5 Kihraxz

By Hrathen, in X-Wing

Has anyone tried or flown against 5 Kihraxz fighters. Their point value of 20 makes me feel like I can fly 5 x-wing like ships, that sounds fun. Of course I would have to buy 5 of them.

Has anyone tried or flown against 5 Kihraxz fighters. Their point value of 20 makes me feel like I can fly 5 x-wing like ships, that sounds fun. Of course I would have to buy 5 of them.

That's 5 copies of Crackshot, Glitter Stim, and Predator. Might be worth it.

I own two and tried some times to integrate them somehow in a list.

5 bare Kihraxz seem just too frail for me, to be honest, even if they can pack quite a punch at range 1.

Today a friend of mine brought 2 with hull upgrade and predator along with Guri and he tore 2 IGs to shreds.

I have not flown against them or with them, but I watched a game where they were in play. Let me just say, 15 target locked red dice kind of destroys just about everything it points at.

I have not flown against them or with them, but I watched a game where they were in play. Let me just say, 15 target locked red dice kind of destroys just about everything it points at.

... If all of them get to fire.

I have not flown against them or with them, but I watched a game where they were in play. Let me just say, 15 target locked red dice kind of destroys just about everything it points at.

... If all of them get to fire.

They're typically slowrolling in, glittering along the way. They'd probably struggle against dual/triple fast, arc-dodging aces though.

One day I will try.... :)

I'd like to give it a try. I've flown 3 Cartel Marauders and 2 Cartel Spacers with Mabgler Cannons to good effect. Fifteen attack dice behind 25 health is no joke, and causes all kinds of problems for 2-3 ship builds.

Also, as pointed out above, the Kihraxz comes with an incredible selection of upgrades. Predator, Crackshot, Glitterstim are all money.

It's got a great dial as well.

Edited by FTS Gecko

One person at our local shop has used it sometimes. Rolls over most lists pretty easily.

Only dangerous if you joust them which only a fool would do, otherwise fairly easy to outfly.

I've flown it, and flown against it. My estimation is that it's a very strong list, but difficult to play effectively.

Basically: it's a superjousting list. Your job as a 5K squadron leader is to engineer board positions where you are rolling 15 red dice with modifiers. If you can make that happen several times, you will win. Your red dice are just as dangerous as any ace's, and you roll a lot of them. If you fail to keep them pointed at the enemy, then you lose your jousting efficiency... which is the list's main strength.

They don't have barrel rolls or boosts, so they're not quite as good at blocking as a TIE, A-Wing or B-Wing. They're not dirt cheap like TIE Fighers or Z-95s, so you really need to be killing the enemy faster than they can kill you.

Typical anti-swarm tactics and lists will work against it. Don't joust them. Take them on a ride around the board. Wait for them to get into bad positions, and then destroy them one by one. Once you've killed a couple, the list loses most of it's teeth: it doesn't have enough ships to spare one for blocking, or to get really good arc coverage. A well-flown Whisper or Dash might be able to just solo 5K.

Edited by Daniel Beaver

I have flown it twice now. Basically I was helping a new player learn to play once and the other time just for fun.

Notes:

The dial on the Kihraxz is not bad, but missing the 1 forward is hard. When deploying deploy at and angle with 2 Kihrax's off to the side, then first turn move them last to get into a nice formation.

As for the game you cared about, it was versus (Palp shuttle, Vader and soontier).

They divided and pushed the shuttle up the middle towards the swarm, The key is the first K shot becomes your blocker(Just like the first B shot in the BBBBZ list). Choose your target, and focus on it entirely. In this game I charged 4 forward with the damaged K and bumped the shuttle(i choose the shuttle, because it stopped the turn before, so I knew it had to go forward), then I put 4 K's dice into the shuttle, two of them had 4 dice, even with palp I just Killed it. Soontier and vader were both on my flank and then my rear. I k-turned 5 to get as far away as possible, sure they got shots, but I was far away, so got a range 3 bonus and they didn't kill any Kihraxz, but took one down to 2 hull remaining. My new blocker. I picked Vader as my next target and drove my whole squad towards him, with my blocker going 4 forward. Vader turned into me an bumped, I got incredibly lucky. I rolled well and got a direct hit on vader and took him out.

However, after that Soontier dodged me and took down my two wounded Kihraxz, nearlhy downing a third, but time ran out and I got the win.

My thoughts are that with luck you can take advantage of the 3 die attack. But it can be dodged farily easily and if time hadn't expired I don't think I could have taken down soontier.

That is the game I think you would be interested in.

