Which K-Wing works better with this build?

By StriderZessei, in X-Wing Squad Lists

First off: the primary piece: Scavenger Dash!

YT-2400: · Dash Rendar (36)

· Lone Wolf (2)

Heavy Laser Cannon (7)

Smuggling Compartment (0)

· Rey (2)

· Outrider (5)

Counter-Measures (3)

Scavenger Crane (2)

This is a set in stone, amazing ship. Next up, Dash's wing(wo)man!

First Try: Alpha Strike Miranda!

K-Wing: · Miranda Doni (29)

Extra Munitions (2)

Homing Missiles (5)

Twin Laser Turret (6)

Guidance Chips (0)

· "Chopper" (0)

Props to Karhedron forgiving me the idea. Big ships and evade-spammers beware!

Second, Bomber-Miranda!

K-Wing: · Miranda Doni (29)

Extra Munitions (2)

Proximity Mines (3)

Cluster Mines (4)

Advanced SLAM (2)

· Sabine Wren (2)

Loses TLT, but talk about bombs! SLAMming in front of someone, dropping bombs in an unpredictable fashion... Gives me chills, it does.

So what do you all think?

I think bomber Miranda personally. With Sabine that is a good toolbox there, just look at how well Kevin flew it at Worlds. But honestly it will come down to your meta call, those TLTs and Homing Missiles are essential against Defenders.

For Alpha Strike Miranda, I would suggest removing chopper for Rey, gives double modified Homing Missile.

I think the missile version for me. Being able to throw out a 5 dice homing missile attack is just unpleasent and between TLT, slam and regen she can be a pain to take down. The only change I might made would be long range scanners for guidance chips - as it will let her get a focus and TL for that turn she shoots the missile plus it can be useful later in the game when using the TLT, whereas chips is only useful with ordnance.

I have some reservations over the bomber build. Miranda is 6 points more base than a warden. You gain the ability to regen which is nice, but being PS8 is actually a detriment (in most cases) to being PS2 when you are taking mines as you will have to guess where enemy ships will be after their move rather than knowing where they will be before they move with the PS2 - so you could argue that the warden squadron is actually a better ship for that job (especially if you consider the 6 point discount).

I think the missile version for me. Being able to throw out a 5 dice homing missile attack is just unpleasent and between TLT, slam and regen she can be a pain to take down. The only change I might made would be long range scanners for guidance chips - as it will let her get a focus and TL for that turn she shoots the missile plus it can be useful later in the game when using the TLT, whereas chips is only useful with ordnance.

I have some reservations over the bomber build. Miranda is 6 points more base than a warden. You gain the ability to regen which is nice, but being PS8 is actually a detriment (in most cases) to being PS2 when you are taking mines as you will have to guess where enemy ships will be after their move rather than knowing where they will be before they move with the PS2 - so you could argue that the warden squadron is actually a better ship for that job (especially if you consider the 6 point discount).

For Alpha Strike Miranda, I would suggest removing chopper for Rey, gives double modified Homing Missile.

You would have to ask Dash to give her back as she seems to be smuggled up in his compartment at the moment. ;)

Back to the OP, I would probably go for alpha-strike Miranda (no surprises really) but partly that is due to my lack of practice with bombs in general. The ability to throw out a 4 and 5 dice attack that both ignore range 3 agility bonus (and Evade tokens on the HM) make for an impressive display of firepower. You would have to be lucky to take out a Defender in a single turn with it but you could get close and anything squishier would be unlikely to survive.

So how does this look? Should I drop the extra munitions so Dash can get Cluster Missiles, seeing as they have such good synergy with Lone Wolf?

YT-2400: · Dash Rendar (36)

· Lone Wolf (2)

Heavy Laser Cannon (7)

Smuggling Compartment (0)

· Rey (2)

· Outrider (5)

Counter-Measures (3)

Scavenger Crane (2)

K-Wing: Warden Squadron Pilot (23)

Extra Munitions (2)

Proximity Mines (3)

Cluster Mines (4)

Advanced SLAM (2)

· Sabine Wren (2)

Conner Net (4)

So how does this look? Should I drop the extra munitions so Dash can get Cluster Missiles, seeing as they have such good synergy with Lone Wolf?

YT-2400: · Dash Rendar (36)

· Lone Wolf (2)

Heavy Laser Cannon (7)

Smuggling Compartment (0)

· Rey (2)

· Outrider (5)

Counter-Measures (3)

Scavenger Crane (2)

K-Wing: Warden Squadron Pilot (23)

Extra Munitions (2)

Proximity Mines (3)

Cluster Mines (4)

Advanced SLAM (2)

· Sabine Wren (2)

Conner Net (4)

You might find in practice that is quite difficult to get 6 bombs off before the k-wing is destroyed so if I were to drop anything it would probably be the prox mines.

So how does this look? Should I drop the extra munitions so Dash can get Cluster Missiles, seeing as they have such good synergy with Lone Wolf?

YT-2400: · Dash Rendar (36)

· Lone Wolf (2)

Heavy Laser Cannon (7)

Smuggling Compartment (0)

· Rey (2)

· Outrider (5)

Counter-Measures (3)

Scavenger Crane (2)

K-Wing: Warden Squadron Pilot (23)

Extra Munitions (2)

Proximity Mines (3)

Cluster Mines (4)

Advanced SLAM (2)

· Sabine Wren (2)

Conner Net (4)

You might find in practice that is quite difficult to get 6 bombs off before the k-wing is destroyed so if I were to drop anything it would probably be the prox mines.

B-but, they can do so much damage... Sadface

So can Cluster Missiles. ;p

I played the this bomber last night alongside a fat Han:

Warden Squadron Pilot (23)
Extra Munitions (2)
Sabine Wren (2)
Seismic Charges (2)
Cluster Mines (4)
Advanced SLAM (2)

Total: 35

It actually worked pretty well - I managed to hit an x/7 with a seismic charge and 2/3 cluster mines in the same turn and do 3 damage (the cluster mine roll was only 1/4 which was a bit dissapointing).

I had to panic drop the second cluster mine in not a great spot as I knew the K-wing was going to be killed that turn - which sort of supports my theory that 3 mines + extra munitions will be tricky to get off before you are killed.

I also quite liked having the seismics - obviously they are better on a higher PS so you know where you opponent is landing, but there were a couple of times in the game where my opponents moves were limited (due to asteroids, other ships, dial restrictions etc) which meant I could be fairly confident that he would land at range 1 of the bomb.

So I have to be the guy that asks, How are you getting a Scavenger Crane on a YT-2400?

So I have to be the guy that asks, How are you getting a Scavenger Crane on a YT-2400?