Flying The Kihraxz Fighter

By TalonbaneCobra, in X-Wing

When I was looking at getting into X Wing. The Kihraxz fighter sold me on the Scum & Villainy Faction. After playing a few games with Black Sun Aces with Predator, I found they were a really handy ship capable of stripping shields & hull fairly quickly. There are however, some glaring weeknesses, a fairly sparse action bar combined with a weak HP, I have seen many people label it with the X Wing as "A jouster which can't really joust". Rarely have I seen the Kihraxz included in tournament play, besides the odd 5x Cartels or a couple with a YV-666.

I always like to include the Kihraxz in my squads, as I see it as my signature ship. What are the different ways the X Wing community runs the Kihraxz, do they prefer the standard Cartel or the much improved Black Sun Ace? And what are the preferred EPT's that combine with them?

Flying the Kihraxz fighter? A better plan would be to "don't."

If you're going to use them, stick to Talonbane wroth Engine Upgrade or naked Marauders. The middle guys are the weakest of the bunch.

I usually use 60 points of Cartel Marauder with a 40 point Guri. I usually fly it all in formation and break Guri out right before engaging. That's a bunch of firepower that is usually beefy enough unless it's flying against something like triple scouts.

Edited by WWHSD

When I was looking at getting into X Wing. The Kihraxz fighter sold me on the Scum & Villainy Faction. After playing a few games with Black Sun Aces with Predator, I found they were a really handy ship capable of stripping shields & hull fairly quickly. There are however, some glaring weeknesses, a fairly sparse action bar combined with a weak HP, I have seen many people label it with the X Wing as "A jouster which can't really joust". Rarely have I seen the Kihraxz included in tournament play, besides the odd 5x Cartels or a couple with a YV-666.

I always like to include the Kihraxz in my squads, as I see it as my signature ship. What are the different ways the X Wing community runs the Kihraxz, do they prefer the standard Cartel or the much improved Black Sun Ace? And what are the preferred EPT's that combine with them?

The Kihraxz sold me on Scum, too. I thought it was the coolest ship when I started playing and bought a couple. When I do run the ship, I tend to go straight for your namesake: Talonbane Cobra.

I sink all the points into him: Engine Upgrade, Cloaking Device, Lone Wolf or some niche EPT that fits the rest of your squad. I've never found a missile I like him, but I'd proably go with Prockets because you want to be close anyway.

Flying the Kihraxz fighter? A better plan would be to "don't."

Kihraxz Fighter: · Talonbane Cobra (28)

Crack Shot (1)

Glitterstim (2)

Z-95 Headhunter: · N'dru Suhlak (17)

· Lone Wolf (2)

Cluster Missiles (4)

Guidance Chips (0)

Glitterstim (2)

Z-95 Headhunter: Binayre Pirate (12)

Feedback Array (2)

Z-95 Headhunter: Binayre Pirate (12)

Feedback Array (2)

Z-95 Headhunter: Binayre Pirate (12)

Feedback Array (2)

Edited by StarWarsDad1138

I like to use a pair of Black Sun Aces with crackshot and glitterstims myself. If you manage to lock onto someone then pop glitterstim, especially if you somehow manage a range 1 shot, they are going to just erase something from the board. My favorite list involves two of these things and Bossk. Also that hard 1 turn is your friend, people never seem to remember it has that move.

This is my favorite way to run them:

Palob Godalhi (20)
Attanni Mindlink (1)
Twin Laser Turret (6)

Kaa'To Leeachos (15)
Attanni Mindlink (1)
XX-23 S-Thread Tracers (1)
Guidance Chips (0)

Black Sun Ace (23)
Attanni Mindlink (1)
Concussion Missiles (4)
Guidance Chips (0)

Black Sun Ace (23)
Attanni Mindlink (1)
Concussion Missiles (4)
Guidance Chips (0)

Total: 100

View in Yet Another Squad Builder

You need to come up with a decision tree, or else you're going to make mistakes. White maneuvers, red maneuver, green maneuvers has to be the order you activate in or you'll be hurting.

Why I like this squad is because the Kihraxz almost always get Focus + TL while Palob steals tokens. Kaa'to is just there to make sure everyone gets their focus.

I have a ton thanks to a cheap way of filling in my Crack Swarm. I am looking forward to flying Talonbane with Fenn. Looking for that third support ship. Possibly a jumpmaster, Manaroo if points, bumpmaster if not.w

Edited by Rolotamasi

Do not listen too much to the detractors. The Kihraxz is a good filler at 20, or a kitted out BSAce (e.g. glittering, crackshot or mindlinked), or Talonbane. Talonbane is fun, but he has a BIG target mark on him. At range 3 he is survivable, but not against secondaries. He packs a lot of punch, but tends to die fast as well, if the enemy has no other big target in your list. I do not pack rockets on him, he wants to use his primaries.

