Fixing the Kihraxz

By TheRealStarkiller, in X-Wing

I would admit that Talonbane with some sort of shield regen would definitely see more use. I feel like they realize that they made shield regen too easy with the current Rebel ones and are trying to pull it back a bit. The only issue is that all future shield regens will be looked through the R2-D2 colored glass and deemed not good enough (i.e. Gonk).

I do think a lot more options for Kihraxz pilots would be better.

Throwing in 2 Kihraxz with a heavy hitter isn't a bad idea. Those guys shouldn't be ignored or they will rip someone up.

I'd go one step further and suggest 3 Khiraxz and either a YV or Jumpy.

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.

Unfortunately the Khiraxz doesn't have 3 turns...

I'll kill many with just this... so will you if you can get it into your thick heads.

:D

SCUM%252520HUTT%252520CARTEL%252520SCYK. SCUM%252520HUTT%252520CARTEL%252520SCYK.

SCUM%252520HUTT%252520KERAXE.png SCUM%252520HUTT%252520KERAXE.png SCUM%252520HUTT%252520KERAXE.png

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.

The thing I like is that these ships do NOT act like their comparable enemy faction craft... it is fun to fly the styles in my games... cool story-driven-FUN is all that matters to me.

;)

I'll kill many with just this... so will you if you can get it into your thick heads.

:D

SCUM%252520HUTT%252520CARTEL%252520SCYK. SCUM%252520HUTT%252520CARTEL%252520SCYK.

SCUM%252520HUTT%252520KERAXE.png SCUM%252520HUTT%252520KERAXE.png SCUM%252520HUTT%252520KERAXE.png

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.

The thing I like is that these ships do NOT act like their comparable enemy faction craft... it is fun to fly the styles in my games... cool story-driven-FUN is all that matters to me.

;)

When you take Kath and Binaries it's fun, fluff and can hurt.

when you take a ton of Ks or God have mercy on their souls Scyks it's not D:

They would have been cool had they come out in wave 1-2

I'll kill many with just this... so will you if you can get it into your thick heads.

:D

SCUM%252520HUTT%252520CARTEL%252520SCYK. SCUM%252520HUTT%252520CARTEL%252520SCYK.

SCUM%252520HUTT%252520KERAXE.png SCUM%252520HUTT%252520KERAXE.png SCUM%252520HUTT%252520KERAXE.png

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.

The thing I like is that these ships do NOT act like their comparable enemy faction craft... it is fun to fly the styles in my games... cool story-driven-FUN is all that matters to me.

;)

When you take Kath and Binaries it's fun, fluff and can hurt.

when you take a ton of Ks or God have mercy on their souls Scyks it's not D:

They would have been cool had they come out in wave 1-2

I can understand that. In the 100 point game it is true.

;)

I am one of the guys here that almost exclusively plays X-EPIC. That is a whole different thing. When you have 20 ships or so on each side... TIE's and Z's and Kraxxies all become awesomely fun and effective ships.

:lol: :D ^_^

See... I know about math too!

:P

Suppose you could put it in the missile slot and call it "redundant shielding - Increase your shield value by 1"

Maybe the answer is in the illicit slot?

2 points - "Black Market Generator" - Small ship only
You may only equipment this card if your starting shield value is 2 or less.At the beginning of the end phase, you may regain a shield (up to your starting value). If you do, roll an attack die, on a focus result, flip this card face down.

I don't think this would be too broken.


Suppose you could put it in the missile slot and call it "redundant shielding - Increase your shield value by 1"

Maybe the answer is in the illicit slot?

2 points - "Black Market Generator" - Small ship only

You may only equipment this card if your starting shield value is 2 or less.At the beginning of the end phase, you may regain a shield (up to your starting value). If you do, roll an attack die, on a focus result, flip this card face down.

I don't think this would be too broken.

Yeah that is cool and allowing the thing to burnout is so right for SCUM!

Nice!

:D

I'll kill many with just this... so will you if you can get it into your thick heads.

:D

SCUM%252520HUTT%252520CARTEL%252520SCYK. SCUM%252520HUTT%252520CARTEL%252520SCYK.

SCUM%252520HUTT%252520KERAXE.png SCUM%252520HUTT%252520KERAXE.png SCUM%252520HUTT%252520KERAXE.png

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.

The thing I like is that these ships do NOT act like their comparable enemy faction craft... it is fun to fly the styles in my games... cool story-driven-FUN is all that matters to me.

;)

When you take Kath and Binaries it's fun, fluff and can hurt.

when you take a ton of Ks or God have mercy on their souls Scyks it's not D:

They would have been cool had they come out in wave 1-2

I can understand that. In the 100 point game it is true.

;)

I am one of the guys here that almost exclusively plays X-EPIC. That is a whole different thing. When you have 20 ships or so on each side... TIE's and Z's and Kraxxies all become awesomely fun and effective ships.

:lol: :D ^_^

See... I know about math too!

