Optimal loadout for K-wing

By DariusAPB, in X-Wing

As the title said, never thought I'd be asking it but i want to field a space B-17.

I'm thinking with raging tycho and Farrel as escorts, but really - how would you field a Miranda K-wing list? What do you load her up with ( i chose TLT and C3PO) what are her tricks, and who really works with her?

I haven't tried this yet, so it's just a theory, but after watching Miranda play out at the Store Championship this weekend I'm toying with... But it's still an untested concept. We'll see how it goes. I'm also toying with a dual K-Wing list of Miranda and a Warden.

Miranda Doni (29)
Autoblaster Turret (2)
Extra Munitions (2)
Plasma Torpedoes (3)
Homing Missiles (5)
Bombardier (1)
Proton Bombs (5)
Proton Bombs (5)
Guidance Chips (0)

Green Squadron Pilot (19)
Juke (2)
Chardaan Refit (-2)
Push the Limit (3)
Autothrusters (2)
A-Wing Test Pilot (0)

Green Squadron Pilot (19)
Juke (2)
Chardaan Refit (-2)
Push the Limit (3)
Autothrusters (2)
A-Wing Test Pilot (0)

Total: 100

View in Yet Another Squad Builder

Close range K-wing. Interesting. I was just looking at this:

============
Sunrider K2X
============

99 points

Pilots
------

Miranda Doni (48)
K-Wing (29), Twin Laser Turret (6), Extra Munitions (2), Proton Torpedoes (4), Cluster Missiles (4), C-3PO (3), Guidance Chips (0)

Biggs Darklighter (26)
X-Wing (25), R4-D6 (1), Integrated Astromech (0)

Tarn Mison (25)
X-Wing (23), R7 Astromech (2), Integrated Astromech (0)

At first, i'll say it depends on what pilot you want to use.
A low PS pilot will want to use mines and advanced SLAM, and a high PS will see more use to the bombs and classic ordnance (missiles/torpedoes).

Edited by Giledhil

my suggestion would be to have advanced SLAM, bombs of your choice, and extra munitions. Advanced slam gives you a free action and you can use that to drop bombs after a slam. A TLT and C-3 wouldn't be bad. It ends up being an expensive ship. You could do a heavy K and another ace or a K and a falcon could be fun.

in my store championship, I flew Poe, MIranda, and a green. I took fifth out of 14, but lost the green in every match but one. My miranda only had a TLT and tactician and advanced slam.

the most competitive I've gotten is

Miranda (TLT, c3po, seismic, seismic)

Warden (TLT, tactician)

Goldie (TLT, btl-a4, r3-a2)

TLT + tactician is the standard as the basic K is so hideously inefficient compared to the Y that it has to leverage its unique advantages (crew slot, SLAM; looking awesome) to be worthwhile

c3po stacks so hard with Miranda's regen it's hilarious

seismic charges help with people who chase your TLT tail (which is everyone), but especially opposing crackswarms and aces, who can't really dodge them if you lead them into an obstacle field

A-SLAM right now isn't terribly worth it because for the life of me I can't find good partners for the conner K. Over in empire, Deathrain's got Omega L and VI Vader for buddies and they're downright terrifying. Rebels have nothing in that price range that output so much damage at such high PS (compare Vader to Poe, Omega L to r3-a2 Y). Even VI Poe hits like a wet noddle compared to vader.

once Sabine hits, though...

Edited by ficklegreendice

I like TLT and R2-D2 okay (but see below). I prefer R2-D2 over C-3PO for two reasons: one, R2-D2 can't get Juked away; two, Miranda has tremendous control over how many shields she has and whether R2-D2 is even a risk.

Just for instance, imagine Miranda has 1 shield. You know she will not be taking fire this round. That shield plus R2-D2 is basically +1 red die.

I've been toying with a non-TLT Miranda. (I know, gasp!) The main thing I noticed yesterday is that her damage output is just anemic. So I started considering Miranda + Extra Munitions + Homing Missiles + AdvS + R2-D2 (42). Possibly add Seismics for 44. That gives you something like Airen Cracken + VI (20), Tala + Homing + GuidC (x2, 36).

TLT

C3PO if you have the points

Miranda can't take an astromech--just a crew.

R2D2 has a crew card...

r2d2's a crew too

that said, I'll take c3po any day. No juggling shields, no waiting to be empty before canceling damage

My bad. **** huge upgrade cards.

Fickle's list seems really stressful, I like it.

How would that hold up against A: triple interceptors. and B: Brobots? I mean, I know the stress would eat interceptors alive. Brobots though...

Edited by DariusAPB

c3po also has the advantage of being cheaper

yeah, go store champ participation prize freepo!

as for brobots, they're not a huge deal. Seismics are free damage and stress will force one away for a disturbing amount of time. Large base movement + one arc = gotta shoot right by your guys and menace the vast emptiness of space

there's a bit of dice work involved getting through naked greens + thrusters, though :( nothing to be done about that

actually had more trouble against palp aces routinely, but that may be because there are far more palp aces around here than brobots and it seems all the veterans are flying them exclusively :blink:

Huh. Brobots have caused me a lot of trouble, though they are usually wingman + sensor jammer. B and C if I recall.

Hard getting hits through that.

I just consider TLTs to be dirty, dirty things. It's not my style to just fly almost randomly and throw lots of dice and see if something sticks.

Which lead to the close-in Miranda build up top, with As for escorts and general pouncy'ness.

I was toying with this idea:

Esege w/TLT and Recon Specialist

Poe w/R5-P9

And then either Garven or Kyle for more Focus passing fun.

I was toying with this idea:

Esege w/TLT and Recon Specialist

Poe w/R5-P9

And then either Garven or Kyle for more Focus passing fun.

The two together are a great combo, played against them at a store championship and if he'd been more experienced he'd have probably beat me as I foolishly tried to shoot at Poe first :wacko: Rec Spec kills it man, such great synergy.

TLT + tactician is the standard as the basic K is so hideously inefficient compared to the Y that it has to leverage its unique advantages (crew slot, SLAM; looking awesome) to be worthwhile

(emphasis mine)

This. So much this.

I've often wondered about replacing advanced slam with Experimental interface. The primary purpose of AdvS is to drop a mine where someone didn't expect it after you SLAM. EI would allow you to do the same thing. Except it doesn't have the restriction that you can't run over anything or bump anyone. In that moment in time, it is a better card. Now the downside is that it gives you a stress, and you can't take a TL/F if you're just trying to run away.

But you can load up on Lando then as your crew card, providing you the option to SLAM -> Lando for hopefully some evades. It might not pan out as well as I see it in my head - but seeing as the primary use of the K wing is to AdvSL bomb, it would certainly surprise someone who thought he/she was safe due to a rock/blocker.

Low PS has three basic options in my opinion:

Warden with TLT (29) or add tactician (31) - this is a versatile gunship that can pile on stress at range two or at least create a no-go zone for opposing aces. It's more expensive than a Y-Wing or HWK without a lot of increased health, but SLAM gives you an arc dodging option.

Warden with Intel Agent, Advanced Slam, Extra Munitions, Connor Net (32) - A blocker, debuffer, and weak turret if you survive launching both bombs.

Warden with Extra Munitions, Homing Missile, and Long Range Sensors (30) - Once Imp. Veterans comes out, I think this will be valid as a hard hitting but survivable missile ship.