Are Kihraxz Good Now?

By Boba Rick, in X-Wing

11 hours ago, FTS Gecko said:

FIVE CARTEL MARAUDERS, BAYBEE.

Indeed. Vaksai takes the Cartel Marauder from being the simplest of the Heavy Swarmer to the one with all the toys.

5 Khiraxz could do decent work previously. Admittedly not easily but they were better than a lot of people think (due to that 5th ship).

With thread tracers/guidance chips/munitions failsafe for free target locks a-go-go and intertial dampeners for some freaky movement tricks (whilst still getting dice modification because thread tracers) and you've got a huge whack of capability added to the squad for precisely no points whatsoever.

Meanwhile, Talonbane was always okay....pack vectored thrusters, predator, cloaking device and he works differently to fenn rau but is still surprisingly good (the decloak forwards then k-turn behind someone was always a signature trick).

Vaksai essentially cuts the price of that by 3 points, and gives him an extra two mod slots; meaning you could (as an example) give him a stygium particle accelerator for a free evade on decloak and a stealth device for agility 3 for no cost.

Edited by Magnus Grendel

I've been doing well with mixed Cartel Marauder/Cartel Spacer list pre GfH, and it's only going to get better with it. :) It's easy to underestimate the Kihraxz, but it's a decently priced ship for what it does, and you can't underestimate the power of the 1 turns on the dial.

Personally, I'm going to be taking this list out for a spin once GfH makes the UK. It's not the strongest thing ever, but boy will things explode! :D

Black Sun Ace (23)
Deadeye (1)
Harpoon Missiles (4)
Inertial Dampeners (1)
Guidance Chips (0)
Munitions Failsafe (1)
Vaksai (0)

Black Sun Ace (23)
Deadeye (1)
Harpoon Missiles (4)
Inertial Dampeners (1)
Guidance Chips (0)
Munitions Failsafe (1)
Vaksai (0)

Captain Jostero (24)
Deadeye (1)
Harpoon Missiles (4)
Inertial Dampeners (1)
Guidance Chips (0)
Munitions Failsafe (1)
Vaksai (0)

Inaldra (15)
Trick Shot (0)
"Mangler" Cannon (4)
"Heavy Scyk" Interceptor (Cannon) (2)

Total: 100

View in Yet Another Squad Builder

8 hours ago, Boba Rick said:

So how many points do you think are too many? 32? 34?

Haven't you heard @Boba Rick - it's not about mathematical formulas, it's about what feels right on the table!

Seriously, it depends what you're flying, and how. A fully-kitted Fenn Rau (34 points with Push the Limit, Concord Dawn and Autothrusters) is always going to be superior to a similarly costed Talonbane Cobra, so if it's one or the other at that points level, you go with Fenn. However, you can get TBC with Vaksai, Veteran Instincts, Harpoon Missile, Glitterstim & Guidance Chips (plus Munitions Failsafe if you really want the insurance) for 32 points , which may be a viable alternative if you're looking for an alphastrike list and/or can't find the extra points for Fenn Rau.

They are pretty good now and they will become better with every new Modification option we get. It is just that they are in ridiculous overpowered company with JM5Ks Dengar Nym so people might think they are bad.

This is one list that I've tweaked a bit since I last flew it on the table. It did well in destroying the Ghost in a few turns, but then Corran Horn did what he does best and took out the rest of the list.

Captain Jostero's Gambit

Captain Jostero (24)
Deadeye (1)
Harpoon Missiles (4)
Scavenger Crane (2)
Guidance Chips (0)
Munitions Failsafe (1)
Pulsed Ray Shield (2)
Vaksai (0)

Sunny Bounder (14)
"Mangler" Cannon (4)
"Heavy Scyk" Interceptor (Cannon) (2)

Inaldra (15)
Adaptability (0)
"Mangler" Cannon (4)
Pulsed Ray Shield (2)
"Heavy Scyk" Interceptor (Cannon) (2)

Binayre Pirate (12)
Feedback Array (2)

Binayre Pirate (12)
Feedback Array (2)

Total: 100

I messed with the points a bit and had a single point left over. I ended up putting Pulse Ray Shield on Jestero, not that I think it's amazing, but it's not bad for 1 more point. Not sure where else I would stick it in the list.

I had a Cartel Spacer for 14 pts, but figured Sunny Bounder would be fun to throw in for the same. Sure, she's 1 PS less, but there is that rare chance her ability might actually work. Sunny B!

Don't forget that the Feedback Array hits allow Cpt Jestero to get more shots in, as well.

While a lot of the things do give Jestero extra attacks, I don't think he's vital to the list. I mean, if he can get off the Harpoon before he dies, that's great. The Mangler Cannons will hurt that target pretty bad. The rest of the list can still do good things with what it has....if you fly right. Blocking Z-95's that can still bug zap you are great!

Tournament winning? Maybe not, but definitely fun!

I did have GENESIS RED in the list with another Cartel and Mangler and removed the Z-95's, but I want to try them out as it's 2 more ships that can still shoot short range turrets (kind of).

I just don't like that TBC has such a massive attack. No, the vaksai aren't great. But it's the best of the x-wing, tie advanced, khiraxz trio. And that's sad.

Like all scum ships....due to its low cost its going to fit in some lists as a threat you cant ignore. Its not amazing but it feels like it could be better than every T-70 X-Wing besides Poe and Jess Pava I guess?

15 hours ago, FTS Gecko said:

FIVE CARTEL MARAUDERS, BAYBEE.

I knew what I was looking for. Was not disappointed.

19 hours ago, Boba Rick said:

Are Kihraxz actually good now or is this a bad idea?

They're only good if you do a Vaksai conversion on the model :P

How is this?

Kihraxz Fighter: •Talonbane Cobra (34)
Guidance Chips (0)
Hull Upgrade (2)
Munitions Failsafe (0)
Vaksai (0)
Veteran Instincts (0)
Harpoon Missiles (3)
Glitterstim (1)

Kihraxz Fighter: •Captain Jostero (30)
Guidance Chips (0)
Hull Upgrade (2)
Munitions Failsafe (0)
Vaksai (0)
Deadeye (0)
Harpoon Missiles (3)
Glitterstim (1)

Scurrg H-6 Bomber: Lok Revenant (36)
Guidance Chips (0)
•Havoc (0)
Deadeye (1)
Extra Munitions (2)
Harpoon Missiles (4)
•Bomblet Generator (3)
Collision detector (0)
•"Genius" (0)

Total: 100/100