Build me a Talonbane Cobra!

By Marinealver, in X-Wing

6 minutes ago, Ralgon said:

which is why you pair it with the spa so you get the evade. add crane to get it back for 1 point extra

You can't have Crane and Cloak.

I'm just not seeing investing two points in that combo being worth it when it's as unreliable as it is, compared even to VTs/PRS, let alone a couple more points into EU/ATs.

PTL works with SPA, I just noticed. It is only for one turn, but you can decloak into the free evade action, boost/focus, move to clear stress and take your target lock at hopefully range 1 where you now have a fullly modified 5 dice attack and an evade to keep you reasonably safe. Still not a fan of PTL I think, though.

My Two Preferred Talonbane Cobra:

Talonbane Cobra (28p+4/5):

  • Vaskai (0p)
  • Attani Mindlink (0p)
  • Engine Upgrade (3p)
  • Pulsed Ray Shield (1p)
  • AT (1p)
  • Inertial Dampeners (0p)/Cloaking Device (1p)

Talonbane Cobra (28p+2/3) Cheaper

  • Vaskai (0p)
  • Attani Mindlink (0p)
  • Vectored Thrusters (1p)
  • Pulsed Ray Shield (1p)
  • Inertial Dampeners (0p)/Cloaking Device (1p)
11 hours ago, defkhan1 said:

I prefer the el cheapo Mindlink variant:

TBC (28)

  • Mindlink (0)
  • Thread Tracers (0)
  • Inertial Dampeners (0)
  • Engine Upgrade (3)
  • Autothrusters (1)
  • Vectored Thrusters (1)
  • Vaksai (0)

Comes in at a cool 33 pts.

Still worst than Fenn Rau, but at least playable and maybe even competitive.

Cool to have options.

Talonbane Poebra
Talonbane Cobra — Kihraxz Fighter 28
Lone Wolf 2
XX-23 S-Thread Tracers 1
Glitterstim 2
Autothrusters 2
Engine Upgrade 4
Pulsed Ray Shield 2
Vaksai 0
Ship Total: 35

I believe using jabba the hut to improve the reliability of the cloaking device is essential.

X-wing is a dice game, a game of chance; rolling 3 blanks on an attack can cost you a game just as much as loosing a cloaking device can. In a game were at least average luck is required to win, I don't see the cloaking device as a liability but as another facet of a game that is, moderately, determined by dice rolls. (X-wing does a better job of removing the luck aspect of the game with strategy and positioning, however, you can lose a game of x-wing if you have terrible rolls, and a great strategy.)

If you have jabba in your list, Talonbane cobra with Vaksai, Attani, Stygium, Cloaking device, stealth device, and Pulsed ray shield. Is a 33 point monster.

7 agility a range 3, 5 agility when cloaked in general. Focus tokens from attanni(which are essential for green dice to work). Incredible re-positioning from decloaking. And 5 dice, with a target lock(cause TL is the only action you really have left) at range 1. That has an absolutely incredible amount of survive-ability.

Your opponent may not even see the benefit in targeting him. And if they do that is alot of red dice that is being draw away from the rest of your squad.

and if all that were not enough you can regen any hits (if you take them rolling 3-7 green dice with a focus and a free evade from Stygium) using PRS.

I would say that is not only a monster, but a reliable monster if he has jabba to back him up.

Guri (30)
Intensity (2)
Advanced Sensors (3)
Autothrusters (2)
StarViper Mk. II (-3)
Virago (1)

Talonbane Cobra (28)
Veteran Instincts (1)
XX-23 S-Thread Tracers (1)
Scavenger Crane (2)
Engine Upgrade (4)
Vectored Thrusters (2)
Stealth Device (3)
Vaksai (0)

Total: 70

View in Yet Another Squad Builder

30 points left over to season to taste. So far I've been loving the TC build, but the Guri build has been pure bliss! Adv sensors a barrel roll, gain an evade. Enemy comes in, R1, gain a focus. Allows you to still flip the intensity if you don't need the tokens. life is great.

I like this thread. It reminds me of kitting out tramp freighters in the old WE Star Wars RPG.

Expertise, Cruise Missiles, Glitter, EU, VT, AT. Chuck 5 dice at all ranges in the initial joust. Pop Glitter that first turn so that you get a fully modded Cruise Missile while your opponent shoots back at range 3 where you get 4 green dice behind glitter and AT.

