, since you otherwise wouldn't be able to do SLAM or the free action from Advanced SLAM to drop the Connor Net. It's looking like a pretty good dial already. Perhaps it's more like the TIE Bomber, where you have to swoop in at high speeds or get stressed at low speeds? Or perhaps it doesn't have a K-turn, there has to be something, they mentioned it was "limited".

@3turn

At least if it isnt another error :-D

We didn't know the K-Wing had a 3 turn from the last spoiler, right?

Well, now we do, if we didn't.

That is today's spoiler! I did not think it would have 3's. That makes loaded generic bombers a fantastic option.

That was a good article, with some good fleet suggestions.

It's really great to have a new article each week!

Not sure if this was know either, but it looks like the Conner Nets are almost the same length as a 2 straight. That covers a lot of area (more than half of a large base?).

Not sure if this was know either, but it looks like the Conner Nets are almost the same length as a 2 straight. That covers a lot of area (more than half of a large base?).

My biggest surprise was with the Connor Net. I had forgotten it was planted that way, I thought it was dropped sideways. This way it's certainly more interesting, although it seems smaller than I thought it would be.

It also answered the question as to what happens when it's hit. You do your move, but get no action. You then are ionized for next turn. I know I was a little confused as to when you lost your action. That's pretty cool.

That was a good article, with some good fleet suggestions.

It's really great to have a new article each week!

Hopefully you will like the next one, too. :D

Paul wrote a fantastic article as usual, with some great points. Mine takes a different approach, though.

Good job, Paul! Great stuff.

That was a good article, with some good fleet suggestions.

It's really great to have a new article each week!

Hopefully you will like the next one, too. :D

Paul wrote a fantastic article as usual, with some great points. Mine takes a different approach, though.

Good job, Paul! Great stuff.

Nothing in Wave VII directly counters the strength of Han Solo or Dash Rendar turrets

Not sure I agree with that. There seems like a few things in Wave VII that will counter turrets fairly well. A couple Punishers or Advances with AC and Cluster Missiles are going to melt fat turrets.

Edited by Jo Jo

Nothing in Wave VII directly counters the strength of Han Solo or Dash Rendar turrets

Not sure I agree with that. There seems like a few things in Wave VII that will counter turrets fairly well. A couple Punishers or Advances with AC and Cluster Missiles are going to melt fat turrets.

Advanced with AC and cluster missiles isn't a Wave VII build.

Perhaps it's more like the TIE Bomber, where you have to swoop in at high speeds or get stressed at low speeds? Or perhaps it doesn't have a K-turn, there has to be something, they mentioned it was "limited".

I think you're right about no K-turn. Probably no white 4 or 5 speed either. It would be crazy fast if it SLAMed a 4 or 5 straight, it would be like doing a 9 or 11! Even A-wings max at 7ish, with a 5 straight and boost.

We didn't know the K-Wing had a 3 turn from the last spoiler, right?

Well, now we do, if we didn't.

Ninja'd. I was just doing to post that revelation.

We also know that none of those are red, since you otherwise wouldn't be able to do SLAM or the free action from Advanced SLAM to drop the Connor Net. It's looking like a pretty good dial already. Perhaps it's more like the TIE Bomber, where you have to swoop in at high speeds or get stressed at low speeds? Or perhaps it doesn't have a K-turn, there has to be something, they mentioned it was "limited".

Actually, the 3-turn could still be red. Since the SLAM maneuver is an action, it happens after the check stress step, so choosing a red maneuver for your SLAM won't give you a stress. It's the same quirk that required them to errata Daredevil.

If I had to guess, though, I suspect the K-wing will have a dial that's pretty similar to the Decimator: no red maneuvers, but no K-turn either.

Connors will also limit large base shops with high mobility.

Connors will also limit large base shops with high mobility.

Can't wait to drop one on Dash.