If you put an astromech on a Kihraxz, you get a Dunelizard-like. That's mean we will not see the M4 Dunelizard due to the similarity with the fixed Kihraxz... and that's s*ck, imo ![]()
Fixing the Kihraxz
If you put an astromech on a Kihraxz, you get a Dunelizard-like. That's mean we will not see the M4 Dunelizard due to the similarity with the fixed Kihraxz... and that's s*ck, imo
who said that it can't be a small-ship-only illicit?
and Dunelizard will get two, for EXTRA DROID SHIZOPHRENIC INTERACTION ![]()
Oh, if you have to give some repositioning to every ship, maybe it would be cool to have the Kihraxz have the Barrel Roll while the T-67 title will give the Boost. That way they are similar, but different.
Cartel Marauder (22) x 2
Kihraxz Fighter (20), Glitterstim (2), Salvaged Astromech (0)
I have a question. I never know when to pop Glitterstim on a build like these guys. So....I assume it's when Dengar is able to get out of arc and the two Kihraxz are the only ones that can be shot? Is that when you do it? Or is it just on the first pass whenever? Do you only do it when you have a shot to take, as well?
I understand Glitterstim on an Ace when you are in the firing arc or when you want to unload on someone, but I don't get when to do it on a generic....or especially when there are multiple generics. Do you fly them together? Separate?
Oh, if you have to give some repositioning to every ship, maybe it would be cool to have the Kihraxz have the Barrel Roll while the T-67 title will give the Boost. That way they are similar, but different.
Cartel Marauder (22) x 2
Kihraxz Fighter (20), Glitterstim (2), Salvaged Astromech (0)
I have a question. I never know when to pop Glitterstim on a build like these guys. So....I assume it's when Dengar is able to get out of arc and the two Kihraxz are the only ones that can be shot? Is that when you do it? Or is it just on the first pass whenever? Do you only do it when you have a shot to take, as well?
I understand Glitterstim on an Ace when you are in the firing arc or when you want to unload on someone, but I don't get when to do it on a generic....or especially when there are multiple generics. Do you fly them together? Separate?
Boost>Barrelroll because of autothrusters, angle control and greater range control.
sooo it's not an even match ![]()
Glitterstims are there for alpha-strike, best used by PS5 crack-ers
When you manage to pull R1 shot or two or three, you get the TL, and IF the ship is in good position (lucky for us it's at the beginning of Combat phase)
pop glitterstims and make even a hardy foe eat those 3,725 average damage while you have like unlimited focuses against attacks, letting you get out of the exchange less damaged than the foe.
sadly Kihraxz lacks high-speed green forward (the difference between kihraxz and scyk)so you will get some issues next turn, when the enemy might K-turn and you won't
Edited by WarpmanI think something as simple as giving it plus 1 shield for 0Pts would make it fine. That puts it roughly where the intergrated X-Wing is.
I think something as simple as giving it plus 1 shield for 0Pts would make it fine. That puts it roughly where the intergrated X-Wing is.
I think this is exactly what they need. I would suggest that it fits in the missile slot like Chardaan. Won't interfere with mods and keeps it from being an auto-include (although it is). Two concerns: What to call it? And will I be able to get five of them without ending up with 7 of these ships? (I have a Kihraxzczvq problem)
I just ordered a second one incase they fix it,
Just kidding I did not want to pay 7.50 for another crack shot
Boost>Barrelroll because of autothrusters, angle control and greater range control.
sooo it's not an even match
1) OMG...I'm starting to hate Auto Thrusters. Let's say they give the Kihraxz BR and then the forums complain b/c they didn't get Boost.
2) Besides AutoIncludes, I don't think Boost is necessarily better than BR. You can adjust range with a Barrel Roll, including going backwards, which you can't do with Boost. You can also arc dodger, but still keep a target in your firing arc, which is not always the case with Boost. Lastly, Barrel Roll is better for blockers than Boost in a lot of cases. Low level Kihraxz for blockers isn't a bad idea.
I just ordered a second one incase they fix it,
Just kidding I did not want to pay 7.50 for another crack shot
Where are they at 7.50 right now? ![]()
Or you meant the Crack Shots, lol.
