Is it just 3Ks? Build?
Are there other very successful ones? (Like a singleton Miranda?)
Is it just 3Ks? Build?
Are there other very successful ones? (Like a singleton Miranda?)
I think Miranda gets the most mileage. Mainly because she has tools against both aces and jouster, whereas normal K-wings only counter one or the other.
25 minutes ago, Astech said:I think Miranda gets the most mileage. Mainly because she has tools against both aces and jouster, whereas normal K-wings only counter one or the other.
What are these Miranda builds though??? I've not actually run up vs one.
3 minutes ago, Blail Blerg said:What are these Miranda builds though??? I've not actually run up vs one.
You might get a lot out of:
Miranda Doni (53)
K-Wing (29), Twin Laser Turret (6), Extra Munitions (2), Homing Missiles (5), Sabine Wren (2), Bomblet Generator (3), Conner Net (4), Advanced SLAM (2)
You can slam and run from swarms, pinging away with the TLT until they're dead. Tanky ships like defenders can be taken down with a 5-die homing missile and your infinite bombs make you the bane of all aces. Connor nets are also super useful against large base ships to bring them out of position.
This Miranda is 3 points too expensive because of the bomblet generator, but I believe it's a worthwhile addition.
This is my current Tournament list and it works quite nicely if you can keep ahsoka next to Miranda to Target lock/Focus Miranda for the TLT shots or give her a ps12 proximity mine drop
you could stick Sabine and the thermals onto Miranda if you want but i think this helps keep ahsoka relevant
WHAM!
100 points
25 points
• Ahsoka Tano Sabine's TIE Fighter
Veteran Instincts Sabine's Masterpiece Captured TIE Thermal Detonators Sabine Wren
44 points
• Miranda Doni K-Wing
Twin Laser Turret Extra Munitions "Chopper" Proximity Mines Seismic Charges Advanced SLAM
31 points
Warden Squadron Pilot K-Wing
Extra Munitions Cluster Mines Advanced SLAM
Miranda Doni (29)
Twin Laser Turret (6)
Extra Munitions (2)
Sabine Wren (2)
Conner Net (4)
Seismic Charges (2)
Advanced SLAM (2)
That one is pretty strong for relatively cheap. But still very expensive, so you might have a hard time finding a wingman. Bombing K-Wings aren't in a great spot right now, though, as Rauboats are so popular along with Parattanni derived lists who pack too much of a punch with too many hitpoints to be bombed effectively.
I had a lot of succes with this list:
BOOM LASERS PEW PEW (100)
Miranda Doni (55) - K-Wing
Twin Laser Turret (6), Extra Munitions (2), Homing Missiles (5), Rey (2), Proton Bombs (5), Conner Net (4), Advanced SLAM (2)
Warden Squadron Pilot (45) - K-Wing
Twin Laser Turret (6), Extra Munitions (2), Sabine Wren (2), Conner Net (4), Ion Bombs (2), Advanced SLAM (2), Cluster Mines (4)
Putting Sabine on the Warden screws with your opponents target priority, and Rey helps a lot with the homing missile (focus+tl on the same turn). I currently have a 26-7 record with it. Most losses were to other turret lists, like Dash or quad TLTs, which are this list's biggest weaknesses.
Something like this. You can swap the Connor nets for cluster mines if you like.
YT-2400: · Dash Rendar (36)
· Lone Wolf (2)
Heavy Laser Cannon (7)
· Rey (2)
· Outrider (5)
K-Wing: · Miranda Doni (29)
Extra Munitions (2)
Twin Laser Turret (6)
Conner Net (4)
· Bomblet Generator (3)
Advanced SLAM (2)
· Sabine Wren (2)
-- TOTAL ------- 100p. --
I can't say I like missiles or torps on a K-wing. The dial makes it hard to get more than one salvo off.
Edited by StriderZessei26 minutes ago, StriderZessei said:Something like this. You can swap the Connor nets for cluster mines if you like.
