5x Khiraxz (5K) - pros? cons?

By IG88E, in X-Wing

I think some people are missing the point about target control. If my opponent focus fires on Serrisu instead of my closer and still very fragile Kihraxz then I dictated the fight to them. Both the Kihraxz and Serrisu cost the same, and in fact I haven't lost anything more if they focus fire Serrisu, than if I lost a Kihiraxz with its bigger gun.

PS2 Kihraxz are reasonably likely to get PS killed and that is bad for a list that needs to throw a lot of dice to be effective. By encouraging my opponent to shoot Serrisu they are less likely to take the range 1 shot to kill a ship, even better they likely didn't shoot at the ship on the initial engagement and now it sits at full health rather than being damaged and thus more likely to be taken off the board before it shoots.

There are subtle advantages that go way beyond the rerolls on defence, and that is why Serrisu is a subtle Biggs.

On further thought I would likely go with 3 x Maurauder with Glitterstim, Serrisu, and a ZPirate with Feedback (likely) or Dead Man Switch (for a laugh).

I think some people are missing the point about target control. If my opponent focus fires on Serrisu instead of my closer and still very fragile Kihraxz then I dictated the fight to them. Both the Kihraxz and Serrisu cost the same, and in fact I haven't lost anything more if they focus fire Serrisu, than if I lost a Kihiraxz with its bigger gun.

PS2 Kihraxz are reasonably likely to get PS killed and that is bad for a list that needs to throw a lot of dice to be effective. By encouraging my opponent to shoot Serrisu they are less likely to take the range 1 shot to kill a ship, even better they likely didn't shoot at the ship on the initial engagement and now it sits at full health rather than being damaged and thus more likely to be taken off the board before it shoots.

There are subtle advantages that go way beyond the rerolls on defence, and that is why Serrisu is a subtle Biggs.

On further thought I would likely go with 3 x Maurauder with Glitterstim, Serrisu, and a ZPirate with Feedback (likely) or Dead Man Switch (for a laugh).

If it costs the same with one less attack die and will be killed before ever using its ability while forcing you to fly in formation, why not get a 5th with the extra attack die and fly unpredictably?

I think I'd rather have 4 at PS7 than 5 at PS2. Just saying.

not me. Blockers are important, and it's not like you're repositioning.

Id rather have 2 + 2 ion Scyks + a TLT spice runner...

I would like to reactivate this thread due to the new Kihraxz title

Still curious about ideas

Hasn't really changed that much. You get a bit more utility, but overall, all the good upgrades you want to put on them cost 2 points base and therefore will push you over the 20 point mark.

Cartel Marauder - Vaksai, XX23 Thread Tracers, Black Market Slicer Tools, Guidance Chips, Munitions Failsafe x 5

...is the best you will be able to pick up for 100 points on release. Maybe switch BMST for Inertial Dampeners, but BMST lets your blockers get involved.

Up to 4 fully modified shots on the joust and a little bit of extra utility, not a great deal of difference really. The 5K build has diminished quite a bit since it was released due to the emergence of heavy-hitters and burst damage. Where before Kihraxz could soak 2, maybe even 3 incoming shots and still cling grimly to life, now they're in much greater danger of being one-shot and PS killed before they can fire. So many builds out there capable of doing 5+ hits nowadays, you need the health to compensate.

I have flown five Kihraxz many times and it one of my favorite lists. That 5-K is good for getting back in fight with all of them, just gotta do it right time, but usually it takes you far enough to give you engagement for one turn later, or you will be at range 3, best is to get away from range to refocus. Issue with five is that they lack action economy and there wasn't before any space for upgrading. After "Guns for Hire" is out you are able to put 1p upgrades for free, but I have been testing these out in squad builder and at the moment there is not really that many upgrades for them.

When that Vaksai tittle comes out I'm sure that four PS 5 Kihraxz will do better because they have access to free EPT and there is some space for other stuff, actually there is lot of space after you will get that discount from every single upgrade you use. So there is 8p to use for them, that can make them so much stronger, free VI, Attani Mindlink, Crack Shot, Calculation and so on and there is still space for modification upgrades, like Vectored Thrusters and on top even Pulse Ray Shields..or just Hull Upgrade.

I've flowed the fixed Kihraxzeraxes three times on Vassal so far, and they're brilliant as a swarm. I tend to use 4 of then with crack shot (BSAs), rather than 5 paired down ones, but they're just as effective. They nave their natural vulneraability to arc-dodgers (which I'm not complaining about), but their jousting ability is unparalleled. With XX-23s you get enormous firepower for 20-25 points, and all their support options are amazing.

I'm tempted to swap out XX-23s for homing missiles though - they work better against the ship's greatest vulnerability - aces.

On 8/27/2015 at 3:10 PM, WWHSD said:

I think 4 Khiraxzes with Glitterstim and a Z-95 could give BBBBZ a run for its money if the Khiraxz player is able to capitalize on the critical Glitterstim popping round. If one of the Bs gets dropped without the Khiraxzes sustaining much damage it will be hard for the Bs to recover.