Anyway, I think we've seen enough 0-cost upgrades and titles. We don't need every list to be Luke + Poe with Autothrusters for everyone. The Imperial ships with Autothrusters either have just 3 hull or only 2 attack dice. If T-65 x-wings get a 0 point title that adds boost, Interceptors need a 0 point modification that adds 2 shields and the target lock icon.
But a 2 point small-ship only modification that adds barrel roll to the action bar wouldn't be unwelcome.
Reaction Control System, or RCS is what the little thrusters for attitude control on spaceships are called.
Edited by Vulf
Boost>Barrelroll because of autothrusters, angle control and greater range control.
sooo it's not an even match
1) OMG...I'm starting to hate Auto Thrusters. Let's say they give the Kihraxz BR and then the forums complain b/c they didn't get Boost.
2) Besides AutoIncludes, I don't think Boost is necessarily better than BR. You can adjust range with a Barrel Roll, including going backwards, which you can't do with Boost. You can also arc dodger, but still keep a target in your firing arc, which is not always the case with Boost. Lastly, Barrel Roll is better for blockers than Boost in a lot of cases. Low level Kihraxz for blockers isn't a bad idea.
1) Would be `00% true unless boost was a bank. Simple straight boost is used not as often as banking boost. And bank-BRs are a fix for scyks xD
2) While br allows to keep enemy in arc, Boost allows you to get into completely different, possibly getting another opportunity
3) well, if you want a 20-point blocker it seems you're doing it wrong o_o and a scyk is exactly a "almost same dial, but with BR" aaaaand it sucks Scyks
4) and a true arcdodger has both, for BR-backwards+boost bank
I'm fairly certian that the "Kihraxz Fix" will cost 1-2 points, not be free. Because the Cartel Marauder and the 5k list is the the khilraxz equivilant of the Ewing's Corran, the pre-fix Advanced's Vader, and so on- the competitive monobuild that doesnt need buffing.
Boost>Barrelroll because of autothrusters, angle control and greater range control.sooo it's not an even match
1) OMG...I'm starting to hate Auto Thrusters. Let's say they give the Kihraxz BR and then the forums complain b/c they didn't get Boost.
2) Besides AutoIncludes, I don't think Boost is necessarily better than BR. You can adjust range with a Barrel Roll, including going backwards, which you can't do with Boost. You can also arc dodger, but still keep a target in your firing arc, which is not always the case with Boost. Lastly, Barrel Roll is better for blockers than Boost in a lot of cases. Low level Kihraxz for blockers isn't a bad idea.
Would disagree; boost is massive utility for blockers.
Broll is more for slow roll ships and arcdodgers that want to get shots off
Anyway, wed be right to complain if the "fix" was just broll. We need good dice mods to actually hit the things we manage to catch in arc, not something even the lovely tie fighter can pull off
Boost>Barrelroll because of autothrusters, angle control and greater range control.
sooo it's not an even match
1) OMG...I'm starting to hate Auto Thrusters. Let's say they give the Kihraxz BR and then the forums complain b/c they didn't get Boost.
2) Besides AutoIncludes, I don't think Boost is necessarily better than BR. You can adjust range with a Barrel Roll, including going backwards, which you can't do with Boost. You can also arc dodger, but still keep a target in your firing arc, which is not always the case with Boost. Lastly, Barrel Roll is better for blockers than Boost in a lot of cases. Low level Kihraxz for blockers isn't a bad idea.
Would disagree; boost is massive utility for blockers.
Broll is more for slow roll ships and arcdodgers that want to get shots off
TIE Fighters - the original blockers - would like a word with you.
Tie fighters, the original blocker, can talk to me after they've shown up Nathan's prototype pilot @ worlds
Just because they can block well it doesn't mean they can hold a candle to the proto
Tie fighters, the original blocker, can talk to me after they've shown up Nathan's prototype pilot @ worlds
Just because they can block well it doesn't mean they can hold a candle to the proto
Never said boost was useless for blocking. Just that it's not necessarily better than barrel roll. And comparing to a rebel list (which doesn't even have a cheap BR blocker available) is fairly apples to oranges. If he was running an imperial list and wanted a cheap blocker and went with a TAP over a TIE Fighter that'd be a tad closer, but even that doesn't really work since the TAP has both boost and barrel roll.