3 minutes ago, defkhan1 said:

Expertise, Cruise Missiles, Glitter, EU, VT, AT. Chuck 5 dice at all ranges in the initial joust. Pop Glitter that first turn so that you get a fully modded Cruise Missile while your opponent shoots back at range 3 where you get 4 green dice behind glitter and AT.

In my experience, I find pretty difficulto to shoot a 5 dice-Cruise Missile :-/ is there any tip?

Just takes practice to set up. With TBC I try to force a joust. Set up across from your opponent, place TBC facing perpendicular to your opponent's edge. Use 1-hards and BRs to dely the joust until you can get that optimal 4-forward. Use that Rule of 11.

9 hours ago, Cerve said:

In my experience, I find pretty difficulto to shoot a 5 dice-Cruise Missile :-/ is there any tip?

  • Don't attack from head-on. Coming in at an angle gives you more space for the speed.
  • Don't obsess over it; it makes you predictable and your opponent will exploit that. 4 dice (achievable with a bank move in a Khiraxz) is a lot more flexible
  • Save your target lock, Koiogran turn and then bin off the missile into your opponent's back!

Idea for a 'sniper talonbane'

  1. Good long-range missile
  2. able to 'slow-roll in'
  3. regenerating missile
  4. stealth device to pair with his native ability

  • Talonbane Cobra - 28
    • Vaksai - 0
    • Expertise - 3
    • Harpoon Missiles - 3
    • Scavenger Crane - 1
    • Stealth Device - 2
    • Pulse Ray Shield - 1
    • Guidance Chips - 0

If you get hit, theoretically you can recover your shield and pull a speed 1 move.

Edited by Magnus Grendel

I like the Cobra Ordnance, that 5K should be work with the cruiser missile. You all are right! I will try this:

Kihraxz Fighter: · Talonbane Cobra (28)
Cool Hand (0)
Cruise Missiles (2)
Vectored Thrusters (1)
Stealth Device (2)
Guidance Chips (0)
Vaksai (0)
Scavenger Crane (1)
-- TOTAL ------- 34p. --

Getting CoolHand when I koyogram should be fun, in a non-mindlink list.

10 hours ago, defkhan1 said:

Just takes practice to set up. With TBC I try to force a joust. Set up across from your opponent, place TBC facing perpendicular to your opponent's edge. Use 1-hards and BRs to dely the joust until you can get that optimal 4-forward. Use that Rule of 11.

What is the rule of 11?

6 minutes ago, Cerve said:

I like the Cobra Ordnance, that 5K should be work with the cruiser missile. You all are right! I will try this:

Kihraxz Fighter: · Talonbane Cobra (28)
Cool Hand (0)
Cruise Missiles (2)
Vectored Thrusters (1)
Stealth Device (2)
Guidance Chips (0)
Vaksai (0)
Scavenger Crane (1)
-- TOTAL ------- 34p. --

Getting CoolHand when I koyogram should be fun, in a non-mindlink list.

Nice idea. Plus it's flexible - if you don't have a target lock, you can use it to pull an evade token instead - even with unmodified dice, 5 green dice plus an evade token should take some hitting.

It's a nice idea to consider for Black Sun Aces, too.

12 minutes ago, Infinite_Maelstrom said:

What is the rule of 11?

If you both set up on your range 1 line, then if you move a total of 11 base lengths forwards (in any combination of 1-speed manouvres, boosts, and your own base width between moves) then you end up within range 3 and able to exchange missile fire.

It's a nice rule of thumb, but not as easy as that in reality, because good players tend to come in at an angle or in a cluster of varying speeds which makes it harder to compensate for.

4 minutes ago, Magnus Grendel said:

If you both set up on your range 1 line, then if you move a total of 11 base lengths forwards (in any combination of 1-speed manouvres, boosts, and your own base width between moves) then you end up within range 3 and able to exchange missile fire.

It's a nice rule of thumb, but not as easy as that in reality, because good players tend to come in at an angle or in a cluster of varying speeds which makes it harder to compensate for.

The only thing that makes me thing about is the range of the Scavenger Crane. It's 1-2, where the missile is 2-3. I was considering an alpha strike lists, but should be a risk? Maybe a cluster missile?