I'm thinking of flying 3 with Talon bane, or 4 with upgrades, but well see.

My other game was versus a Tie swarm(The player was a rookie), he bumped alot. So not really sure I gleaned anything about using the squad in this one. However, I did win a complete victory losing only one Khiraxz, and only because I rolled terrible.

Eagletsi

Edited by eagletsi111

I don't know 5 ships each with 3 attack dice... I think they would do pretty well. They would tear a whole through a Falcon/YT-2400/Decimator List.

I don't know 5 ships each with 3 attack dice... I think they would do pretty well. They would tear a whole through a Falcon/YT-2400/Decimator List.

Well if the Large ships have engine, they dodge alot of arcs. You have to guess where they will be and hope they move there. Most large ship players make good use of the one turn, or they zoom behind you and keep going, with a 4 k as your shortest move to turn around they usually down one or two of the squad

Edited by eagletsi111

The Kihraxz have a great dial with a 1 hard turn as well. Each and every one of them can potentially be used as blockers (it's hard to arc dodge when there's a wall of five ships - all of who have already taken their actions - sat in your flight path). There's no obvious target priority for your opponent either, as each and every ship offers the same threat.

I'm amused by the "don't joust them" and "easy to outfly" comments; like an experienced player will make it that easy for you.

As I can only get my hands on 3 K-hazz (5 is a dream) My list idea would be 3x K-hazz + Mandalorian Mercenary and 5 points of upgrades (most likely Engine upgrade and Crackshot on mercenary). It looses to 5 K list in sheer red rolling power, but has better positioning options

As I can only get my hands on 3 K-hazz (5 is a dream) My list idea would be 3x K-hazz + Mandalorian Mercenary and 5 points of upgrades (most likely Engine upgrade and Crackshot on mercenary). It looses to 5 K list in sheer red rolling power, but has better positioning options

That works too. One of the other things I love about the Kihraxz and the Scyk is that they're so easy to fit into lists at 20 points. You can then build a YV-666 or Firespray up to 40 points and still have a flexible four ship list (I used Kath with Lone Wolf and Mandalorian Merc with Gunner myself).

The only pity is that FFG shunned giving it any slot for builds.

Maybe Rihkzyrk would be given a Salvaged astro slot.

because Kihraxz begged for it, but wasn't given one.

The more I fly the Kihraxz, the more I like it. The 1 turn and 5 K on the dial are great, and it is tough enough to survive a couple of rounds of fire. I think five of them in a list leaves you with too many vulnerabilities, like arc-dodging aces, but they are a great filler ship.

I've only got two at the moment, but am strongly considering picking up at least a third. Not least because it's a great ship to paint.

On the subject of 3 marauders + support, how about this:

Latts Razzi (40)

YV-666 (33), Tactician (2), K4 Security Droid (3), Feedback Array (2)

Cartel Marauder (20) x 3

Looks good to me JaceDK, the only thing I'd say is when I taking Latts, I'm always tempted to try and fit a Weapons Engineer in there. Not sure what I'd switch out in that case, though.

Guri With Sensor Jammer, Predator & Autothrusters - 40

3 x Kihraxz - 60

Came 3rd in a 32 man tournament with this list. The kihrazx awesome, very dependable.

I lost to Vader, Fel & Jax in the winner takes all final game. It suffered against arc dodging.

Will definitely have some in my next Scum build. Taking 5 is tempting, but I feel an ace ship would be more useful alongside 2-3 of then.

Edited by bwingstrike

5x Kihraxz is my "tournament" list. Win ratio with it is well above .500 but MOV is never that great. Going up against two aces I usually lose but take points. Going against three I've only ever been tabled.

I just flew this in a tournament yesterday. I took 2nd Place out of 18 players, 3-0 in Swiss, 380 MOV

1st Round - 100-60

Chewbacca, Leebo

2nd Round - 100-80

"Stress" Janson, Wedge, Luke

3rd Round - 100-80

5× Y-Wings with Autoblaster Turrets

Five Kihraxz is fun. It feels a lot like the BBBBZ or similar lists. Good dial and lots of firepower, but not as easy to absorb damage. The lack of a straight 1 is annoying, but you can work around it.

What a weird meta you had there O_o

the YT-3700 list is well known, most likely your worst case aside from SUPERDASH nad arc-dodger lists

What about 4 with missiles?

Guidance Chips + Homing is one hell of an Alpha strike. Or Consucussion missiles with inertial dampeners on all. Or a combination of that. If you really want to throw a lot of dice you can go with cluster missiles too.