Above are a number of good suggestions.

Upcoming Fenn Rau and TC together might be good.

Upcoming Vectored Thrusters is not the most cost effective, but I think the Kihraxzes will be fun with it.

edit typo

Edited by Managarmr

I'm still casting spells and praying FFG will release a Black Sun paint-job and devise an awesome way to add a cheap or free shield to the Kihraxz and other 1-shield Scum ships.

But I still fly it...about half the time I get my Range1 shot and pop my glitterstim- but still get fired on by 2-3 enemy ships in the same round. (kaboom)

I think it totally depends on what type of gaming you are doing. If you are looking at hyper competitive tournament play, then you might not ever want to use the Kihraxz (at least until Vectored Thrusters comes out). It suffers too much from all the Arc Dodging aces out there, but if you aren't playing a game with all them, then it's great.

I've found that I like mini swarms or at least a few filler ships. I thought the Kihraxz was great as it becomes that filler ship for about 20-25 points in a Scum list. I usually go for low PS guys to keep it cheap. I fly them forward in a conservative method to joust. It often gets ignored for bigger threats around it and can usually cause a lot of damage in a game. I've even had it with 2 green dice roll very well a few times and really live through more than it should.

The one hard turn is really good on the ship, too. It's great for knife fighting.

I think Vectored Thrusters will do it well.

With the release of info on the Fang Fighter, I do wonder at why you would want to use the Kihraxz Fighter as opposed to the new guy. It does seem like they are setting up for some fix for it with some epic Scum ship in the future, though.

Two Aces with Glitter-Crack, or Talonbane fully-kitted out. Marauders work well as 20 point filler ship- most opponents put the Kihraxz low on their target list unless its TB.

It's a decent ship, much like the T-65 or pre-Vets Defender, but just doesn't have a real role at the moment.

IMO the best way to mitigate the Kihraxz's lack of efficiency is with Attanni Mindlink. That was FFG's soft buff to M3A's and Kihraxz fighters.

Black Sun Aces with Attanni is solid. You can pair two of them with an Attanni Mindlink Manaroo for even more focus tokens.

or...

Talonbane Cobra [Attanni Mindlink, Cloaking Device, Stygium Particle Accelerator] - 33 points

You get an Evade, Focus, and TL on your opening engagement.

Erase something with your fully modified 5 dice, then disengage for another strafing run.

Edited by zerotc

Talonbane Cobra [Attani Mindlink, Cloaking Device, Stygium Particle Accelerator] - 33 points

You get an Evade, Focus, and TL on your opening engagement.

Erase something with your fully modified 5 dice, then disengage for another strafing run.

That... Is a great build. I think Attani is the EPT Scum needed, but the Developers forogot that not a lot of generics have an EPT slot.

If you're going to use them, stick to Talonbane wroth Engine Upgrade or naked Marauders. The middle guys are the weakest of the bunch.

I have exactly the opposite experience. For me, the PS5 generics (e.g with crack shot or mindlink) are best. And my personal favourite is Graz the Hunter. But for him I understand that it is a matter of taste and play style

With the release of info on the Fang Fighter, I do wonder at why you would want to use the Kihraxz Fighter as opposed to the new guy. It does seem like they are setting up for some fix for it with some epic Scum ship in the future, though.

If the PS1 Fang had been a little cheaper I could see it displacing the Khiraxz but with what we've got I think that's going to be a very meta dependent choice. Are you needing the movement actions for blocking? Would you rather have the HP than the higher agility? The ships are going to be really close to each other from a stats for points perspective.

Flying the Kihraxz fighter? A better plan would be to "don't."

As soundbites go, not only is it not funny it's also inaccurate.

The Kihraxz has a great dial, and is a really good all-round performer.

With the release of info on the Fang Fighter, I do wonder at why you would want to use the Kihraxz Fighter as opposed to the new guy. It does seem like they are setting up for some fix for it with some epic Scum ship in the future, though.

If the PS1 Fang had been a little cheaper I could see it displacing the Khiraxz but with what we've got I think that's going to be a very meta dependent choice. Are you needing the movement actions for blocking? Would you rather have the HP than the higher agility? The ships are going to be really close to each other from a stats for points perspective.

In my mind, the 1 extra Agility and movement options of the Fang trumps the one shield of the Kihraxz.

I like what's been said so far. I think you can't go wrong with Crack Shot + Glitterstim. It's a good combo for dealing a lot of damage.