Maybe it work with a double tap, shoot your missile and then finish him at short range the next turn. But for an alpha strike? Am I wrong?

Does this count? I also "built" a Captain Jostero.

kihraxz.jpg

The Vaksai title can be a trap. It's encouraging one to spend more points on a still weak ship. I won a store championship with Talonbane, but I won it in spite of having Talonbane.

You have to keep Talonbane cheap. If you invest a lot of points in him he becomes far too big of a target. He will die quickly once he becomes targeted. The Khriaxz is basically a T65 with no Integrated Astromech, and we don't see those because they die far too quickly. Stealth Device and Pulse Ray shields won't keep him alive long enough to make him worth his points if you overspend. Treat him like Pure Sabbac, an alpha striking ship. Get him in there at range 1 and do a whole lot of damage. Only add the upgrades you need to accomplish that goal. Any other upgrades will more than likely just be wasted points. I don't care if those upgrades are all -1 points, if you don't have time to use them they were still wasted no matter what the discount was.

17 hours ago, defkhan1 said:

Expertise, Cruise Missiles, Glitter, EU, VT, AT. Chuck 5 dice at all ranges in the initial joust. Pop Glitter that first turn so that you get a fully modded Cruise Missile while your opponent shoots back at range 3 where you get 4 green dice behind glitter and AT.

You definitely don't need Glitterstim and Expertise. Talonbane isn't likely to live long enough to use Expertise enough times to pay back it's 4 (3) point cost.

2 minutes ago, Rinehart said:

You definitely don't need Glitterstim and Expertise. Talonbane isn't likely to live long enough to use Expertise enough times to pay back it's 4 (3) point cost.

If we're building a competitive TBC then yes I agree. You keep him cheap. However I think even post-Vaksai he's not very competitive. I've just been playing him in a casual setting so I went all out. Glitter is just to keep him alive in the initial engagement, Expertise is for passive mods in subsequent rounds. Yes it makes him expensive but it's worth it if your opponent doesn't kill TBC first. I've had this version of TBC wreck face when my opponent chose to go for my other ships (like Fenn) instead of TBC.

Talonbane Cobra (28)
- Attani Mindlink or Fearlessness (0)
- Thread-Tracers (0)
- Ion Dischargers (1)
- Pulse Ray Shields (1)
- Vectored Thrusters (1)
- Engine Upgrade (3)
- Vaskai (0)

I'm actually really looking forward to trying this build out and seeing if it works. Repositioning and a form of Regen seems playable.

21 hours ago, gamblertuba said:

Does this count? I also "built" a Captain Jostero.

kihraxz.jpg

Nice! My own Talonbane (never got around to the last finishing touches):

J4SmSozm.png

And what I am using for Jostero right now:

yuftMWNm.jpg

17 hours ago, Rinehart said:

The Vaksai title can be a trap. It's encouraging one to spend more points on a still weak ship. I won a store championship with Talonbane, but I won it in spite of having Talonbane.

You have to keep Talonbane cheap. If you invest a lot of points in him he becomes far too big of a target. He will die quickly once he becomes targeted. The Khriaxz is basically a T65 with no Integrated Astromech, and we don't see those because they die far too quickly. Stealth Device and Pulse Ray shields won't keep him alive long enough to make him worth his points if you overspend. Treat him like Pure Sabbac, an alpha striking ship. Get him in there at range 1 and do a whole lot of damage. Only add the upgrades you need to accomplish that goal. Any other upgrades will more than likely just be wasted points. I don't care if those upgrades are all -1 points, if you don't have time to use them they were still wasted no matter what the discount was.

Well, the problem in what you're saying is not on overload Cobra (which will becomes 32-35 points, pretty good for him) but on the fact that Cobra must not be the enemy n1 in the list. If I see a list and Cobra will be the only real threat, of course he will die. But as Fenn Rau will die, as other good aces etc.

So I will look more on the entire list, than on Cobra itself.

Saying that, I think that the only good setting for Cobra is anything with high adaptability/VI and any missile, OR an Ace setting with HullUpgrade.

Because Cobra should be an Ace with more health (but silghtly maneuvrability than a Protectorate, more as a Poe Dameron-like), or an High ps Alpha Strike ace.

In all the other ways, Fenn Rau is just better.

Where the other Kihraxz pilots gets different utilities (and they are better for me).

Edited by Cerve