Irrelevant if you say boost isn't useless for blocking, as the argument is which is overall more useful
The answer by leaps and bounds is boost. Broll cannot get you to block from beyond the range ruler or from odd angles unless you're capable of Lt lorring it up
It is simply more flexible for blocking than broll as it allows you to occupy more positions from a starting location than broll does
I'd say you can possibly cover more space with a barrel roll then with a boost.
Its rather situational which one is better for blocking.
How about a 2 point Illicit that grants you a boost action, but you receive an ion token for it?
Personally I'd still want to be able to increase or decrease straight moves by 1, to gain access to 1 & 5 straight.
"...jousting is rare and ineffective"
Tell that to tie swarms.
If you think Tie Swarms just Joust... You probably have played a good tie swarm player.
This goes back to the "Is Jousting Dead" thread. A K fighter in wave 1-2 would be super strong and mow things down like triple Xs did back then and for cheaper. But they were only good because that is what was done. We only jousted for as long as we had to; now that we don't have to, we don't. It's just bad. Every good "jousting" ship that is still competitive is good at Jousting and does more:
Tie- blocks, post movement positioning, blocks, cheap, dice efficient, blocks.
Defender- white Kturn, 6hp defended by 3 AG, awesome named pilots, soon 2 titles.
Any other competitive jousters left? BBBBZ counts as a list but an individual BWing isn't a jouster.
Talonbane could really use a card like this.
-- Glitter Pushers --
1 point single use illicit.
At the beginning of the combat phase you may perform a boost or barrel roll action.
Anything that gets more cards in X-wing with 'glitter' in the title is a plus.
Add IG-88 and now U-boats to that list (has a turret admittedly, but the strength of the list is in the joust).
I just ordered a second one incase they fix it,
Just kidding I did not want to pay 7.50 for another crack shot
I still need another 2 more for 6 total and then maybe 1-2 extra in case the things go missing (or my brother needs to play brobots)
I'll kill many with just this... so will you if you can get it into your thick heads.
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I have flown Guri and 3x Kihraxz to a few tournament wins and top placements pre-Wave 8... I really like the Kihraxz as a generic ship. I think a lot of people trying to fix it with 'boost' or some other type of movement application are missing the point of the ship...and of X-Wing in some ways. Not all ships move like aces...we need to stop expecting all ships to have repositional abilities. Get your movement right the first time and you will fly better in the long run. This biggest downside these guys have are crits...and they at least have one shield to deal with them. But crits are good against most ships (I'm looking at you, Imperials). Is boost and barrel roll good? Of course it is. It has a special place among certain ships to make them viable. If we give that option to every ship that comes out, the game is going to get very stagnant. FFG, please keep the variety of ships strong from here into the future.
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"?
To go along with Gamblertuba, I would take his idea one step further with Shield Tech: Your action bar loses the missile and illicit slot. Increase your shield value by one. This upgrade card has a negative squad point cost (-1). I think that would be enough for me to keep flying these bricks in the future.
Getting 3 reds at such a cheap cost is awesome. I know B-Wings have more health, but sometimes the 2 AGI keep the Kihraxz in the fight for unexpectedly long periods of time. As NOVA Podcast had analyzed in one of their Podcasts, the ship is still a little too expensive. Now with the precedent of the Attack Shuttle, I would like to see some lower PS named pilots to round out the Kihraxz collection. Some interaction with illicit and missile upgrades would be awesome. I believe there are already premade suggestions by other users here.
I'll kill many with just this... so will you if you can get it into your thick heads.
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I've flown that list, it's pretty good, but not great. I did manage to take 3rd place in a casual tournament with it, but I think swapping out the Scyks for 2 more Kihraxz would've been stronger.
I think the problem is that their strength multiplies with more clones of itself, but outside of using them in a swarm like this, 1 or 2 generics or 1 ace isn't all that effective.
The generics could be decent missile boats (with Guidance Chips) but the lack of a 1 straight makes getting the range right much harder than it should be. And as I mentioned previously Talonbane is one of 2 scum aces, but he lacks the tools that the Rebel and Imperial Aces have, namely regen (R2D2/R5P9, Corran, etc.), Action economy (PTL Fel, w/wo Palpatine, Omega Leader, etc), and post maneuver positioning. The Illicit slot can help but it's not enough to make up that difference. I think those issues with Talonbane are really more of a problem for Scum as a faction, than the Kihraxz itself, as they limit the kinds of effective squads you can create with the faction.
Edited by Radarman5