beating Mirand-bomb

By Quarrel, in X-Wing

A fully upgraded Miranda Doni with missiles, bombs, turret, and crew is a monster of a ship that can single-handedly eliminate most of a opponent's list and finish the game virtually unhurt.

Her power is the result of numerous factors working together.

  • She's PS 8. Only full aces have an edge on her.
  • She arc-dodges at that PS 8 with a unique extra-long boost.
  • She has access to a cheaper, no-stress version of Push the Limit (although the first action has to be SLAMming).
  • There are no good directions to approach her from.
    • Take her head-on and you eat 4-5 hits from a Target Locked Focused (from Rey) Guidance Chipped Homing Missile. Unless you're an ace or both big and uninjured, you die before you can shoot her.
    • Approach her from the side and she SLAMs out of arc.
    • Come in behind her and she'll drop a Conner Net on your face, wrecking your actions this turn and your maneuver next turn. (Tracking an arc-dodger is nigh impossible when you can steer. When you can't...)
  • She can shoot in all directions at Range 1-3.
  • A small base and limited need to keep her targets in a particular arc or range make her hard to block.
  • You have to kill her completely to get any MOV.
  • Her pilot ability is both strong and flexible, and it works with any weapon.

So what are her weaknesses, and how do you beat her?

I can only answer the first question.

She has only 1 Agility and no multi-use defense buffs.

This suggests trying swarms against her. Unfortunately, gobs of 2-dice attacks are impotent versus too much of the field right now, and a swarm still needs skill to block an arc-dodger and break formation to cover all angles. It's not a hard counter you can just plug in.

The arc-dodging is the issue here. A single Y-wing or B-wing dies in one round of concentrated fire from any competitive list, and a K-wing has only 1 health over them.

She has to shoot to regen.

But the only time she can't shoot, barring crits or asteroids, is if she's so far away from all your ships that you can't shoot her at all either.

If she arc-dodges, she can't shoot (or regen).

Bad for her means good for you, right? Not as good as you might think. First, she can still cause damage via bombs. Second, if she dodges all your arcs -- as she often does -- it's a boring, unfun turn. Nixxing her own shot as a side effect of bollixing yours largely just drags out a game she was going to win anyway.

You can keep knocking her out of position if you have the right kinds of maneuverable, high-damage threats, but you need to be able to seal the deal eventually. Otherwise, it's as productive as eating Jell-o with chopsticks.

She can't take EPTs.

There's some hope here for bringing an ace into play. You don't have to worry about her PS being 10.

Her max speed is 3, her only hard turn is at 2, and she has no 180° moves.

No real Achilles heel here. Flipping doesn't matter much for turreted ships, and if she needs to do it anyway, she can always SLAM two turns. SLAMming a 3 is like plotting a 7.

Edited by Quarrel

Colonel Vessery - TIE/D, Tractor, VI, Twin ION
Omega Leader - Juke, Comm Relay
Countess Ryad - PTL, TIE/x7, Twin ION

This is the list I was running the last 5 months of last year. It murdered a lot of things very quickly. Including Miranda.

Ion and stress and major impediments to her as well. If Miranda is ioned, that limits her SLAM to 1 of 3 maneuvers and she can't shoot that round. That sets you up to do some major pain to her without worrying about her turret. On top of that, Miranda can't use any timed bombs as she hasn't revealed a maneuver this round.

Stress takes away SLAM, TL, Focus, and Mines unless she once again limits herself to some short maneuvering. Unless she then SLAMs out of the area (and once again can't shoot), you'll have a good idea of where she will be and be able to position accordingly.

Mix the 2 and all those factors start to slide down the drain. If she's ioned, she can't shed stress. If she's stressed, she can't SLAM. If she can't SLAM, you can ion her again.

TIE/Ds would be your best friend here, but I'd imagine you could do some lulzworthy builds with heavy scyks that would allow you to lose a ship or 2 while keeping the combo going. As mentioned above, a TB helps to maneuver her into better firing position for you (or onto an asteroid) while getting rid of that one green die.

Approach her from the front and block her, basically.

But yeah, there's a reason super Miranda is the ship I least enjoy seeing across the table from me in the entire game.

And yeah, ions work very well (no dial bombs, unlikely to arc dodge) if you can get them on her in the first place.

Edited by thespaceinvader

She struggles against well flown PWTs from my experience. RAC with EU can be rather brutal against her. Too tanky for bombs to be very efficient. Too fast to run away from. Too much firepower to outshoot and outlast him. Arc dodging is useless.

A couple of homing missiles followed up by cluster bombs and TLTs can make pretty quick work of RAC.

Miranda has a hard time against TLT Y-wings - they do a consistent 2 damage per turn per Y-wing, so two of them will beat Miranda in the long run.

6 minutes ago, Astech said:

Miranda has a hard time against TLT Y-wings - they do a consistent 2 damage per turn per Y-wing, so two of them will beat Miranda in the long run.

Paul Heaver's list with Poe 2 TLT-Ys and a Z should do great vs super Miranda. It will prob work vs Miranda 2 TLT-Y and a Z too.
Nowadays you can also get Black one title and primed thrusters if you don't want the stresshog Y.

