Super Dash + K bomber

By asters89, in X-Wing Squad Lists

So I'm thinking about pairing super Dash (who I've played quite alot but mostly with Poe) up with a K-wing bomber.

My dash build is the fairly standard

Dash Rendar (36)
Push the Limit (3)
Heavy Laser Cannon (7)
Kanan Jarrus (3)
Engine Upgrade (4)
Outrider (5)

(58)

Which leaves 42 points to pump into the K-wing. But how best to use those 42 points? My initial thought was

Warden Squadron Pilot (23)
Twin Laser Turret (6)
Extra Munitions (2)
Sabine Wren (2)
Conner Net (4)
Proximity Mines (3)
Advanced SLAM (2)

But it just so happens that Miranda is 6 points more base than the Warden, which is the same about of points as the TLT - would it be worth dropping the it to upgrade? Given the lack of turret I would imagine her mostly shooting off 1 dice primaries to regen (maybe occasionally taking the 4dice at range 1) and there is the consideration of moving at PS8 which might be less good for dropping mines.

Any experienced K-wing players out there with some useful tips?

TLT and ordnance Miranda are both common choices to pair with Dash. There are even ways to do both. You'll find Miranda's pilot skill and regen make her a better choice than Warden, regardless of the upgrades selected.

My 42 point Miranda looks like this.

42 Miranda (29), TLT (6), Homing Missiles (5), Extra Munitions (2), Chopper (0)

Then add Long Ranged Scanners or Guidance Chips, whichever you prefer. A 5-dice homing missile provides a bit of an anti-ace Alpha Strike and is great against pilots like Soontir who might otherwise try to lurk in Dash's doughnut hole. The Homing Missiles are also a good choice with /x7 Defenders being the new black. ;)

Edited by Karhedron

My 42 point Miranda looks like this.42 Miranda (29), TLT (6), Homing Missiles (5), Extra Munitions (2), Chopper (0)

Then add Long Ranged Scanners or Guidance Chips, whichever you prefer. A 5-dice homing missile provides a bit of an anti-ace Alpha Strike and is great against pilots like Soontir who might otherwise try to lurk in Dash's doughnut hole. The Homing Missiles are also a good choice with /x7 Defenders being the new black. ;)

My 42 point Miranda looks like this.42 Miranda (29), TLT (6), Homing Missiles (5), Extra Munitions (2), Chopper (0)

Then add Long Ranged Scanners or Guidance Chips, whichever you prefer. A 5-dice homing missile provides a bit of an anti-ace Alpha Strike and is great against pilots like Soontir who might otherwise try to lurk in Dash's doughnut hole. The Homing Missiles are also a good choice with /x7 Defenders being the new black. ;)

What about Autoblaster instead, so you can equip Cluster Mines?

The big advantage of TLT is how well it synergises with Miranda's regen ability. Losing a red dice to recover a shield is a lot less of a hindrance when you get a second shot with the TLT anyway. For me, that outweighs the worth of taking bombs/mines but YMMV.

My 42 point Miranda looks like this.42 Miranda (29), TLT (6), Homing Missiles (5), Extra Munitions (2), Chopper (0)

Then add Long Ranged Scanners or Guidance Chips, whichever you prefer. A 5-dice homing missile provides a bit of an anti-ace Alpha Strike and is great against pilots like Soontir who might otherwise try to lurk in Dash's doughnut hole. The Homing Missiles are also a good choice with /x7 Defenders being the new black. ;)

What about Autoblaster instead, so you can equip Cluster Mines?

The big advantage of TLT is how well it synergises with Miranda's regen ability. Losing a red dice to recover a shield is a lot less of a hindrance when you get a second shot with the TLT anyway. For me, that outweighs the worth of taking bombs/mines but YMMV.

The big advantage of TLT is how well it synergises with Miranda's regen ability. Losing a red dice to recover a shield is a lot less of a hindrance when you get a second shot with the TLT anyway. For me, that outweighs the worth of taking bombs/mines but YMMV.

I didn't even think of the synergy with Miranda's regen. That only works once per turn, right?

Yes, only once per turn alas. Not entirely surprising as TLT was released in the K-wing pack so they obviously thought that one through. ;)

Still a very good ability though and easier to power than the Regen Astromechs which are vulnerable to anything that interferes with the Focus Action (R5-P9) or being locked to the Green moves. Miranda simply needs to shoot to regen which is not hard with a 360-degree fire arc and PS8.

Draining shields in the first turn or so to power a 5-dice homing missile can be incredibly powerful. Even Stealth device Soontir backed up by Palpatine cannot negate that number of hits entirely. Against less agile ships, you can often strip the shields with a single missile allowing your wingmen to go to work on hulls.

The big advantage of TLT is how well it synergises with Miranda's regen ability. Losing a red dice to recover a shield is a lot less of a hindrance when you get a second shot with the TLT anyway. For me, that outweighs the worth of taking bombs/mines but YMMV.

I didn't even think of the synergy with Miranda's regen. That only works once per turn, right?

Yes, only once per turn alas. Not entirely surprising as TLT was released in the K-wing pack so they obviously thought that one through. ;)

Still a very good ability though and easier to power than the Regen Astromechs which are vulnerable to anything that interferes with the Focus Action (R5-P9) or being locked to the Green moves. Miranda simply needs to shoot to regen which is not hard with a 360-degree fire arc and PS8.

Draining shields in the first turn or so to power a 5-dice homing missile can be incredibly powerful. Even Stealth device Soontir backed up by Palpatine cannot negate that number of hits entirely. Against less agile ships, you can often strip the shields with a single missile allowing your wingmen to go to work on hulls.

Well, I had to go buy a K-Wing now. Thanks, you magnificent b*****d.

Edited by StriderZessei