Fixing the Kihraxz

By TheRealStarkiller, in X-Wing

In the S&V Podcast interview with Alex he told about fixing the Kihraxz by maybe a point cost reduction.

Hey its a non-canon ship by now. Who tells that they cannot use astromechs?

Right now scum has access to some interesting salvaged astromechs and the Kihraxz would profit to a great deal if it had a slot for them.

So, how about a title that would add a salvaged astromech upgrade slot while granting a cost reduction on equipped astromechs them by say -2 points?

an illicit giving a small ship much-deserved astro would be GREAT, but won't happen, because

...Starviper...

an illicit giving a small ship much-deserved astro would be GREAT, but won't happen, because

...Starviper...

Green 3 banks! To go with the green 1 banks! And, uh, white 2s.

;)

They're right, and it's a pickle - both Kithraxzes and X-wings are perfectly set up but for being 1pt too much. That's... genuinely tough to fix.

an illicit giving a small ship much-deserved astro would be GREAT, but won't happen, because

...Starviper...

Green 3 banks! To go with the green 1 banks! And, uh, white 2s.

;)

They're right, and it's a pickle - both Kithraxzes and X-wings are perfectly set up but for being 1pt too much. That's... genuinely tough to fix.

green 3-loops D:

and that won't go as "Yay they managed to make starviper a ship, not a 2AT pack!" because....it lacks base illicit xD

can't say too much or not, but starviper scyk kihraxz doesn't have much room, because BB-8 managed to make Wedge worth the time, but cobra has no such slot of awesome for easy fixing.

Edited by Warpman

There is only a single Starviper with an illicit ... so this can't be the reason. *Edit: Oh yes ... green S-loops* It would just allow too many unforseen combinations with other ships having a good deal of upgrade slots like the YV666 or even the Firespray

Anyways, I told about a title for Kihraxz

With the Unhinged Astromech, the Kihraxz could make a good use of PTL + Engine Upgrade, for example.

Edited by TheRealStarkiller

There's that dirty word again...

There's that dirty word again...

Now thats helpful ...

There's that dirty word again...

Now thats helpful ...

That's Gecko level of "Helpful". He sure knows that game is 146% perfect, balanced, and there are no ships that are non-competitive.

a title card that gave them a cheap boost ... maybe 2 points then you could take auto-thrusters for 2 points .... IMHO that would make them a much more attractive ship

To be fair a guy placed 4th in a SC nearby running simply 5 Kihraxz generics. He went 4-1, so it can't be that bad actually.

I've also seen the more expensive generic with Crackshot making some decent results.

Sure, the two named pilots don't see much play, but tbh that's true for alsmost all ships. From some you'll basically will only see the named pilots (Interceptors, both YT's, E-Wing, ...) while others are mostly known for their generics (Y-Wing, Z-95, B-Wing, ...).

Lastly, I'm almost sure that 90% of people stating that the Kihraxz* is too bad/expensive just repeat what they've read somewhere on the internet without ever trying it for themselves.

(*not only the Kihraxz, basically all ships that are out of favour.)

And no, I don't want to claim that the Kihraxz is super strong. I'd like to see a viable ace for it myself. But it's generics are decent at least and way better than some think they are.

Edited by surly88

My luck with Kihraxz Fighters is about 50/50. If you get a really good approach, you can melt things with the 5 Generics. If you miss it, it goes really bad really fast. They can turn really well, they just can't dodge and aren't really a jouster, so you have to fly them a bit differently than an X-Wing. My problem with salvaged astromechs, is I really want actual Astromechs on them. And the title cannot be unique or limited!

I top 8'ed with bossk and 3 of them. They're fine.

They need to be upgraded to Vaksai.

Vaksai Refit

3 point

Modification

Kihraxz Fighter Only

Increase your shield value by 1. Your upgrade bar gains (system) upgrade icon

Tinkered around other ideas as well: https://community.fantasyflightgames.com/topic/201838-custom-vaksai-fighter-talonbane-cobra-for-casual-play/

No, I want to have the Vaksai as a model, actually.

I would even appreciate if the Kihraxz fix would come with a Vaksai expansion, just like the Integrated Astromech came with the T-70

My luck with Kihraxz Fighters is about 50/50. If you get a really good approach, you can melt things with the 5 Generics. If you miss it, it goes really bad really fast. They can turn really well, they just can't dodge and aren't really a jouster, so you have to fly them a bit differently than an X-Wing. My problem with salvaged astromechs, is I really want actual Astromechs on them. And the title cannot be unique or limited!