I'm thinking that dropping Z-95 and trying only four Kihraxz with more upgrades, Pulse Ray Shields, EPT like Crack Shot or Mindlink for free and top of those could still do Glitterstim or Vector Thrusters. And those would have also PS5, all of your ships shoot first with Focus and/or TL and you might even have that Crack Shot there.

I haven't really seen it discussed much but playing an "optimal" 5x Kihraxz squadron may simply be too expensive to bother with outside of Vassal or casual games

5x thread tracers, munitions failsafe, guidance chips, slicer tools (or mix and match with inertial dampeners as you like). It takes a lot of cards to fill in those "free" slots, and while I could see some people not caring about munitions failsafe or worrying if every slot is filled on every ship, it is technically not an optimal build if you don't pay quite a bit to get there. Maybe harpoon missiles will cost 1 point and be an alternative (doubt it). not to mention you need 3 expansions to get 5 Vaksai title cards.

There is many good EPTs that are free for PS5 Kihraxz. Attani Mindlink, Crack Shot, Calculation, Veteran Instincts, Wired, Fearlessness, Rage and Dead Eye, all these I could use in Kihraxz.

If you choose four PS5 Kihraxz then you have 2p each ship to spend with or 8p to distribute like you want.

So there also is many 2p EPTs that they pay only 1p and that would still leave you 1p that's worth 2p in reality.. But I find 1p and 3p EPTs better than these.. Intensity, Snap Shot, Intimidation, Stay on Target and Wingman.

Here at 3p things get much stronger but leaves your ship without points, but still you can take 1p Illicit for free. Predator, PTL, Outmaneuver and even Swarm Leader, but that needs bit different stuff on the side.

So there is lot of different options that probably makes four better than five ships, on top of these there is at the moment Inertial Dampeners and BMST that can be added for free. And for an example you could fly all of them with Crack Shot, Hot Shot Blaster and Munition Fail-Safe, or another EPT. This would give you hit with your Hot Shot for sure. I even tried to make Squad including Jabba The Hutt, just to get more out of your Hot Shots..

Edited by Zazaa

YV-666: Trandoshan Slaver (29)

  • Jabba The Hutt (5)


Kihraxz Fighter: Cartel Marauder (20)

  • Munitions Failsafe (0)
  • "Hot Shot" Blaster (2)
  • Vaksai (0)


Kihraxz Fighter: Cartel Marauder (20)

  • Munitions Failsafe (0)
  • "Hot Shot" Blaster (2)
  • Vaksai (0)


Kihraxz Fighter: Cartel Marauder (20)

  • Munitions Failsafe (0)
  • "Hot Shot" Blaster (2)
  • Vaksai (0)


-- TOTAL ------- 100p. --

There is two shots for each Hot Shot Blaster and they are backed up with Munition Fail-Safe. This makes your ships dangerous with 360° arc, attack of 3.

Edited by Zazaa
On 8/27/2015 at 0:32 PM, Blue Five said:

Cons?

Gotta buy five K-fighters.

Heh, I have three now; one repaint, one stock, and one body-mod, so I think I'm in for two of the Aces pack, at least. :D

How about a terrifying alpha-strike?

Cartel Marauder (25)

Kihraxz (20), Vaksai (0), Guidance Chips (0), Munition Failsafe (0), Scavenger Crane (1), Homing Missiles (4)

four of those might give three torp scouts a run for their money in terms of efficient delivery of insane damage...

9 minutes ago, Kieransi said:

How about a terrifying alpha-strike?

Cartel Marauder (25)

Kihraxz (20), Vaksai (0), Guidance Chips (0), Munition Failsafe (0), Scavenger Crane (1), Homing Missiles (4)

four of those might give three torp scouts a run for their money in terms of efficient delivery of insane damage...

without deadeye, they need a spotter for that first TL

Edit:

Black Sun Ace (23)
Expertise (4)
Homing Missiles (5)
Scavenger Crane (2)
Munitions Failsafe (1)
Guidance Chips (0)
Pulsed Ray Shield (2)
Vaksai (0)

Black Sun Ace (23)
Expertise (4)
Homing Missiles (5)
Scavenger Crane (2)
Munitions Failsafe (1)
Guidance Chips (0)
Pulsed Ray Shield (2)
Vaksai (0)

Viktor Hel (25)
Expertise (4)
Homing Missiles (5)
Scavenger Crane (2)
Munitions Failsafe (1)
Stealth Device (3)
Pulsed Ray Shield (2)
Vaksai (0)

Total: 100

View in Yet Another Squad Builder

Enough PS to alpha Scouts, and Victor at least is throwing the first shot at PS9.

