5 Kihraxz

By Hrathen, in X-Wing

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

Yup, that's quite true!

I own 5 and when trying them i was not really convinced. My adversary did offer me the initial Joust, and they were effective at that, but afterwards, his more maneuvrable surviving ships were a huge problem. I won, but if he had tried to flank me in the beginning i think i would have had no chance.

Similarly, when i flew an Ace list against them, they didn't get enough shots to kill them (it was Poe/Corran). they killed Poe in the very end, but before that i had them down to 2 and tabled him quickly after.

So no, i am really not convinced

What a weird meta you had there O_o

I know all three of the people I played against. The first guy was using one of his old tournament lists. The second only flies X-Wings. The third was running a fun list and convinced me to fly the 5 Kihraxz. I was planning on flying Moralo with a Kihraxz and TLT Y-Wing.

5K is OK. You do miss the barrel rolls from BBBBZ.

My 10-year-old went 2-1 with this list last time we were in St Louis

Trandoshan Slaver (29)
Bossk (2)
Gunner (5)
Tactician (2)
Ion Projector (2)
Cartel Marauder (20)
Cartel Marauder (20)
Cartel Marauder (20)
Total: 100

Maybe try four with Better Pilots/upgrades?

Cobra commander?

Maybe try four with Better Pilots/upgrades?

Cobra commander?

Diminishing returns on a five hit point ship. The pilot abilities and extra PS are generally not as useful as an extra five hit points and an extra 3-dice attack each turn are. The main strength of the list is in numbers - both number of ships on the board and and potential attack dice.

That said, as people have pointed out above, a survivable 40-point ace plus 3 Marauders works well. Black Sun Aces with Expert Handling aren't too bad as filler elsewhere. TBC has a great ability, but the more points you throw into him, the bigger target he becomes.

Edited by FTS Gecko

I was thinking of taking 4, all with hull, and either Glitter, Feedback or Deadman.

Maybe the 1 in front with deadman, he is my blocker, and 2 with feedback for dealing with the aces, one is glitter.

Or perhaps 4 with shield and damps, might be interesting

Thinking about it not sure.

Edited by eagletsi111

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

want a stresser?

Bossk+VI+K4+Tactician+EU

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.

Funny, I've been thinking about subbing in a StarViper - good to see it is effective.

My thinking, however, was to use Xizor+Swarm Tactics+FCS+Virago+AT. Xizor has his ability plus three green dice plus AT so opponents will want to target someone else allowing him to take Focus actions and get a fully modified shot every turn. Additionally he can bump one of his meatshields up to his PS so that they can fire first and try to remove his targets tokens.

I bought and flew 5. It does good against large ships. Took it to a tournament and lost hard to BTL-A4 Y wings. I am not really much of a jouster so it had the potential to frustrated me when playing.

I would rather play Turret or Arcdogers now.

I prefer 4 cartel and Serrissu. His rerolls save 4-5 damage a game. Your opponent should be focus firing on a single marauder and will strip that focus token early. Trick is to fly in formation and let Serrissu take evades. With 3-4 dice, evade token and only 2 attack dice most shots would be wasted on him. He hasn't died in the games I've played as the kfighters are better targets to take off the board.

I prefer 4 cartel and Serrissu. His rerolls save 4-5 damage a game. Your opponent should be focus firing on a single marauder and will strip that focus token early. Trick is to fly in formation and let Serrissu take evades. With 3-4 dice, evade token and only 2 attack dice most shots would be wasted on him. He hasn't died in the games I've played as the kfighters are better targets to take off the board.

she is fine, but under focus fire she dies too **** fast.

unlike Howlie, whose ability works when you attack, thus always works

serissu's ability is denied when she is the target.

Imagine Serrisu as cheap Biggs, this idea has potential

I have 3 Kihraxz Fighters and I've been working them into different lists for a few months now. Some thoughts about them in no particular order:

  • I really like the dial, not having a 1 straight is made up for by having 1 banks and 1 turns for me, two k-turns is also great since it means it's harder for your opponent to predict.
  • I wish these things had 3H/2S like an X-Wing. If I had a nickel for each time the first hull damage was a critical that crippled the ship... I'd be a man with a lot of nickels.
  • Do I take a Marauder for 20 points or two Binayres for 24 points? This is a dilemma that I have very often when list building. Z95s are less maneuverable and only 2 attack but you get more hit points and they make good blockers.
  • Talonbane Cobra is like Wedge. You can beef him up to let him arc dodge but he is always going to be a high priority target because of his damage potential. I want to try running him as cheap as I can and see how that goes, the tough part is keeping him out of range 2 without boost or barrel roll. Serissu could theoretically be a Biggs lite, she may draw fire due to her ability, if they shoot at Cobra, he may survive a little longer.
  • As filler in a list with more dangerous ships they really shine because of their attack value and maneuver dial. It's not too hard to keep something in arc when you know what it's gunning for. I've ran Talonbane w/ Pred, EU, N'dru w/ Clusters, Lonewolf, Stims, and two Marauders a few times, they always pull their weight in that list because they are less dangerous than the named pilots.
  • I wish they had barrel roll!