You want to have the rebel Astromechs on the Kihraxz?

Well, getting that single shield back would actually make at least Talonbane good. :lol:

When I am flying the Kihrax I'm having issues with their dial. You dont have the 1 straight, the 5 straight and 3 turns ... which to me makes them rather limiting - so they need to excel in something else to be useful within the scum faction.

Didn't people win Store Champs and come in top 4 with just 5 generic ones? Also, like Nikk Whyte says, they are great as filler ships. They have 3 red dice and can't be ignored, but are not too expensive you can get a few of them in.

I think that most people just never tried them.

Edited by heychadwick

Well, I tried them.

They are not as bas as Scyks.

But they are too expensive to be a 'filler' only.

I'm not saying you can't win with them. They can work if your opponent let you.

Anyways, the feel rather limiting, even with the illicit slot.

Anyways, the feel rather limiting, even with the illicit slot.

I'm just curious. What do you mean when you say limiting?

I see it as a ship with a good dial, especially the 1 hard turn. It's also got 3 red dice, which the rest of Scum doesn't include a cheap ship with that. OK....not 12 pts Z-95 cheap, but 20 pts is nice.

Anyways, the feel rather limiting, even with the illicit slot.

I'm just curious. What do you mean when you say limiting?

I see it as a ship with a good dial, especially the 1 hard turn. It's also got 3 red dice, which the rest of Scum doesn't include a cheap ship with that. OK....not 12 pts Z-95 cheap, but 20 pts is nice.

There's simply nothing else you can fit it to do.

Even a Concussive carrier role via Aggromech+Deadeye on PS5 is not there

It's just 20 point 3-dice jouster, period.

And it's completely and utterly a WASTE for an ace platform. We whined about Wedge, but hey, he at least had his slot! With possibility of improvement? What does Kihraxz have? Mod and Title?

The Kihraxz is not utter garbage and in a dice game, a ship can survive being a point or maybe two off. Over the course of enough games though, the strength or weakness of a ship will become apparent. The Kihraxz is a very straightforward ship. It moves once and throws dice. It throws three red dice which is great. But the one shield and four hull behind two green dice mean that they do not throw red dice for very long. They are decent but they are also just a bit too expensive.

I would borrow from the A-wing fix and give them a Kihraxz only missile upgrade that gives them an extra shield for free. I think that ordnance is going to be a thing and this keeps guidance chip K-fighters from going off the rails. Not sure what to call it but, whatever, "Power Diverter"?

Anyways, the feel rather limiting, even with the illicit slot.

I'm just curious. What do you mean when you say limiting?

I see it as a ship with a good dial, especially the 1 hard turn. It's also got 3 red dice, which the rest of Scum doesn't include a cheap ship with that. OK....not 12 pts Z-95 cheap, but 20 pts is nice.

Like I wrote above, I find the dial limiting. The 1 turn and 5 k-turn is good, but thats it.

No 1 straight, no 5 straight, no 3 turns, the 3 straight isn't green - which makes them difficult to use.

I find them too slow for a fast ship and and too fast for a slow ship, to tell it this way.

Or in simple: it would either need a 1 straight or a 5 straight.

Looks like we are rather in a 'Whats wrong with this ship' discussion now, OK, go on.

It reminds me a bit on the first responses of the original "Fixing the Tie Advanced" topic.

What does the Kihraxz need most to be a popular medium fighter for scum?

Instead of complaining about its weaknesses, fly it to its strengths.

The 5k is too long to accurately predict, as so few ships have it that it's not a maneuver people have memorized. So you can get the drop on a ship at range three. A 5 speed maneuver is exactly 2 range bands, so if you have some one at 3 or remarkably close, that 5k will drop you just behind them. Take a target lock strange 3. If your roll is average, don't spend it. Bank that lock, drop your 5k and now you've got a mod for your stressed turn, and shouldn't be receiving return fire.

3 of them give you 60 points, and a wall of red dice. Scum have plenty of options for making that 40 points very tough, and worth not ignoring, leaving the khiraxz time to do its job.

Thanks for that nikk whyte - rather than bleating about "fixing" everything, people would be better off taking the time to learn how to fly them instead.

Did anyone happen to get the list from Adepticon with two StarVipers and a Kihraxz?