How To K-Wing?

By brettdavis1991, in X-Wing

I picked up the K-Wing a little bit ago and i'm curious how people use these things. I got it mostly for the TLTs but I would like to fly it at some point but its kind of a strange ship. So how do people use these, double k-wing? Aces? what kind of lists do you see with this thing?

While I would love to at some point try out using bombs with them, at the moment my experience is limited to Miranda with TLT and advanced SLAM. She has a really solid and useful ability that works perfectly with a TLT.

Practice. My base ship is a WSP w/ clusters or proxy mines. Get just about range 3 and you can drop a bomb on nearly anything. Killer against aces and high AGI targets.

Practice. SLAMming takes time to know when to use the 1-, 2-, or 3-template to get your SLAM range correct. The ability to change your bearing half way through a long maneuver also takes some work.

Cue FickleGreenDice post in 3... 2... 1...

Most common is Miranda TLT, C3PO, and Long Range Scanners (free).

The next most useful upgrade is advanced slam for slamming out of arc and focusing.

Wardens with bombs and advanced slam are pretty amazing. They take some getting used to flying however.

I've never flown the K so take this as worth what you are paying for it. If you research the forum you will find most are flying at opposite ends of the spectrum. Either Wardens with bombs/mines or Miranda w/TLT and maybe a missile. I haven't seen too much in between. Some but not very much.

Miranda with LRS, Homing Missles, Extra Munitions and Autoblaster Turret!

She's my favourite rebel pilot at the moment!

Needs Biggs unfortunately but 5 die homing missles are worth it!

Edited by Diggs Sparklighter

I picked up the K-Wing a little bit ago and i'm curious how people use these things. I got it mostly for the TLTs but I would like to fly it at some point but its kind of a strange ship. So how do people use these, double k-wing? Aces? what kind of lists do you see with this thing?

Flew Miranda for a few months and learned when and how to SLAM. She's a pretty forgiving pilot on a pretty tough ship. After that I started into the generics as bombers or missile platforms. One of the most fun ships you can get as Rebels and can be surprisingly maneuverable. Double K bombers are horribly frustrating for your opponent once you learn to estimate the position on SLAM maneuvers.

My local meta is very diverse and has a large variety of non "popular" lists meaning very very few palp aces a lot of rebel regen and scum lists that don't include triple scouts (pre nerf) so I was flying

2x warden with tlt

Miranda tlt, Chewbacca, hull upgrade

I'm 7-0 with it. But if there were more auto thrusters in my area I would have a less shiny record

Hmm interesting comments. Well I don't plan on getting more than one. What would you guys suggest to accompany one K wing? More than likely Miranda.

Super Dash.

Hmm interesting comments. Well I don't plan on getting more than one. What would you guys suggest to accompany one K wing? More than likely Miranda.

I recommend my Miranda XXX list if you want some classic fun with a lot of guns.

How to K-Wing?

Very, very carefully.

There's are two main kinds of K-Wings: Miranda Andrew bombers (not mutually exclusive).

Miranda wants to hang out at range and TLT folks to death, accompanied by the occasional extra-die attack and a small bit of SLAMing.

Bombers want to joust...sorta. You really want to go from just out of range to SLAMing past them and bombing them to death. These guys aren't trying to get shots; that's not how they do damage. You need to make good use of the SLAM action, which take some practice; but it's okay to SLAM to get out of aces (or to bump) as long as it gives you good positioning next round.

Aside from that...practice.

Slalom with Slam. Laugh as your opponents attempt to predict where Miranda will finish. Laugh as you slam drop mines in aces´ paths (with wardens).

Just try not to laugh in your opponents face. Wait until you are at home, go to a broom cupboard, and let out that repressed mirth.

You´ll have frustrated your opponents, but laughter will infuriate them!

Disclaimer: It´s my favourite ingame ship.

There's are two main kinds of K-Wings: Miranda Andrew bombers (not mutually exclusive).

Miranda wants to hang out at range and TLT folks to death, accompanied by the occasional extra-die attack and a small bit of SLAMing.

Bombers want to joust...sorta. You really want to go from just out of range to SLAMing past them and bombing them to death. These guys aren't trying to get shots; that's not how they do damage. You need to make good use of the SLAM action, which take some practice; but it's okay to SLAM to get out of aces (or to bump) as long as it gives you good positioning next round.

Aside from that...practice.

Three. You forgot long range sensor homing missile generics. Great for chasing off the enemy ace in the initial joust.

Hmm interesting comments. Well I don't plan on getting more than one. What would you guys suggest to accompany one K wing? More than likely Miranda.

I recommend my Miranda XXX list if you want some classic fun with a lot of guns.

I went and read some of your games, interesting list. Do you still run it? have you improved upon it since your posts? i'm thinking your list will be the maiden flight for my k wing when it shows up.

