K-wing: How much is too much?

By Squark, in X-Wing

So, having picked up the K-wing yesterday, I am naturally trying to fit it into a list. However, I'm finding the points add up quickly- A warden squadron pilot with TLT is 29 points. Add in extra munitions and a Conner Net, and you're up to 35 points. That's quite a few points for something with only 9 HP and 1 agility (Similar to the B-wing, true, but the survivability of a B-wing is only impressive when it's cheap). Am I overloading the ship?

One other thing occured to me- A gold squadron Pilot with the same loadout is only 30 points. Is the extra shield and slam action* worth it?

*Which doesn't even help you drop Connor Nets unless you pay even more points!

No definitive answer yet. What else are you giving your opponent to shoot at? K-wing's big advantage over Y-wing is the lack of a donut hole and ability to bug out with slam when advantageous.

That Twin Laser Turret isn't a necessity. K-wing's got a passable primary as it is and every turn you fire ordnance you don't fire the TLT.

I'm in the same boat. Looking at a list with 2 Warden's and Jake. Trying to figure out if I want extra munitions for the net and cluster mines, or advanced slam and less ord.

I agree with Blue Five. Do not feel obligated to put a TLT on every K-Wing just because...focus on what you want that ship to accomplish. If you want to drop bombs, load it out appropriately. You still have a 2 attack PWT to support your bomb dropping. You may want to take advanced slam for your bomb droppers to make it a little be easier to move around quickly and position yourself for range 1 PWT shots on the following turns. If you want to play a defensive Miranda, I recommend TLT and probably zero else in the way of secondary weapons or bombs. A bunch of naked K-Wings with TLT is probably not going to be an efficient use of your points.

Yup. I've only had a few successful games thus far with a single K wing, but my opinion seems to be that you either go with just TLT or you go with Bombs (with optional ordnance). I feel like you should be able to grab a 4-5pt missile with moderate success (since you're getting a second for free - you already have EM for your bombs), but I haven't had success with it. Perhaps I need to switch up the rest of my list to something more dangerous.

Miranda should have a TLT. Period. On a bomber, I'm finding that I prefer IA or Bombardier. Not sure what else would really go well. I also have yet to play a bomber K wing without AdvSL.

Is the warden with Connor net or proximity and munitions fine without advanced slam? Those extra two points seem like a lot on the ship.

I played my first K-Wing game last night and found I only used SLAM once. And that was on turn 1. I really didn't need to spend the points on Adv. SLAM. Now YMMV, and I'm not sure it isn't more important to a bomb heavy K that wants to Get Outta Dodge. But on a torpedo carrier with a turret I really didn't need it.

A: never enough

More seriously, the K is either a bomber or miranda first and everything else 2nd

Apart from miri, the y is almost an entirely superior tlt carrier (sheer point efficiency; 5 whole points less for -1 hull)

A-slam with mines is just stupid essential. You simply can't uturn into a conners--> face without it

SLAM makes the Non-miri K. The difference between it and a bomber Y are night and day, with the k being costly but FAR AND AWAY superior. The amount of shenanegans possible only with A-SLAM are incredibly difficult to document.

If using just bombs, though , no need for aslam (bombadier is quite handy, though)

My favorite Wardens are autoinclude conners + munis + aslam

Then it's either int agent (holy **** the shenanigans), autoblaster turret, and 3 bsps or tlt and miri (tlt +c3po and a tlt gold with r4-d6)

So yeah, SLAM is more than worth it. Make sure you're running Conner's, though. **** things are game changing + you don't want your 34+ point investment being farted away on bad dice

Edited by ficklegreendice

A: never enough

More seriously, the K is either a bomber or miranda first and everything else 2nd

Apart from miri, the y is almost an entirely superior tlt carrier (sheer point efficiency; 5 whole points less for -1 hull)

A-slam with mines is just stupid essential. You simply can't uturn into a conners--> face without it

SLAM makes the Non-miri K. The difference between it and a bomber Y are night and day, with the k being costly but FAR AND AWAY superior. The amount of shenanegans possible only with A-SLAM are incredibly difficult to document.

If using just bombs, though , no need for aslam (bombadier is quite handy, though)

My favorite Wardens are autoinclude conners + munis + aslam

Then it's either int agent (holy **** the shenanigans), autoblaster turret, and 3 bsps or tlt and miri (tlt +c3po and a tlt gold with r4-d6)

So yeah, SLAM is more than worth it. Make sure you're running Conner's, though. **** things are game changing + you don't want your 34+ point investment being farted away on bad dice

I agree completely, you need to use K-Wings in a specific way, and if you do that; you will be getting some good work done out there in the field.

Pick a plan and stick to it. A lot of the new gear goes great on other ships too.

:)

Connor Nets look and sound awesome, but I just love the idea of 2-3 K-Wings buzzing around the board and doing this all day:

https://youtu.be/3ME5jhsgmB4?t=33s

Okay, thanks for the help, guys. I think I've got the basic idea for my list tonight. If anyone wants to see the specifics, here's the link to the List building forum (It always annoys me when a general thread turns into a list building thread).

EDIT: Added link now that list building thread is up.

Edited by Squark