List Critique and Flying Tips for a Falcon/K-wing list

By BlackOne, in X-Wing Squad Lists

I'm a relatively new player to this game, and I plan on flying this list at my local game store. Flying a K-Wing seems a bit difficult, so I'd appreciate any tips on it, or the squad as a whole.

Han Solo (46):

Expertise (4)

C-3PO(3)

R2-D2(4)

Engine Upgrade(4)

Title(1)

Warden Squadron Pilot (23)

Extra Munitions (2)

Sabine Wren (2)

Cluster Mines (4)

Thermal Detonators (3)

Advanced SLAM (2)

Total: 98 points.

View in Yet Another Squad Builder

Which Han are you using with which title?

There is nothing challenging about K-wings. It's a Swiss Army knife with a simple dial. The ship's main disadvantage is low Agility, and there's not much you can do about it.

Both your ships have Turret Primary Weapons, and upgrades that take advantage of their respective pilot skills. Maybe you could make some better crew choices on the Falcon. At this point and always, practice is the best thing you can do right now.

Sorry for the ambiguity. I'm using the old Han, and the old title. What crew choices do you recommend? Also, how do I best position to K wing for bombing runs without telegraphing it?

28 minutes ago, BlackOne said:

Sorry for the ambiguity. I'm using the old Han, and the old title. What crew choices do you recommend?

C-3PO is fine. R2-D2 is risky. I recommend Gunner instead.

28 minutes ago, BlackOne said:

Also, how do I best position to K wing for bombing runs without telegraphing it?

Don't sweat this one. Any competent player is going to know exactly what you're doing with your K-wing. If you try to be sneaky, you're more likely to miss. Fly directly at your target. With a low pilot skill and Advanced SLAM very few ships can get out of the way before taking a mine. A competent opponent will know where a K-wing can't SLAM (to the sides, or through obstacles) and try to counter you accordingly. Also they could just try to kill the K-wing before you get your money's worth.

15 hours ago, jmswood said:

C-3PO is fine. R2-D2 is risky. I recommend Gunner instead.

Don't sweat this one. Any competent player is going to know exactly what you're doing with your K-wing. If you try to be sneaky, you're more likely to miss. Fly directly at your target. With a low pilot skill and Advanced SLAM very few ships can get out of the way before taking a mine. A competent opponent will know where a K-wing can't SLAM (to the sides, or through obstacles) and try to counter you accordingly. Also they could just try to kill the K-wing before you get your money's worth.

I agree. You don't need to hide the bombing run, you just need to be able to judge where a SLAM will put you. A 3 speed maneuver, plus a SLAM goes a far distance, and even if a player is prepared for it, they can still take a bomb. It's more about judging distance and direction. I would say lots of practice

Thanks guys! That was a huge help. I do have one more question: is the Warden getting shot down early an issue? Is there any way to mitigate it?

Not an issue if they get their ordnance off. They want mines, and they want to drop them fast. Then they just eat damage so Han is around as a late game monster

Will Thermal Detonators work Ok? How do I make sure they actually do something, instead of being avoided and wasted?

4 minutes ago, BlackOne said:

Will Thermal Detonators work Ok? How do I make sure they actually do something, instead of being avoided and wasted?

you can't guarantee they won't be wasted when you're deploying on a low PS ship. However, even if they don't hit. You're forcing your opponent out of position. That's the thing you don't realize until you've gone up against bombers a few times. If you want to land behind them, you run the risk of taking un-blockable damage.

@BlackOne Basic guidelines for bombs:

1. Maneuver drop bombs are more effective on high PS ships.

K-wing example: most ships move before Miranda. She can make good use of maneuver-drop bombs because she can drop them with he knowledge that lower PS ships will not move put of range before the bomb detonates.

2. Action drop bombs (Conners, Clusters and Proximities) are more effective on low PS ships.

K-wing example: A Warden Squadron Pilot can capitalize on action-drop bombs by placing them directly on or in the the path of higher PS ships before they get a chance to move.

In answer to your question: a Thermal Detonator is a better choice for a higher PS bomber. Your Warden should take Conner Nets, Cluster Mines or Proximity Mines. It's important to note that these action-drop mines are also the only ones that combine with Advanced SLAM.

Oh yeah, for a Warden, you definitely want Mines, I'd say clusters and conners.

The thing about high PS bombers is, they can be just as good with action bombs, as long as you're okay with them kicking in next turn, not the turn you drop them.

Is proximity mines any useful? It seems like it has a high damage potential, and a crit on Fen Rau goes a long way.

They're certainly good, but I prefer Clusters, because you can theoretically get more damage through if you force an ace like Fenn to go over multiple of them