:P

Ah, yeah, Epic is...ahem...EPIC

especially when you understand that PS4-5 X-wings and Kihraxes are king there

Suppose you could put it in the missile slot and call it "redundant shielding - Increase your shield value by 1"

Maybe the answer is in the illicit slot?

2 points - "Black Market Generator" - Small ship only

You may only equipment this card if your starting shield value is 2 or less.At the beginning of the end phase, you may regain a shield (up to your starting value). If you do, roll an attack die, on a focus result, flip this card face down.

I don't think this would be too broken.

I'd rather roll an attack die and have it deal a crit if you roll a crit result, but regen the shield otherwise. Why? Because that makes this thing a bit risky, and in addition to being very useful/effective, it also means you can't do the regen-forever shenanigans that you can do with R2D2. It's Black Market and it works 7 times out of 8, but every once in awhile they just explode. Would still be super solid for K-Fighters, Scum HWKs and Starvipers.

I don't think it should work on ships with 2 shields though (1 shield limit is fine), because it feels a bit strong with Z-95s. Either that, or it needs to be unique like the cloaking device so you can't just have a swarm of regening ships. ...but other than that, yeah, I like the premise.

In fact, forget the shield limit entirely, just make it unique. I kinda like it on a G1-A (a ship that needs help if it's going to fit in to the current meta) because the crit result that can occur would just land on one of its other shields since it has a stack of them. This thing triggering in the illicit slot automatically along with Gonk working in the crew slot might actually make a regen G-1A viable in the competitive environment.

A variation of the build I use with Guri:

Palob Godalhi (29)
HWK-290 (20), Attanni Mindlink (1), Blaster Turret (4), Intelligence Agent (1), Moldy Crow (3)

Manaroo (34)
JumpMaster 5000 (27), Attanni Mindlink (1), K4 Security Droid (3), Unhinged Astromech (1), Anti-Pursuit Lasers (2)

Talonbane Cobra (36)
Kihraxz Fighter (28), Expert Handling (2), Cloaking Device (2), Shield Upgrade (4)

TBC can focus on maneuvering, Manaroo tops him up with what he needs to survive.

I'll kill many with just this... so will you if you can get it into your thick heads.

:D

SCUM%252520HUTT%252520CARTEL%252520SCYK. SCUM%252520HUTT%252520CARTEL%252520SCYK.

SCUM%252520HUTT%252520KERAXE.png SCUM%252520HUTT%252520KERAXE.png SCUM%252520HUTT%252520KERAXE.png

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.

The thing I like is that these ships do NOT act like their comparable enemy faction craft... it is fun to fly the styles in my games... cool story-driven-FUN is all that matters to me.

;)

When you take Kath and Binaries it's fun, fluff and can hurt.

when you take a ton of Ks or God have mercy on their souls Scyks it's not D:

They would have been cool had they come out in wave 1-2

I can understand that. In the 100 point game it is true.

;)

I am one of the guys here that almost exclusively plays X-EPIC. That is a whole different thing. When you have 20 ships or so on each side... TIE's and Z's and Kraxxies all become awesomely fun and effective ships.

:lol: :D ^_^

See... I know about math too!

:P

Ah, yeah, Epic is...ahem...EPIC

especially when you understand that PS4-5 X-wings and Kihraxes are king there

Right on buddie... not trying to be an ole-mean-veteran but the meta game should just be called ACE-WING.

X-EPIC is the STAR WARS we know from the films... more so than not, if you are doing it right.

:)

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.

That's a 6 point upgrade if we make it permanent!

Edited by Vulf

I'll kill many with just this... so will you if you can get it into your thick heads.

:D

SCUM%252520HUTT%252520CARTEL%252520SCYK. SCUM%252520HUTT%252520CARTEL%252520SCYK.

SCUM%252520HUTT%252520KERAXE.png SCUM%252520HUTT%252520KERAXE.png SCUM%252520HUTT%252520KERAXE.png

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.

The thing I like is that these ships do NOT act like their comparable enemy faction craft... it is fun to fly the styles in my games... cool story-driven-FUN is all that matters to me.

;)

When you take Kath and Binaries it's fun, fluff and can hurt.

when you take a ton of Ks or God have mercy on their souls Scyks it's not D:

They would have been cool had they come out in wave 1-2

I can understand that. In the 100 point game it is true.

;)

I am one of the guys here that almost exclusively plays X-EPIC. That is a whole different thing. When you have 20 ships or so on each side... TIE's and Z's and Kraxxies all become awesomely fun and effective ships.

:lol: :D ^_^

See... I know about math too!

:P

Ah, yeah, Epic is...ahem...EPIC

especially when you understand that PS4-5 X-wings and Kihraxes are king there

Right on buddie... not trying to be an ole-mean-veteran but the meta game should just be called ACE-WING.

X-EPIC is the STAR WARS we know from the films... more so than not, if you are doing it right.

:)

It actually is

Also known as Boostwing since the only ace who doesn't have one or doesn't care to buy one is Whipster.

Epic is the game, true. Tiresome, but delightful in the end.