YT-2400: · Dash Rendar (36)
· Lone Wolf (2)
Heavy Laser Cannon (7)
· Rey (2)
· Outrider (5)
K-Wing: · Miranda Doni (29)
Extra Munitions (2)
Twin Laser Turret (6)
Conner Net (4)
· Bomblet Generator (3)
Advanced SLAM (2)
· Sabine Wren (2)
-- TOTAL ------- 100p. --I can't say I like missiles or torps on a K-wing. The dial makes it hard to get more than one salvo off.
I've seen this.
Thats my main problem, is I've not heard of what are good wingmen for an oversize Miranda
http://lists.starwarsclubhouse.com/search
"u=sabine"
You'll find a ton of lists and you can see which ones are actually winning.
1 hour ago, Blail Blerg said:I've seen this.
Thats my main problem, is I've not heard of what are good wingmen for an oversize Miranda
Either Dashing Miranda (this list) or something like Miranda, Biggs, and a stresshog. Both of those lists have seen quite a bit of success.
11 hours ago, Blail Blerg said:I've seen this.
Thats my main problem, is I've not heard of what are good wingmen for an oversized Miranda
I ran this at the Australian Nationals last year, to some success (made the cut):
56 Miranda w/ TLT, C3P0, HomingM, EM, Conner, ProtonB, AdvSLAM.
44 Warden w/ TLT, Sabine, EM, Conner, Prox, Seismic, AdvSLAM.
It's a solid list, with few bad matchups (mostly just control heavy lists like 2+ TIE/Ds, too many aces can be a problem too). It does take a while to get used to flying though, and it really punishes even minor mistakes (both players).
The main advantage the list had at the time, was noone was flying Sabine bombers, so most of my opponent's had no idea how to approach the list and which K-wing to target first. They'd either be way too aggressive and I'd nuke some ships early and then Miranda just wins, or they were way too afraid of the bomb drops and the TLTs would just bleed them slowly.
TWO Kwings? That's an incredibly low amount of ships and hp
5 minutes ago, Blail Blerg said:TWO Kwings? That's an incredibly low amount of ships and hp
You're not playing the game as usual though (jousting), so HP isn't as important. Miranda is also decently tanky. It might not work as well in the current meta though (this was pre-wave 9) as I later found the shadowcaster to be a problem, especially Asajj.
Edited by CRCLJust now, CRCL said:You're not playing the game as usual though (jousting), so HP isn't as important. It might not work as well in the current meta though (this was pre-wave 9) as I later found the shadowcaster to be a problem (specially Asajj).
What game are you playing exactly? Whats your flight pattern?
I still don't think this is enough HP to survive if someone really goes after you.
I would find anything with high HP, decent ability to hit would be a problem.
2 hours ago, Blail Blerg said:What game are you playing exactly? Whats your flight pattern?
I still don't think this is enough HP to survive if someone really goes after you.
I would find anything with high HP, decent ability to hit would be a problem.
Yeah that's what most people would say to me before I played them. Like I said, normal list-building conventions don't apply to this list (at least when I designed it, the meta has changed quite a bit since then). The list was made when Dengaroo and Palp Defenders were ruling the meta, so it's an attempt to counter those lists in a fun and interesting way (well it was unique at the time).
Here was my general plan, though they weren't absolute rules, I changed my deployment/engagement plan if I felt I needed too.
1) You want to make an asteroid cluster, preferably in the middle of the board. You want the rocks in triangles, between R1&R2 of each other (R1.5). This is where you will fight. Rocks limit your opponent's manoeuvring options and make your Conner nets even more deadly/mindfuck.
2) Warden gets placed in the middle of your deployment, with Miranda going on the side the opponent doesn't deploy on.
3) Basically the warden slowrolls into the rocks, and Miranda goes for the hard flank around the side, using SLAM.
4) If the opponent goes hard and fast for the Warden you can 2T away and SLAM 2B to delay the engagement and buy Miranda time to flank.
5) ideal first engagement is Miranda shooting a 5-dice homing missile into the opponent's flank and Warden sitting just outside of R3. The Warden being inside R3 isn't then end of the world, especially if it's only 1 or 2 ships.
6) Next turn enjoy the confused and sad look on your opponent's face as they realise how many ways the Warden can hit them with a bomb.
7) Warden will move fast (2 or 3F) and then slam bank/turn and drop a Conner in front of the enemy formation, and in an ideal world some of there ships bump the warden. Miranda fires a second missile if able or just TLTs.