I am also a big fan of Attanni Mindlink. My most recent list has been:

Bossk (Attanni Mindlink, Dengar)

Zuckuss (Attanni Mindlink, 4-LOM, Fire Control System)

Talonbane Cobra (Attanni Mindlink)

Allowing Talonbane to focus + target lock every turn is awesome. However, I do feel that Talonbane is the weak link in the list. In a way, he is sort of the Biggs of the list because nobody wants him getting close. But I think Zuckuss is even scarier. In 2 games, though, Talonbane has never made a range-1 shot.

With the release of info on the Fang Fighter, I do wonder at why you would want to use the Kihraxz Fighter as opposed to the new guy. It does seem like they are setting up for some fix for it with some epic Scum ship in the future, though.

If the PS1 Fang had been a little cheaper I could see it displacing the Khiraxz but with what we've got I think that's going to be a very meta dependent choice. Are you needing the movement actions for blocking? Would you rather have the HP than the higher agility? The ships are going to be really close to each other from a stats for points perspective.

In my mind, the 1 extra Agility and movement options of the Fang trumps the one shield of the Kihraxz.

In a lot of cases it will be. The 4 hit points behind 3 agility has the potential to last much longer but also can go out quickly if the dice aren't on your side. 5 hits behind 2 agility is a bit more predictable. Without Autothrusters and the title, the Fangs run a reasonable chance of being one-shotted.

I've been using the Kihraxz pretty much exclusively since it arrived in Wave 8. I don't know why or how this happened, exactly, it just panned out that way. I won the first store championship I flew them in (using 3 Cartel Marauders and 2 Mangler Cannon Cartel Spacers). I've took them to the Yavin Open (where I came in 39th overall with a 6-3 record with 5 Cartel Marauders).

To me, it's an incredibly dependable ship. 5 health behind two agility, and a dial which can either knife fight or get the hell out of dodge as the situation demands it.

Normally I'll run them in a 5 ship build with little to no clear target priority (as per the two lists above). Or I'll run them in a three ship list with two or three Marauders alongside either a Scum Ace (Kath or a YV-666) or two mid-range ships (G1-A, JM5K).

It's very easy to come up with "modular" scum lists - 1 ship at 40 points, or two at 30, then use Kihraxz as filler for the rest of the list.

The Kihraxz have an annoying (for my opponent) tendency of being **** hard to finish off. A lot of the time the lead ship will take 3-4 damage on the first round of shooting, but somehow survive, then becoming an absolute pest as a blocker or repositioning with the big 5K the following turn.

The list relies on low-PS planning, which I appreciate a lot of players find much more difficult than high-PS post-maneuver repositioning. It has it's advantages, though - you'll usually get your action, and can block and set up firing lanes.

I've recently been toying around with 3 Mindlinked Black Sun Aces along with Palob. It's brutal. The Kihraxz will usually have Target Lock/Focus combos every round making them incredibly accurate, Palob (while the clear target in the list) can strip defenses, and the mid-range PS means you can pick off lower PS ships before they shoot or block Aces as appropriate.

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SCUM%2BBS%2BKERAXE.png SCUM%2BBS%2BHWK.png

Ghostly_Skull.gif SCUM%2BBS%2BKERAXE.png Ghostly_Skull.gif

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... IMMA TEAR ME-SUM ASSES UP!!!

:angry: :D :P

Edited by Joe Boss Red Seven

With the release of info on the Fang Fighter, I do wonder at why you would want to use the Kihraxz Fighter as opposed to the new guy. It does seem like they are setting up for some fix for it with some epic Scum ship in the future, though.

If the PS1 Fang had been a little cheaper I could see it displacing the Khiraxz but with what we've got I think that's going to be a very meta dependent choice. Are you needing the movement actions for blocking? Would you rather have the HP than the higher agility? The ships are going to be really close to each other from a stats for points perspective.

In my mind, the 1 extra Agility and movement options of the Fang trumps the one shield of the Kihraxz.

In a lot of cases it will be. The 4 hit points behind 3 agility has the potential to last much longer but also can go out quickly if the dice aren't on your side. 5 hits behind 2 agility is a bit more predictable. Without Autothrusters and the title, the Fangs run a reasonable chance of being one-shotted.

True, I've just had too many Kihraxzs go down due to the 2 dice defense. Either way, it will be interesting to test out.

Ya, I can understand why the Kihraxz isn't the most popular ship - it's below average on cost efficiency.

On the competitive scene, players might avoid it to maximize their chances of winning; but that's somehow turned into a reputation that the ship is unplayable which is utterly wrong.

With Attanni Mindlink out, multiple BSAs pump out tons of firepower. And if you've ever flown against 5 Cartel Marauders, you'd know how much damage it can put out.