K wings and bombs eat my defenders for breakfast.
t's a fun game but one I haven't won yet.
Anyone know about how to approach that matchup?
K wings and bombs eat my defenders for breakfast.
t's a fun game but one I haven't won yet.
Anyone know about how to approach that matchup?
be unpredictable
the main thing with Bombs is knowing where your opponent is, or where they are likely to end up.
if they are warden/guardians then you will have a hard job avoiding conners/mines, and Miranda/Esege kinda like knowing where you will end up for the "on reveal" bombs. Also take out the one that has Sabine on it first! she is the lynchpin to making bombs work
i love flying my single K Wing (i need more, lots more)
Low PS ships like the Accademy Tie to block. K-wing bombers usually like to drop Action bombs since they activate before enemy ships. Block them and they can't drop their Conner Nets/Cluster mines. If you like Defenders then even an /x7 Delta makes a pretty tough blocker.
Non-action bombs are less popular (although Miranda sometimes packs them to protect her doughnut hole). Your best option is to BR out of range of them if possible.
But basically fly less predictably. If you know you are facing bombs then resists the temptation to K-turn if it would likely drop you on a bomb. Sometimes it is better to forgo the free Evade token if it means you won't fly face-first into an explosion.
Approaching this from the other side as someone who flys a warden squadron bomber, I don't like to see x/7 deltas which are harder to predict and can be used as blockers (the key is that more often than not the sequence is move, slam, bomb, and given the range the target is from the k-wing its normally fairly obvious what the first manuever will be - so try to land there with the blocker).
The other thing is related to rock setup. I like the rocks to be as far apart as possible - as rocks can really mess up a bombing run (neither the oringinal move nor the slam can cross them). So try to place then close-ish together and hug them with your higher ps ships on the approach.
Pray.
Also be very patient. You don't have to shoot every turn. There are only so many bombs and the more that you can dodge by disengaging the better. In the end the 2 dice turrets are pretty pathetic against tokened defense
TIE/D with Ion cannons. They can't position themselves within action bomb range if you know they're moving 1 forward every turn or so. Have that Wingmate shooting out a flachette cannon and try to keep those bomb bays firmly shut with double tokens. Take a third Delta with TB to take that one green die away and you have to wonder how long that K can put up with up to 12 dice at a time if the other player is flying 3 wardens with TLT and 4 point bombs. You have 18 hp with 3 FGD to his 27 hp with 0-1 FGD. You'll only have half the protection of the x7, but since the Wardens will be firing first, you won't have to worry about spending the focus on attack before the thousand cuts begin. One of each cannon allows you to also equip TMkII in order to give you better options to shed stress and maneuver and still have a 1 pt initiative bid. Certainly not ideal, but probably the best thing to do if you're trying to control bomb usage. If action bombs are the big thing in your meta, go with 3 flachettes and either limit him to inching along or making do without SLAMs and TL's to maximize usage of their TLTs. It will be an attrition battle for sure, but you have the advantage in both red and green dice.
Oh, you're probably flying x7's and trying to stay in the doughnut hole of TLTs? Yeah, prayer is probably a good idea. I've never had any luck being able to put out sufficient damage against TLT Ks and that evade doesn't have the staying power to go against 2 TLT attacks.
Seems like Dash would do pretty well. He can just kite them and trade shots at range 3 and the k wings can't really follow him through the rocks when he goes to escape if they want to have the possibility of dropping action bombs. Dash and Miranda in the same build would be an absolute nightmare for 3 bomber Ks IMO.
57 minutes ago, TitaniumChopstick said:Seems like Dash would do pretty well. He can just kite them and trade shots at range 3 and the k wings can't really follow him through the rocks when he goes to escape if they want to have the possibility of dropping action bombs. Dash and Miranda in the same build would be an absolute nightmare for 3 bomber Ks IMO.
How is it possible to have Dash and Miranda next to Defenders in the same squad in 100/6 format? I would like to hear that.
1 hour ago, Embir82 said:
How is it possible to have Dash and Miranda next to Defenders in the same squad in 100/6 format? I would like to hear that.
Obviously, you can't. Just thought I'd give some general advice on how to beat that list since there are already like 5 other people suggesting defender tactics. Maybe OP doesnt just want defender tactics though. It sounded to me like defenders weren't working, so he was asking for more general tactics.
4 hours ago, Velvetelvis said:K wings and bombs eat my defenders for breakfast.
t's a fun game but one I haven't won yet.
Anyone know about how to approach that matchup?
Especially with Defenders, accept that you will be hit a couple of times and try to spot when its about to happen. If you see it coming, you can often minimise the impact by dialing in a "get the hell out" move which keeps you safe from regular attacks and follow up bombs, so all you're dealing with is the bomb damage itself (which is annoying but survivable). Then come about when it's safe and resume shooting.
I use my turret and kyte them - keeping them at R3 so they cannot get in front of me to drop a bomb. Obviously this is easier said than done against KKK, but typically you can kill the threatening one before he does too much damage, and keep the remaining two behind.
It's good to keep in mind that when lined up nose to nose, they can SLAM to drop a bomb right in front of you, and will most likely be out of your arc by the time you move. Try very hard not to line up nose to nose.
