The third scum in need of help

By Blail Blerg, in X-Wing

So although the generic is kinda nice in most lists as 20 points of kablam 3dice action, I've not seen many lists at all that truly use these effectively.

Has anyone found any tier 1 or tier 2 lists that use a khiraxz?

By tier 1 I mean serious high meta. Tier 2 very meta capable and has good match ups against something and sees play a modest level.

I'd call 5 cartel marauder tier 2 or 3. I know it's decent but nobody plays it much cuz we don't see pancake as much anymore.

Is this ship simply not customizable to be of much use? I don't see it as a mainstay either when you compare to TLT. Those are the actual workhorses of the scum.

What I meant by the third scum: the syck and the starviper are known to need help. Does the khiraxz need more customization and things to do? The generic seems pretty stat efficient.

Talonbane and Graz thoughdont seem to cut it. Not enough survivability.

Yes.

edit: to clarify:

Has anyone found any tier 1 or tier 2 lists that use a khiraxz?

Yes.

edit2: in fact, I disagree with the entire premise of this topic. None of the ship ships listed need "help", certainly not as much as players may need "help" in understanding how to best use them.

  • The Cartel Marauder is - as highlighted - an efficient ship. 5 x Marauders = 25 health and 5 3-dice attacks. The Kihraxz also benefits from a great dial.
  • equally, the Black Sun Ace is probably one of the better elite generics in the game, with above average PS, an illicit slot, an EPT and the ability to fit four upgraded ships in a 100 point list.
  • TBC has an absolutely incredible pilot ability, PS9 and is cheap enough to upgrade without overloading him.
  • Graz, I personally haven't tried. There may be synergies out there that exploit his pilot ability, but he's not a great step up form the BSA.

The StarVipers and Scyks function differently from other ships in the same price bracket. That doesn't make them bad, it just means players need to get to grips with them, their abilities, their advantages and disadvantages. You look at a B-Wing, and you see a tank. You look at a TIE Interceptor, and you see an arc-dodger. These two are harder to nail down to a particular niche. Those idiosyncrasies are what set them apart from the other factions, however.

Edited by FTS Gecko

What I meant by the third scum: the syck and the starviper are known to need help. Does the khiraxz need more customization and things to do? The generic seems pretty stat efficient.

Talonbane and Graz thoughdont seem to cut it. Not enough survivability.

Graz is simple and efficient to use: he is meant for head on collisions while equipped with glitterstim. Just jump straight into the opponent's teeth early on, get a target lock and let glitterstim take care of the rest of your offensive and defensive needs. At a consistent 3 defense dice early on (provided you don't let the enemy flank you), he'll weather and deliver the alpha strike well.

Talonbane is meant to be used differently: he needs some kind of mobility enhancing upgrade (engine upgrade for example) and must be piloted to either remain at range 3 and be a looming threat for next round or close the gap and deliver his 5 dice attack. If he ever closes in at range 1 with a target lock and available glitterstim then whoever is on the receiving end is going to hurt.

The more I play them, the more I realize that they require a different mindset than other units.