Super noob friendly list =)

Poe Dameron (31)
Veteran Instincts (1)
R2-D2 (4)
Primed Thrusters (1)
Autothrusters (2)
Black One (1)

Gold Squadron Pilot (18)
Twin Laser Turret (6)

Gold Squadron Pilot (18)
Twin Laser Turret (6)

Bandit Squadron Pilot (12)

Total: 100

View in Yet Another Squad Builder

8 minutes ago, Astech said:

Miranda has a hard time against TLT Y-wings - they do a consistent 2 damage per turn per Y-wing, so two of them will beat Miranda in the long run.

Very much this. Miranda cannot deal damage fast enough to destroy them before they burn her down.
Miranda is great versus aces, because her mines and missiles make a difference versus their small health pools.
But versus many turreted ships with lots and lots of health that don't really care about being ionized, she is not that great.
She is a special case of Fat Turret, and unsurprisingly the Fat Turret-killer is good against her.

THat's what her wingman is for ;)

In our group we have a guy who plays Miranda non stop for almost a year now (he was top 16 in one of SoS recently with that). One time i managed to beat him to 0 within 15 minutes margin - DeciVader+Ryad. He could not do anything.

I rate Miranda as the best small-base ship in the game.

Tractor beams are great against her as well. Stick her on a rock so she can't shoot - no regen, or on debri so she's stressed, no bomb drop.

I like miranda, but moved on a 1 green is too much of a libabilty.

46 minutes ago, banjobenito said:

I rate Miranda as the best small-base ship in the game.

You are probably right.

That makes me sad. They should change the name of the game to K-Wing miniatures game.

15 minutes ago, BlodVargarna said:

You are probably right.

That makes me sad. They should change the name of the game to K-Wing miniatures game.

Better than Toilet Seat miniatures game.

1 hour ago, banjobenito said:

I rate Miranda as the best small-base ship in the game.

I don't think there's much doubt about that, in the current environment. Soontir Fel feels very sad about this.

Just think how few people would have agreed with you a year ago!

8 minutes ago, Stay On The Leader said:

I don't think there's much doubt about that, in the current environment. Soontir Fel feels very sad about this.

Just think how few people would have agreed with you a year ago!

Partly I suspect it's because of the number of large bases that it's easier to use bombs, full stop.

Let's see if the aggroTIE and Havoc shake the scene up. Can't see the Aussie-Truck changing things.

Edited by Lampyridae

Ion kills Miranda.

Can't drop dial reveal bombs, SLAM gets useless.

She's got 1 natural Agility and there's no range bonus to defense against secondary weapons, so as long as you can modify your Ion shot, she's as good as dead.

16 hours ago, Stevey86 said:

Colonel Vessery - TIE/D, Tractor, VI, Twin ION
Omega Leader - Juke, Comm Relay
Countess Ryad - PTL, TIE/x7, Twin ION

This is the list I was running the last 5 months of last year. It murdered a lot of things very quickly. Including Miranda.

How did you stop her from arc dodging? You have no PS 9+ and no initiative bid.

7 hours ago, Mef82 said:

Ion kills Miranda.

Can't drop dial reveal bombs, SLAM gets useless.

She's got 1 natural Agility and there's no range bonus to defense against secondary weapons, so as long as you can modify your Ion shot, she's as good as dead.

Yes, but how to deliver it?

Ion Cannon Turret on a Y-wing? (Not a HWK. Miranda will one-shot it.)

Ion Cannon on a PS 9+ Defender/Scyk/B-wing? With Engine Upgrade?

Edited by Quarrel
8 minutes ago, Quarrel said:

How did you stop her from arc dodging? You have no PS 9+ and no initiative bid.

Her arc dodging is entirely based on SLAM, which makes it a touch more predictable. It's not massively hard for at least one ship from those three to keep her in arc at all times.

1 minute ago, Quarrel said:

I don't expect this will be useful. All ion-delvering weapons in the game are arc-bound, except for one that only goes to Range 2. If I can't hit her with non-turret primaries, I won't be able to hit her with ion cannons. (Well, barring something wacky like Moralo Eval or an ion cannon Outrider .)

I mean, if you have just the one cannon, then sure, it could be rough. If you have two and split them wide, it's considerably easier. R3 arc is pretty wide, so if you've got some decent flying skills and prediction, you should be set.
As for ICTs, well if Miranda wants to stay at R3, she's going to run out of board space of even Y-wings pretty quickly. Plus, there's no bombs, and less chance of ordnance attacks considering she'd have to turn into the Ys to pull it off.

Again, the cannon and turrets work great against her in pairs, but saying she can take down a single ICT Y-wing or cannon carrier is kind of a moot point when you can say she can 1v1 most ships in the game and come out smelling of roses, certainly generic ones.

16 hours ago, Astech said:

Miranda has a hard time against TLT Y-wings - they do a consistent 2 damage per turn per Y-wing, so two of them will beat Miranda in the long run.

Exactly, two TLTs wipe the floor with her, she cant regen without being range 1-3, so if she tries to regen one shield, she will lose three from TLTs.

Stress also screws her, no actions, no slam. 1 agility, byebye. Lots of ways to stop her, but will people incorporate them into squads? Probably not. Ion cannons, tractor beams, ion missiles, most control elements are automatic on a 1 agility ship.

Mines are good against miranda as well, she will be hit by lower p.s. mines - and they make it harder to maneuver about - even with SLAM available.

7 hours ago, Quarrel said:

How did you stop her from arc dodging? You have no PS 9+ and no initiative bid.

I murdered her wingman first.

At that point I'm winning on points. She can either SLAM out of arc all day, and lose once time is called. Or she can fight, and die with 0 agility.