I try to spread my ships out a bit so they have to commit to one to a degree, and then the others can close and the target can run. Time is on your side. Their guns are crap and they don't regen, so be careful, and bail out if you think they've got a bomb drop set up on you. If you're not sure if you'll get bombed, chances are you will. 2x 3 speed moves is really far. You can be more aggressive one the one with Sabine is dead. That extra auto damage makes a big difference.
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Edited by baranidloPut asteroids between you and them, and approach from different angles. Don't be afraid to run away—a straight joust is exactly what bombers want.
As said previously, bumping the K-wings is really hurtful to them. If you can do that, then you can cause some damage. I know 9 hits can be a lot to chew through, but some focused fire can do it.
Flying unpredictable is also a good thing. Using those 1 banks can really mess with someone when they keep expecting you to fly speed 3.
Is there concern for enemy TLT's and trying to stay in that donut hole? For that...I'm not sure. I think my advice would be to ignore and focus on blowing up one of the K-wings as fast as possible. You will probably lose one Tie Defender, but kill one of theirs, too. You have 3 red dice vs 3 green dice and each has one modification. After they lose one their TLT's diminish in reward as there are fewer of them. Also less bombs to have to worry about.
Going with one /D Defender would be ideal, as well. You could ionize one of them and get in close to blast it a lot easier. Tractor Beams might even BR them onto their own bombs.
Granted, I'm not very bright, but when I see a K-wing, they see these two nestled up next a Defender, their palms get all sweaty....


Fortunately I have never flown against the triple K build. The advantage and drawback of these persistent bombs is area denial and it hurts them more than the Defenders. If you can avoid the first two drops you can use the area around them as a "No Slam Zone" where you'll be relatively safe from having another bomb dropped on your head. Of course it's a big IF.
Stress does dampen a k wing's fire, but I don't know that I would do flechette cannon for a tourney, though the one-off would be fine. I know Rear Admiral Chipotle with Rebel Captive is one of my least favorite sights if I'm running Miranda, less so if it is a crowd of Wardens.
Patience, set up kill boxes and overlapping fields of fire. If your opponent brought action and on-reveal bombs, you will eat bombs no matter what. Try to make him spread his damage over all three of your defenders.
If you set up Range one and perpendicular to a Warden's rear, better kill him, or resign yourself to those three Cluster Mines next turn.
As a kwing flier, I definitely fear tractor beam defenders. Typically my goal is to only stay in arc of 1 ship each turn, and tractor beam makes it much harder to do that. I've lost a few times from being pulled in weird directions.
Ion. Low agility ships have no chance to dodge control shots from ion cannons, tractor beams, or flechette cannons. Heck, even using a single Ion Pulse Missile pins them down for a single turn giving you enough time to kill it before it can do anything.
10 hours ago, Velvetelvis said:K wings and bombs eat my defenders for breakfast.
t's a fun game but one I haven't won yet.
Anyone know about how to approach that matchup?
Switch a defender out for another ship so your list isn't so predictable and stale. Get a ship in their to counter your lists weakness. If you are flying Commonwealth Defenders, maybe drop juke on Vessery for adapt (gives you an edge in mirror matches to kill their vessery first) and toss Ion Projector on Palp. Now the shuttle can get into the fray, your defenders hide behind it, and any bomber that runs into it gets stuck there.
Other options:
"Backdraft" (27)
Snap Shot (2)
Fire-Control System (2)
Sensor Cluster (2)
Lightweight Frame (2)
Special Ops Training (0)
Total: 35
If a bomber (or any ship lands range 1), you get a shot on it before it slams and drops a bomb, and taht could do damage plus it sets up FCS. Now you move and if the bomber slams passed you, your butt is now spitting crits onto a 1 agility ship.
Delta Squadron Pilot (30)
Ion Cannon (3)
Hull Upgrade (3)
TIE/D (0)
Total: 36
Now you have control and a beefy 7hp behind 3 agility. This ship works versus bombers as a blocker or control.
He said rear admiral Chipotle.
Yeessssss!
1 minute ago, Velvetelvis said:He said rear admiral Chipotle.
Yeessssss!
I feel the same way when I see people use Snuggling Compartments.
1). Stress. They cannot drop mines stressed, and they cannot move fast enough to be a threat with their green options.
2). Range control. If you are in range 3 and generally in arc, you are going to eat a mine. Get just beyond range three and they can only drop in front of you at a distance that you can hard turn away from it.
3). Flank. As you move out of arc, their reach from the SLAM action and mine drop is reduced from range 3 to range 2 or so. Do NOT get range 1 behind them.
4). Draw them into corners. They take a range 2 distance to turn around and are very vulnerable there.
5). Stay near asteroids and the board edge. They require a sweeping or passing movement to drop mines on top of you, and if a rock or the board edge is in the way, they cannot do it. This is one reason why Mark Fletcher's Galaxy Note 7 list lost in the finals of the Austin Regional. His opponent fortressed in a corner making it very difficult for Mark to swoop in and drop mines.
Just my thoughts.
Edited by balindamood