Sabine, Extra Munitions, Advanced SLAM, Two Conner Nets, and a Seismic Charge. Turret Upgrade is largely unnecessary, as you'll spend a lot of turns SLAMming to align Conner Nets. When you don't SLAM, drop a die to recover a shield. Pair with a big base with a big stick, like Dash/HLC or Rey/Finn. Drop nets/mines onto enemies, extra damage with Sabine, Ionize them away from your other ship as it beats face.

Edited by Engine25

Last ran it at the Canadian Nationals last month. I now run Miranda with TLT and Dash crew in the list. There are two list types I had NOT figured out how to beat with it....

Crackshot TIE swarms

Triple Jumpmaster alpha strike... Which was popular around here...

Well... Half my problem has been reduced in threat. The K4 triple jumps are still threatening to my list but as these are more balanced vs other lists now won't be as likely encounters.

Crackswarms on the other hand... Yeah, need to work on my approach. And get lucky....

I haven't retired the list but have been testing some of the new ships coming. Got a local tournament I'm a coin flip away from using this in.

Edited by LagJanson

When I first got the K-Wing, I flew a Warden with Adv. Slam, Proton Bombs, Prox. Mines, Extra Munitions, and Bombardier. Coupled him with a TLT Roark HWK and a tricked-out Tycho. First faced a Decimator + Ace list (don't remember who the ace was... maybe a pre-Veterans Defender?) and absolutely chewed through it. Tycho was able to tuck in close to the Decimator and unload his Proton Rockets and keep his Autothrusters, and the K-Wing dropped a Proximity and both Proton Bombs on the Decimator.

It was the cleanest sweep I've ever had against a Decimator list.

Miranda is also fun. She has a lot of options, some of the above options are ones I really like. R2-D2 crew is great on her as well.

Cue FickleGreenDice post in 3... 2... 1...

Honestly, as far as im concernrd the k is two things

Tlt miranda with c3po/sabine with drop-on-reveal bombs and/or lrs homing missiles. Stupid flexible; love her

And the ASLAM conner net warden

Not prox mines nor clusters nor none of that dicey bull crap

Conners

And TONS of practice, cause **** if a bomb dependent ship flies at all typically

Edited by ficklegreendice

More a lesson on how NOT to fly Palp Aces than how to fly a K-Wing... but.... Good for a grin anyway. :D

Cue FickleGreenDice post in 3... 2... 1...

**** man i got my hands full with just these ARCs and i gotta manage Ks too!?

Honestly, as far as im concernrd the k is two things

Tlt miranda with c3po/sabine with drop-on-reveal bombs and/or lrs homing missiles. Stupid flexible; love her

And the ASLAM conner net warden

Not prox mines nor clusters nor none of that dicey bull crap

Conners

And TONS of practice, cause **** if a bomb dependent ship flies at all typically

I while I do agree with the prox mines, I do not agree with clusters. They fill a horizontal space behind your ship, opposed to the conner nets vertical space, that gives you a broader chance to hit aces + vs non aces it hits like a truck. You still do 1 damage with sabine, which is enough for aces to do stupid things around them. Dropping 3x2 dice on a big ship is not fun for said ship!

I play double bomber k-wings, 1 warden and miranda, and I think TLT is absolutely nessecary. Some lists you don't want to JUST bomb, but keep at range (out of arc even!) and shred away with TLT. I also play with sabine on the warden, and C3PO on miranda, to keep her a beast for the late game.

A good general trick is to first engage the bombing sequence with miranda, since she can tank a lot, then go in with your warden. They want the warden to die, since sabine is just major crap in your opponents face.

Have a good one!

I love Adv Slam Warden Squad pilots. They are the single most fun rebel ship to fly in my opinion, followed closely by A wings. Usually I have a 33 point warden in my list to neuter enemy aces:

Warden Squad Pilot: 23

Sabine Wren (2)

Conner Net (4)

Extra Munitions (2)

Advanced Slam (2)

However, with the fix to cluster mines (crits count now, yay!) I decided I wanted to try a double K list. Clusters are more random, true, but with Sabine have a possible 7 damage if the three templates hit. The first cluster mine I dropped (on a TIE Interceptor) netted 3 blanks and 3 eyeballs... Next turn I dropped the triple cluster onto a Firespray, and got 5 hits! While the unpredictability is annoying, the ability to delete a ship in the activation phase is pretty mental. I really enjoy the combination of Conner Nets and Cluster mines together, the ion from the Conner really makes it easy to line up that perfect cluster mine drop, even on a small base.

Flying these beasts is all about range management. The SLAM makes it easy to flank, and if an enemy ship is in your arc, the next turn you will be able to make it eat a mine. You really need to practice SLAMing though. It is hard to visualize where a 2 bank left followed by a hard 2 right will take you, for example.