8) Warden can now choose which bomb best suits the situation. I usually found Conner -> Seismic -> Conner - > Seismic/Prox was pretty much GG if the opponent got stunlocked behind the warden (I've killed Dengaroo Dengar several times without shooting at him).
9) Low HP Warden can 3F and SLAM away to try and come back in at another angle, or just act as a point soak and let Miranda still benefit from Sabine. I've had plenty of games with the Warden doing laps of the board while Miranda cleans up 100-0.
That's just an ideal run of the list. Frequently you have to come up with your game plan on the fly, which was part of why I stopped playing it (too mentally taxing, especially after 4 rounds). Also it's punishingly good against a newer player (older players too), which made it a bit of a NPE.
11 minutes ago, CRCL said:Yeah that's what most people would say to me before I played them. Like I said, normal list-building conventions don't apply to this list (at least when I designed it, the meta has changed quite a bit since then). The list was made when Dengaroo and Palp Defenders were ruling the meta, so it's an attempt to counter those lists in a fun and interesting way (well it was unique at the time).
Here was my general plan, though they weren't absolute rules, I changed my deployment/engagement plan if I felt I needed too.
1) You want to make an asteroid cluster, preferably in the middle of the board. You want the rocks in triangles, between R1&R2 of each other (R1.5). This is where you will fight. Rocks limit your opponent's manoeuvring options and make your Conner nets even more deadly/mindfuck.
2) Warden gets placed in the middle of your deployment, with Miranda going on the side the opponent doesn't deploy on.
3) Basically the warden slowrolls into the rocks, and Miranda goes for the hard flank around the side, using SLAM.
4) If the opponent goes hard and fast for the Warden you can 2T away and SLAM 2B to delay the engagement and buy Miranda time to flank.
5) ideal first engagement is Miranda shooting a 5-dice homing missile into the opponent's flank and Warden sitting just outside of R3. The Warden being inside R3 isn't then end of the world, especially if it's only 1 or 2 ships.
6) Next turn enjoy the confused and sad look on your opponent's face as they realise how many ways the Warden can hit them with a bomb.
7) Warden will move fast (2 or 3F) and then slam bank/turn and drop a Conner in front of the enemy formation, and in an ideal world some of there ships bump the warden. Miranda fires a second missile if able or just TLTs.
8) Warden can now choose which bomb best suits the situation. I usually found Conner -> Seismic -> Conner - > Seismic/Prox was pretty much GG if the opponent got stunlocked behind the warden (I've killed Dengaroo Dengar several times without shooting at him).
9) Low HP Warden can 3F and SLAM away to try and come back in at another angle, or just act as a point soak and let Miranda still benefit from Sabine. I've had plenty of games with the Warden doing laps of the board while Miranda cleans up 100-0.
That's just an ideal run of the list. Frequently you have to come up with your game plan on the fly, which was part of why I stopped playing it (too mentally taxing, especially after 4 rounds). Also it's punishingly good against a newer player (older players too), which made it a bit of a NPE.
Ok. Now I wish you were my Tier1 practice partner. No one's even flown a Kwing bomber vs me yet.
Thanks for the detail.
i think this one of those cases where you gotta get thrashed by it to believe. And probably card combo effects. I'm not good at visualizing effects.
Here is a favourite of mine:
Thank the gods you had a third ship.
much respect to @CRCL. Also I do hear the Kwing Sabine bomber lists are massive NPE. Though, I have yet to see it in person.
But if the game ever goes back to the dumb massively dominant 2 ship turret, large ship wave5 mess I'd never buy another ship for good. =)
Edited by Blail Blerg7 hours ago, Blail Blerg said:Ok. Now I wish you were my Tier1 practice partner. No one's even flown a Kwing bomber vs me yet.
Thanks for the detail.
i think this one of those cases where you gotta get thrashed by it to believe. And probably card combo effects. I'm not good at visualizing effects.
Yeah, you can't understand it until you've played it or played against it. When I fly K-Wing bombers against your aces or jousters, I'm playing a different game than you are.
Edited by EdgeOfDreams