After all, what's the comparison of this "3x3" game to the real arse-blasting, formation-flying and huge ship herding battle.

(But personally I prefer the 150 point games. Not too big to make aces bite the dust, but already big enough to make them stop relying on "ablative armour" in form of renewable token towers)

Still, tastes differ!

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.

well, actually Talonbane does have some kind of action economy. It's just not as obvious, and more scum-style (thus, quite situational and not 100% reliable). His ability grants him either an extra die at R1 or R3 (leaving an hole at R2). An extra die is similar to reroll of 1 die (only better), thus it is the same as Predator vs PS3+, but working on offense AND defense (limited by range). So all you need is taking a ("second") action to boost whatever is needed - mostly Focus to enhance defense a bit. All of that can be enhanced by taking an EPT. Of course he will go down to focused fire, faster than aces like Soontir (agility 2 and only 5 HP is not getting you far, especially if you aren't able to stack tokens like crazy on him). I believe that Talonbane is simply hard to use (too hard for most, and I'm not able to make great use of him either) because we are used to see the quite boring repositioning aces that are "untouchable" thanks to arc dodging (well, great skill, "move all your ships, then I will look what a good spot would be and I will put my (typical ace) there"). I think Talonbane relies on his buddies - move careful, use the others as bait and/or real threat, and if he still goes after TB then have him pay for it by jumping into his face with some other hard hitter. Timing and good flying with several ships at the same time is required here, which takes quite some concentration and is demanding during a multi hour tournament. And similar to the other aces, one mistake and he's a goner.

Would I like to see some extra for Kihraxz? Sure, it would make them easier to use ;-)

If only cloaking device wouldn't be unique...

Kihraxz fighter generic pilots are pretty good to run. People don't like using them since so much can just trump them at the PS level. I have been above average with my lists of 5 fighters, or 4 and serissu. 14 and 15 red dice on a target is pretty brutal to the ship getting shot at. Last thing i did before boats became an issue was 3 black sun ace with predator and a single cartel marauder. Its pretty simple to use since i don't have much time to practice. Take focus every turn and shoot at a single target. Can melt a ship pretty effectively. People dont like the only 5 hull and shields or the lack of a straight 1 on the dial.

Kihraxz doesn't need a fix. It needs more ace pilots and maybe a title or modification that gives it an additional role, but the underlying chassis is fine.

citation please

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?

In Star wars Galaxies , pilots could equip their fighters with flight computers which did things similar to an astromech. They could overcharge shields, engines and weapons to give an advantage. Perhaps Scum needs something similar?

Not scummy enough.

Scummy things are double edge swords, one-time wonders and outperform analogues in brief moments.

An illicit that can be used as a free one-use Expose sounds as a scummy version of your idea of overcharged gun

So Scummy = Crumby? That wouldn't be anything new.

IF there is a Klingon (Kihraxz) fix I am sure it will probably be in the Scum Aces pack with the Scyk.

Edited by Marinealver

IF there is a Kihraxz fix I am sure it will probably be in the Scum Aces pack with the Scyk.

Nah the Seeker is gonna be in that (DAT) BIG -Ass-Box with Jaba's Star Yacht.

SCUM%252520HUTT%252520LORD%252520JO.png

14804265959_dccc36831c_o.png

IF there is a Kihraxz fix I am sure it will probably be in the Scum Aces pack with the Scyk.

Noooo, Talonbane KOBЯA NEEDS THE STARVIPER!

:lol: :lol: :lol:

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.

well, actually Talonbane does have some kind of action economy. It's just not as obvious, and more scum-style (thus, quite situational and not 100% reliable). His ability grants him either an extra die at R1 or R3 (leaving an hole at R2). An extra die is similar to reroll of 1 die (only better), thus it is the same as Predator vs PS3+, but working on offense AND defense (limited by range). So all you need is taking a ("second") action to boost whatever is needed - mostly Focus to enhance defense a bit. All of that can be enhanced by taking an EPT. Of course he will go down to focused fire, faster than aces like Soontir (agility 2 and only 5 HP is not getting you far, especially if you aren't able to stack tokens like crazy on him). I believe that Talonbane is simply hard to use (too hard for most, and I'm not able to make great use of him either) because we are used to see the quite boring repositioning aces that are "untouchable" thanks to arc dodging (well, great skill, "move all your ships, then I will look what a good spot would be and I will put my (typical ace) there"). I think Talonbane relies on his buddies - move careful, use the others as bait and/or real threat, and if he still goes after TB then have him pay for it by jumping into his face with some other hard hitter. Timing and good flying with several ships at the same time is required here, which takes quite some concentration and is demanding during a multi hour tournament. And similar to the other aces, one mistake and he's a goner.

Would I like to see some extra for Kihraxz? Sure, it would make them easier to use ;-)

If only cloaking device wouldn't be unique...

If Talonbane had a special rulr that would him allow to get range bonus when attacked by secondary weapons, scum would have their ace.

A counter to TLT and ordnance heavy meta.

And the Inquisitor would be the hard counter to a 'scum Talonbane meta' ..