Getting two more Kihraxz in the next days.
Up to 4.. let's see.

I love flying the 5k list, you learn how to fly a lot better real quick. Lots of red dice if you position your ships correctly. And yes, while that is true for any list, when you are limited in actions to just focus and target lock, you are forced to make due with what you have and you do work. I'm 2-0 with the 5k list so far against 2 imperial lists.

My 5th Khiraxz arrives today. Should be a good time. Not that much different from my T-65's really, just better close in and with a 5 K-turn.

I played the last few games with Kihraxz, but never more than 3. They did pretty well every time, although you constantly have the feel that they are missing something. Can't wait to get the cloaking device, that will give some cheap extra repositioning here, even if you only use it to close range it's worth the points. Flying 4 of those, with a few points left for little extras (maybe missiles - guidance chip might be of use here then; or take the higher PS ones).

Well a 5 ship build tends to be stronger. It would be better than a 4 X-wing list that is for sure.

The issue is well the meta is crit heavy right now and Kihraxz does not do well against crits with average agility and 1 shield token. Also large ship lists tend to be lacking in Pilot skill. Now you don't need every ship to be an ace (Pskill 8 or higher) but it does help a lot to have at least 1. So to have an Ace you need to drop a ship and there it becomes no different from a 4 X-wing list that may have Luke.or Wedge.

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

Glittering all the way

that made my day :)

Unfortunately glitterstim is only one turn (otherwise would be OP), its awesome while it lasts (unless all blanks...thus Black Sun Ace with predator maybe better, although expensive). But afterwards stressed, and thus either using a predictable maneuver or stayung stressed and thus actionless - both bad with ace on your tail. Better hope that the Glitterstim turn removes the greatest threats.

I have 5K, but so far flew only 2 with other stuff (Palob, Torkil, Drea, stress Scyk,etc). They pack their punch, but unsure about 5 of them. You are tied to all of them being, susceptible to high Ps aces. On tge other hand free to choose which one if yours goes when as all same PS.

I prefer 4 cartel and Serrissu. His rerolls save 4-5 damage a game. Your opponent should be focus firing on a single marauder and will strip that focus token early. Trick is to fly in formation and let Serrissu take evades. With 3-4 dice, evade token and only 2 attack dice most shots would be wasted on him. He hasn't died in the games I've played as the kfighters are better targets to take off the board.

she is fine, but under focus fire she dies too **** fast.

unlike Howlie, whose ability works when you attack, thus always works

serissu's ability is denied when she is the target.

I'm pretty sure howlrunners ability is worded as "another friendly ship". The scyk does die under focus fire but when you fly ships with 3 health you don't let them focus fired upon. That's xwing 101. Serrissu has kept my k fighters alive until combat more times than I can count. I wouldn't fly 4 k fighters with out her. Until tractors come out. The tractor beam scyk with hull upgrade/stealth device will fit well in a 4 k list

The main advantage the X-Wings have over the Kiharxz is that - since you're limited to four - you can upgrade some to ace pilots. I used to run Wedge, Biggs, Tarn and two Rookies to good effect, now you could potentially give them all Astromechs and Integrated Astromech to add a bit more punch sand staying power.

As pointed out above however, Kirhaxz have better dials and, more importantly, keep to the basics and you get the extra ship on the table. That's pretty significant.

I just feel like 1 more ship is better than 4 ships with some upgrades.

Kihraxz are great ships. I love running:

3 Kihraxz

2 Heavy Scyk with Mangler Cannon

Focus with the Ks every turn, Evade with the Scyks. Always fun, tears through most things pretty well.

The dial is really good. Forward 1 is not a problem for me, I'm used to Interceptors... ;)

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

Yup, that's quite true!

I own 5 and when trying them i was not really convinced. My adversary did offer me the initial Joust, and they were effective at that, but afterwards, his more maneuvrable surviving ships were a huge problem. I won, but if he had tried to flank me in the beginning i think i would have had no chance.

Similarly, when i flew an Ace list against them, they didn't get enough shots to kill them (it was Poe/Corran). they killed Poe in the very end, but before that i had them down to 2 and tabled him quickly after.

So no, i am really not convinced

This is the problem with the game currently. There is too much power creep in the form of stacking power upgrades and abilities and regen and **** that when it comes down to your 40 points of Kirahxz vs. a regen Poe you've lost. Or 60 Kirahxzs vs a super Dash.