Edited by Rakaydos
1 hour ago, Rakaydos said:

without deadeye, they need a spotter for that first TL

Edit:

Black Sun Ace (23)
Expertise (4)
Homing Missiles (5)
Scavenger Crane (2)
Munitions Failsafe (1)
Guidance Chips (0)
Pulsed Ray Shield (2)
Vaksai (0)

Black Sun Ace (23)
Expertise (4)
Homing Missiles (5)
Scavenger Crane (2)
Munitions Failsafe (1)
Guidance Chips (0)
Pulsed Ray Shield (2)
Vaksai (0)

Viktor Hel (25)
Expertise (4)
Homing Missiles (5)
Scavenger Crane (2)
Munitions Failsafe (1)
Stealth Device (3)
Pulsed Ray Shield (2)
Vaksai (0)

Total: 100

View in Yet Another Squad Builder

Enough PS to alpha Scouts, and Victor at least is throwing the first shot at PS9.

Viktor Hel has PS7, unless you want to give him VI, but this list he has Expertise. I'm hoping that the second named pilot has useful ability like Viktor Hel.

Captains ability can be seen just little bit.

  1. "Once...(..a turn if?)
  2. ship...(..is declaring?)
  3. an att...(..attack/attacking /attacked?)
  4. damag..(..damage/damaged/damaging?)

I'm far from expert in guessing these things though.. :rolleyes:

Kihraxz Fighter: Black Sun Ace (23)

  • Attanni Mindlink (0)
  • XX-23 S-Thread Tracers (0)
  • Pulse Ray Shields (1)
  • Feedback Array (1)
  • Guidance chips (0)
  • Munition Fail-Safe (0)
  • Vaksai (0)

Kihraxz Fighter: Black Sun Ace (23)

  • Attanni Mindlink (0)
  • XX-23 S-Thread Tracers (0)
  • Pulse Ray Shields (1)
  • Feedback Array (1)
  • Guidance chips (0)
  • Munition Fail-Safe (0)
  • Vaksai (0)

Kihraxz Fighter: Black Sun Ace (23)

  • Attanni Mindlink (0)
  • XX-23 S-Thread Tracers (0)
  • Pulse Ray Shields (1)
  • Feedback Array (1)
  • Guidance chips (0)
  • Munition Fail-Safe (0)
  • Vaksai (0)

Kihraxz Fighter: Black Sun Ace (23)

  • Attani Mindlink (0)
  • XX-23 S-Thread Tracers (0)
  • Pulse Ray Shields (1)
  • Feedback Array (1)
  • Guidance chips (0)
  • Munition Fail-Safe (0)
  • Vaksai (0)

Have you guys been thinking how much points the Vaksai tittle saves? With Vaksai tittle this is 100p and without tittle 120p..

8 minutes ago, Zazaa said:

Have you guys been thinking how much points the Vaksai tittle saves? With Vaksai tittle this is 100p and without tittle 120p..

It's definitely a case of the more you spend the better it gets with that title. It's going to be interesting to see how people start to utilise it. I do like the HSB Marauder, Jabbabus list you posted above.

Edited by FTS Gecko

The best savings are on cheaper upgrades, too... with a 1-point upgrade, you save 100% of the cost, a 2-point upgrade 50%, 3-point upgrade 33%, etc... so maybe torpedo carriers aren't the best use of these guys. I like the idea of vectored thrusters for one point, for example. Crackshot being free on an ace is terrifying.

So, maybe four black sun Aces with Crackshot, Vectored Thrusters, Pulsed Ray Shield, Inertial Dampeners, Thread Tracers, and Guidance Chips... one thread tracer for the setup and then potentially three attacks with three or four dice each (depending on range), all with focus, target lock and crackshot? Sounds pretty good to me!

20 hours ago, FTS Gecko said:

Cartel Marauder - Vaksai, XX23 Thread Tracers, Black Market Slicer Tools, Guidance Chips, Munitions Failsafe x 5

Just wanted to say that I also love this build. Still not sure whether four aces or five marauders is better. I'm guessing it's a matter of opinion, like whether four or five Scyks is better.

3 hours ago, Kieransi said:

The best savings are on cheaper upgrades, too... with a 1-point upgrade, you save 100% of the cost, a 2-point upgrade 50%, 3-point upgrade 33%, etc... so maybe torpedo carriers aren't the best use of these guys. I like the idea of vectored thrusters for one point, for example. Crackshot being free on an ace is terrifying.

So, maybe four black sun Aces with Crackshot, Vectored Thrusters, Pulsed Ray Shield, Inertial Dampeners, Thread Tracers, and Guidance Chips... one thread tracer for the setup and then potentially three attacks with three or four dice each (depending on range), all with focus, target lock and crackshot? Sounds pretty good to me!

I was also thinking how would Feedback Array and Pulse Ray Shields work on Kihraxz. That would give two ion tokens and cancel the damage of feedback array and next turn your ion tokens would clear out!

19 minutes ago, Zazaa said:

I was also thinking how would Feedback Array and Pulse Ray Shields work on Kihraxz. That would give two ion tokens and cancel the damage of feedback array and next turn your ion tokens would clear out!

Yup. I'm using that combo on a HWK in HotAC

45 minutes ago, VanderLegion said:

Yup. I'm using that combo on a HWK in HotAC

Yes. Those two upgrades have excellent synergy. HWK-290 is good options for those too, another is Kihraxz, makes your ship dangerous from all sides at range 1.